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S.I.C.O.N. Topical Field Guide
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Main Menu: Click on the subject you wish to research.
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Bugs
Vehicles
Weapons
Transport Bug
Brain Bug
Minion Bug
Warrior Bug
Worker Bug
Tanker Bug
Hopper Bug
Plasma Bug
Sentry Bug
Kamikaze Rippler
Momma Rippler
Water Tiger
Blaster Bug
Blister Bug
Control Bug
Jungle Spider
Nurser Bug
Tanker Worm
Firefry Bug
Zander Bug
Nurser Spider
Impostor Bug
Hybrid Clone Bug
Rhino Bug
Pit Worm
Royal Sentry Bug
Royal Guard Bug
Bug Queen
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Starship
Dropship
Drop Shuttle
Retrieval Ship
Retrieval Carriage
Attack Fighter
Tactical Bomber
Troop Transport
Flatbed
Loading Crane
Drop Suit
Marauder Suits
Skimmer
Jet Ski / Raft
WASP Flier
Submersible
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Power Suits
Morita Smart Rifle
Grappling Gun
Burrow Bomb
Plasma Rocket Launcher
Mini-Rocket Launcher
YK6 Mobile Launcher
Hand Grenade
Thermal Grenade
Flame Thrower
Shock Stick
Tranqualizer Gun
Hand Gun
Field Knife
Machete
Sniper Turret
Proximity Mine
Plasma Charge w/ Timer
Nuclear Charge w/ Timer
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Skinnie Constrictor Gun
Skinnie Concussion Gun
Skinnie Shock Staff
Skinnie Mine
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Aliens
Planets
Miscellaneous
Skinnies
Seal Shark
Razorback Croc
Raptor Bird
Space Leech
Sparky
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Pluto
Hydora
Tophet
Tesca Nemerosa
Karvok
Ice Asteroid
  Klendathu
Earth
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S.I.C.O.N.
Fed-Net
Holographic Projector
Talk Box
Mercury Flares
Homing Beacon
Map Generator
Lizard Lines
C.H.A.S. Unit
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Bugs:
Transport Bug
(picture)

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Actually a giant space-faring craft, the Transport Bug allows the Bug minions to travel among the stars. Can handle both the cold vacuum of space and atmospheric landings.Was seen diving underwater on the planet Hydora in order to refuel, presumably breaking down water into oxygen and hydrogen for later use. Has large retractable wings which can be used for extra lift-off thrust. Uses a highly unstable material called Xylon as a power source for interstellar travel.

 

Bugs:
Brain Bug
(picture)

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Puppet masters pulling all the strings of the Bug forces. Scattered throughout the galaxy, Brain Bugs coordinate all Bug activity through some sort of telepathic mind control. Without the brains behind the brawn, the Bug hordes would revert to mindless drones. Capable of emitting psychic energy which can disable the minds of its enemies, it can also interrogate prisoners by sucking out their brains, thereby gaining the knowledge and memories of its unfortunate victims. The full extent of its psychic powers is unknown, but it only takes one Brain Bug to control an entire planet. So far humanity seems to be the only species capable of waging telepathic / telekinetic warfare against these monsters.

 

 

Bugs:
Minion Bug
(picture)

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Relatively small creatures which perform menial tasks such as kitchen detail and clean-up crew for the Bugs. Known to group themselves around Brain Bugs to serve their every whim. Also referred to as "Chariot Bugs" since they can use their combined strength to carry the Brain Bugs on their backs if necessary.

 

Bugs:
Warrior Bug
(picture)

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Standard rank and file Bug soldier, possibly native to the Bug homeworld, Klendathu. Adapted to fight in a wide variety of environments, the Warrior Bug is low on brains but high on brawn, often treated like an expendable commodity by the Bug forces. They have tremendous power in numbers, but individually can be picked off with standard ammo fire. Will bite you in half if you let them get too close.

 

Bugs:
Worker Bug
(picture)

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Virtually identical to the Warrior Bug, this sub-species is an all-purpose construction worker. Used mainly to dig tunnels and tote supplies, this Bug is relatively harmless but will go to extreme lengths to defend itself if you try to interfere with its work.
Bugs:
Tanker Bug
(picture)

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This flame-spouting, ground-burrowing beast is a force to be reckoned with. Cumbersome and slow, it still packs quite a wallop if you get in its way. Its bio-chemically propelled flame-blowing stunt has considerable range and should be avoided at all costs.

 

Bugs:
Hopper Bug
(picture)

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Flying terror of the Bug army. Hoppers are virtually impervious to standard munitions fire, but a carefully aimed grenade can usually take one down. Can absorb laser fire and probably soaks up solar energy too. It's attraction to laser fire can be used to lure it into a trap, provided that you have enough explosives to pull it off. Swarms of Hoppers usually defend Bug nests and have been known to coordinate with Worker Bugs in the distribution and depositing of Bug eggs.

 

Bugs:
Plasma Bug
(picture)

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Plasma Bugs are the closest thing the Bug army has to anti-aircraft missiles. These giant bugs point their hind ends skyward and let it rip with a nasty stream of plasma fire. If they're big enough and bad enough, they can even launch their plasma spore into space. How they manage to aim their posteriors correctly (or at all) is unknown, but Brain Bug remote sensing might have something to do with it.

 

Bugs:
Sentry Bug
(picture)

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Essentially an armored Minion Bug which has been adapted to survive in extreme climates. Often responsible for giving the Bugs advanced warning of an oncoming attack.

 

Bugs:
Kamikaze Rippler
(picture)

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Possibly a native Hydoran lifeform which has been mutated to service the Bugs. Winged creature which can also dive underwater and resurface for surprise attacks. Spits out a seemingly endless supply of acid barbs at such high velocities they can pierce solid rock. Barb acidity may have been a deliberate act of genetic manipulation by the Bugs. The Rippler hordes effectively cut off air traffic to the planet's surface during the Hydora Campaign.

 

Bugs:
"Momma" Rippler
(picture)

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Egg-laying behemoth that kept supplying the Bug army with Ripplers in such quantities that SICON forces were frequently overwhelmed. The destruction of just one Rippler nest on Hydora helped turn the tide of battle momentarily, but the Bugs fought on until the planet's Brain Bug was destroyed.

 

Bugs:
Water Tiger
(picture)

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Bug adapted to underwater environments. Known to pick off stragglers one by one with a paralyzing venom. Will cocoon their prisoners in caves until they receive further instructions from their Brain Bug. Water habitat leaves them vulnerable to electrical charges from shock sticks.

 

Bugs:
Blaster Bug
(picture)

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Adapted specifically for the planet Tophet, Blaster Bugs extract heat from their surroundings and ignite a bio-chemical reaction in their pro-thorax, releasing an energy wave which can easily burn through a Power Suit.

 

Bugs:
Blister Bug
(picture)

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This Bug spits a highly corrosive acid which can eat through metallic structures in a matter of seconds.
Bugs:
Control Bug
(picture)

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One of the most insidious and feared elements of the Bug hive, this nasty little critter attaches to the base of your neck, latches on to your spinal cord, and tries to seize control of your mind, acting as a telepathic conduit for Brain Bugs. The range of their telepathic abilities has never been tested in the field.

 

Bugs:
Jungle Spider
(picture)

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Native to the jungles of Tesca Nemerosa, this spider-like creature can spew sticky web stuff which immobilizes it's prey in a matter of seconds. The Spiders serve the Bug hordes by capturing native lifeforms and preserving them in cocoons until their victims' DNA can be extracted by Nurser Bugs. Adult Spider Bugs can grow to enormous size, are extremely agile and difficult to kill.

 

Bugs:
Nurser Bug
(picture)

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The "mad scientists" of the Bug hierarchy, Nurser Bugs work in secluded Bug nurseries. Not only do they help to feed newborn bugs, but their regurgitated food is mixed in with a mutagenic gel which can have a profound impact on the newborns' development. The Nurser jelly somehow mixes the DNA of other species in with the basic Bug gene pool. This allows the Bug army to bypass several thousand years of random evolution by custom designing new species to inhabit whatever environmental niche they chose.

 

Bugs:
Tanker Worm
(picture)

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This ugly monster is the mindless servant of the Control Bugs. It can dig entire networks of subterranean tunnels to allow the Control Bugs to move about as they please. Virtually defenseless, this creature relies on stealth to avoid detection.

 

Bugs:
Firefry Bug
(picture)

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Another flame throwing variety of Bug that is suited to survive in deep space with little or no connection to the Bug hive. This colonizing Bug has an unusual reproductive cycle, known to implant it's spore in host bodies. After an incubation period of unknown duration, the Firefries burst into tiny swarms of glowing bugs which can generate tremendous amounts of heat. Firefry spore also known to have mutagenic properties.
Bugs:
Zander Bug
(picture)

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SICON Intelligence reports that this poor deformed creature is the end result of a mutagenic infection brought on by Firefry spore.

 

Bugs:
Nurser Spider
(picture)

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An unusual type of Nurser Bug which Zander Bug recruited to inject arachnid flux-larvae with human blood. The end result of this crude form of genetic manipulation was the Imposter Bug.

 

Bugs:
Impostor Bug
(picture)

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A Bug of humanoid proportions which can stuff itself into a Power Suit. SICON Intelligence suspects that the Imposters were genetically engineered by Zander Bug in a plot to infiltrate SICON forces stationed on Klendathu.

 

Bugs:
Hybrid Clone Bug
(picture)

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Probably a refined sub-species of Imposter Bug, this creature has the ability to clone other species DNA, incorporate that DNA into its own genetic makeup, and then morph between the two genetic structures at will. Utilizing this process, Hybrid Clones can mimic human form and mannerisms with uncanny accuracy.

 

Bugs:
Rhino Bug
(picture)

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A huge aquatic Bug which can survive in extreme envirionments that would normally subdue other Bug sub-species. This monster's grotesque maw sports four large mandibles which it can wield like razor-sharp rhino horns. Rhino Bugs were first discovered on the Bug homeworld of Klendathu in an alkaline lake which was initially presumed to be uninhabitable by lifeforms of any kind.

 

Bugs:
Pit Worm
(picture)

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A food gathering Bug which constructs massive webs deep within the vertical tunnels of the Bug hive on Klendathu.

 

Bugs:
Royal Sentry Bug
(picture)

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A beefed up version of the Sentry Bug with hightened senses and perhaps even telepathic abilities which can warn the Queen Bug in advance of any outward threat.

 

Bugs:
Royal Guard Bug
(picture)

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The last line of defense for the Bug Queen. Royal Guard Bugs also tend the royal egg hatcheries in which the Queen Bug resides.

 

Bugs:
Bug Queen
(picture)

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The central intelligence of the Bug hive. Possibly the mother of all Bugkind, this hive-mistress can lay up to 1800 eggs a day. Must be destroyed at all costs if Humanity is to ultimately prevail against the Bug horde.

 

Vehicles:
Starship
(picture)

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The place most troopers think of as home away from home, these immense craft are capable of "jumping" from star system to star system. Almost like small cities unto themselves, Starships house crew quarters, full medical facilities, mess halls, training decks, recreation rooms, not to mention all of the various fighters and retrieval boats docked in the hangar bays. Serves as a communications center for planetary campaigns. Has an incredible sensor array which can detect movement of other craft in neighboring solar systems. Can service targets with nukes from orbit if necessary.

 

Vehicles:
Dropship
(picture)

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These craft allow SICON forces to insert troops and supplies almost anywhere on a planet's surface. Their main tactical advantage lies in their ability to drop payloads from orbit, usually equipped with launch tubes for Drop Suits and Marauders allowing for highly precise troop insertion. Dropships are designed to dump their payloads and scramble, they don't normally make landings during a mission.

 

Vehicles:
Drop Shuttle
(picture)

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When poor weather conditions do not allow for an orbital drop, this ship is often deployed to ferry troops and supplies. Normally mounted on the underbelly of Starships, Drop Shuttles are designed to enter a planet's atmosphere, drop their payloads, and then escape from the planet's gravity well, hence they require more fuel and more piloting skill.

 

Vehicles:
Retrieval Ship
(picture)

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An orbit-to-ground carrier designed to retrieve troops and ammo from the battlefield quickly and safely. Large enough to house various vehicles and equipment. Can double as a shuttle for small troop insertions provided there's a safe landing zone since retrieval boats are not heavily armed. The wings retract in order to dock inside Starship hangar bays.

 

Vehicles:
Retrieval Carriage
(picture)

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During emergency rescue operations, a Retrival Ship can drop an unfolding troop carriage on the ground and then circle for a low fly-by to try catching the carriage on a hook (much like a jet uses a hook to land on an air-craft carrier). This extremely dangerous maneuver is called a "hook and ladder" which leaves little or no margin for error.
Vehicles:
Attack Fighter
(picture)

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While capable of air to air combat, these craft are commonly used as bombers. Usually not deployed until ground forces have identified a target and call for an air strike. Designed to handle atmospheric flight, these fighters tote a nuclear arsenal.

 

Vehicles:
Tactical Bomber
(picture)

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This two-man aircraft is utilized for precision bombing. Unlike the Attack Fighter, this vehicle is not designed for Vertical Take Off and Landing (VTOL). Usually launched from orbit, these craft simply complete their bombing run and return to base.

 

Vehicles:
Troop Transport
(picture)

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Standard ground transport vehicle normally assigned to SICON bases. Six-wheeled all terrain rover, can house an entire squad including their ammo and weapons.

 

Vehicles:
Flatbed
(picture)

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Construction vehicle recovered on the ice fields of Pluto, probably assigned to a SICON science outpost prior to Operation Pest Control.

 

Vehicles:
Loading Crane
(picture)

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A gigantic crane used mainly for hauling raw materials during the construction phase of SICON planetary bases, this enormous ground vehicle can pick up a retrieval boat as if it were a small play toy.

 

Vehicles:
Drop Suit
(picture)

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Sort of like para-trooping from outer space, this device allows individual troopers to be dropped onto planetary surfaces from orbit. Too small to be hit by conventional anti-aircraft fire, these units burst apart mid-flight, freeing up the trooper and spreading debris to confuse radar tracking systems. The ultimate tool for surprise attack since the enemy has little or no chance of predicting where the trooper will land after the Drop Suit has burst.

 

Vehicles:
Marauder Suits
(picture)

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A Marauder Suit is essentially a tank on legs, a 10 ft. tall mechanical exoskeleton which moves slightly faster than a human and can carry a wide range of ammo (including nuclear weapons). Marauders come in two varieties, the smaller version can scale cliffs with shoulder mounted grappling lines, where as the larger model has a side mounted gattling gun and is geared more toward ground level assault. Though all soldiers in the Mobile Infantry are trained to operate Marauders, only two machines are assigned to each squad. Each machine is manned by a specialist since each suit requires 26 hours of maintenance to go from "cold" (storage) to "hot" (operational). Despite such preparations, Marauder Suits only have about an hour or so of active flight time before winding down.

 

Vehicles:
Skimmer
(picture)

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An all purpose hovercraft, used mainly for water drops. Basically a scout vehicle / troop carrier. Typically has wing mounted detachable Jet Skis and a power raft attached to the underbelly.

 

Vehicles:
Jet Ski / Raft
(picture)

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During water drops each Skimmer comes equipped with one Raft and two Jet Skis. Initially attached to the underside of the hovercraft, these water-bound vehicles are ideal for scouting and recon missions. The Jet Skis are equipped with surface-to-air missiles.

 

Vehicles:
WASP Flier
(picture)

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This one man flier is geared toward atmospheric flight and can come in real handy during emergency rescue operations.

 

Vehicles:
Submersible
(picture)

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This versatile craft can convert from an large armored raft (with corner mounted napalm turrets) into an extremely fast and maneuverable submarine vehicle.

 

Weapons:
Power Suits
(picture)

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All Mobile Infantry troopers are outfitted with Power Suits, essentially lightweight armored space suits which allow battles to be fought in environments and atmospheres which would otherwise be deadly to humans. The suits are bulky and slightly resemble broad-shouldered gorillas, but they are also highly maneuverable (they are lined with pressure receptors which enhance muscle movements). Jump jets mounted on the back of each suit allow troopers to leap tall buildings in a single bound, but said jets expend most of their fuel by acting as breaking thrusters during orbital drops. There is a light mounted on the helmet of each suit in addition to a flip-down visor which has a high-tech targeting assessment display. The visors have zoom capabilities as well as an infrared display that can also be used for target locking "smart" ammo. Visors can also act as diagnostic tools, external feeds mounted on a suit's chest can allow fellow troopers to instantly assess one's medical condition. Power Suits do not float! If necessary, a submersed trooper can release a pressure valve in order to inflate a life-vest which will float the suit to the water's surface.

 

Weapons:
Morita Smart Rifle
(picture)

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The standard issue rifle of the Mobile Infantry, a shoulder fired, fully automatic, multi-purpose projectile firing weapon. It can utilize a wide variety of ammunition clips including explosive-tipped bullets, grenades, laser charges, etc. Self-contained firing chamber allows the gun to be fired in almost any atmosphere, even underwater, not to mention the open vacuum of space. It's most useful feature is "smart" ammo which coordinates with a trooper's helmet visor for target locking purposes. This feature is often used in conjunction with the grenade launcher, allowing a trooper to merely select a target visually and then release the grenade, trusting the smart ammo to seek and destroy the target.

 

Weapons:
Grappling Gun
(picture)

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This weapon is used to launch a drill-tipped grappling line. The tail end can be attached to the waist of a trooper's Power Suit, allowing infantry to quickly and easily scale walls or cliffs.

 

Weapons:
Burrow Bomb
(picture)

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These bombs can be targeted and launched by the Marauders. They will burrow through rock until they reach their target and explode.

 

Weapons:
Plasma Rocket Launcher
(picture)

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This gun launches plasma charges, some of which can ignite an impenetrable "fire wall" of super heated plasma. A firewall can burn for several minutes, depending on weather conditions.

 

Weapons:
Mini-Rocket Launcher
(picture)

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This triple-barreled gun is handy for launching plasma grenades when you're in a hurry.

 

Weapons:
YK6 Mobile Launcher
(picture)

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Basically a high-tech bazooka which is loaded by a top-mounted missile rack. Has its own targeting array mounted on the side, no need for helmet visors to use "smart" ammo with this one.

 

Weapons:
Hand Grenade
(picture)

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Still the best option for short range explosives when you're in a pinch. This version uses a pressure sensitive timed trigger rather than pulling a pin.

 

Weapons:
Thermal Grenade
(picture)

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Packs more punch than a conventional grenade, can be ignited from a safe distance by laser fire or explosive tipped bullets.

 

Weapons:
Flame Thrower
(picture)

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Bugs usually go out of their way to avoid open flames. Flame Throwers are our friends.

 

Weapons:
Shock Stick
(picture)

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Cattle-prod type weapon for keeping the Bugs at bay. Mainly to keep captured Bugs dazed and confused, not designed for prolonged usage.

 

Weapons:
Tranqualizer Gun
(picture)

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Gun that shoots tranq darts at high velocity. The only fire arm which may be issued onboard starships since pulse rifle rounds could accidentally rupture the hull.

 

Weapons:
Hand Gun
(picture)

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Standard side arm issued to troopers for close encounters of the worst kind.

 

Weapons:
Field Knife
(picture)

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An old fashioned bayonet knife which is included in a trooper's standard field kit.

 

Weapons:
Machete
(picture)

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This machete blade can be stowed in a trooper's backpack, the handle sticks up over the trooper's right shoulder for easy access.

 

Weapons:
Sniper Turret
(picture)

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A portable, high volume capacity, heavy ordinance machine gun. Can double as an anti-aircraft gun (or anti-airborne-bug gun).

 

Weapons:
Proximity Mine
(picture)

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Ideal for perimeter defense, these land mines use motion detectors to determine when a Bug is close enough to detonate.

 

Weapons:
Plasma Charge (with Timer)
(picture)

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This plasma bomb can be programmed for a wide range of explosive charges via the wrist pad of a Power Suit and detonated by remote control. Can also be synchronized with other charges for a chain reaction effect.

 

Weapons:
Nuclear Charge (with Timer)
(picture)

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A weapon of last resort, this puppy can level and entire city (or a complete Bug hive). Be sure you calculate enough time to escape the blast radius before you set the timer.

 

Weapons::
Skinnie Constrictor Gun
(picture)

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This is a standard issue Skinnie weapon, shoots blobs of blue goo which contract around their targets until their victims suffocate or burst internal organs. SICON forces eventually developed a constrictor goo counter-agent which is delivered via an aerosol spray.

 

Weapons:
Skinnie Concussion Gun
(picture)

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Shoots a debilitating energy field which can temporarily short out a Power Suit.

 

Weapons:
Skinnie Shock Staff
(picture)

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The Skinnie equivalent of a Shock Stick, only deadlier and designed for prolonged use. 
Weapons:
Skinnie Mine
(picture)

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A highly charged explosive which is difficult to detect once it has been buried since the Skinnies use little or no metallic parts in its construction.

 

Aliens:
"Skinnies"
(picture)

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Skinnies are an alien race native to the planet Tophet. Enslaved by the Bugs, they are conscripted to mine a rare and highly unstable material called Xylon which the Bugs use as a fuel source for interstellar flight.

 

Aliens:
Seal Shark
(picture)

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This amphibious creature is native to Tesca Nemerosa. It feeds on all sorts of aquatic life, including Water Tiger Bugs. Will feed on you too if you don't keep your distance.

 

Aliens:
Razorback Croc
(picture)

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Natural predator of the Nemerosan Seal Shark. Dinosaur-sized beast is a similar to Terran crocodiles in both feeding and hunting behavior.

 

Aliens:
Raptor Bird
(picture)

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At the top of the avian food chain in the jungles of Tesca Nemerosa, these flying reptiles have heads and necks shaped somewhat like Terran turtles. Have been known to get caught in the webs of Jungle Spiders.

 

Aliens:
Space Leech
(picture)

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Have been seen to attack Firefry Bugs, these large parasites are the only known source of naturally occurring toxins which are poisonous to the Bug hordes.

 

Aliens:
Sparky
(click me, if you dare)

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It's a freakin' squirrel monkey, OK? Just try not to laugh, this little guy can give off a nasty electrical spark if you make it angry. Native only to the planet Tophet (thank goodness).

 

Planets:
Pluto
(picture)

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The ninth planet of the Terran solar system. This is where incursions of the Bug army were first encountered by human beings who manned remote research outposts. Warrior and Hopper Bugs defended nests of Plasma Bugs from SICON forces, but appeared to be beaten into submission until a colossal Transport Bug arrived to refurbish and refortify. Only then did it become clear that the Bug occupation of Pluto was not just a local infestation, but a staging ground for an invasion. The Bug incursions on Pluto are often considered to be the main event which started the first Interstellar Bug War.

 

Planets:
Hydora
(picture)

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The Transport Bug which ravaged Pluto was tracked to a previously undiscovered planet in the Virgo constellation dubbed "Hydora." Hydora's surface is covered almost entirely with water but is sparsely populated with small islands and rocky cliffs towering over narrow sand beaches. Extremely high concentrations of hydrogen in the planet's atmosphere make the air unbreathable to humans. It became clear rather quickly that this was not the Bugs' homeworld, but more of a refueling stop for Transport Bugs. This is the first planet where humans encountered Kamikaze Ripplers and Water Tiger Bugs, also the first place they managed to track down a Brain Bug.

 

Planets:
Tophet
(picture)

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Desert homeworld of the "Skinnies." Extremely hot, arid planet with a high levels of methane gas in the air. Important to the Bug forces as a source of Xylon which allows the Transport Bugs to make interstellar jumps. The local Skinnie population was enslaved by the Bugs to mine the Xylon. Control Bugs were used to coordinate the Brain Bug's telepathic tyranny over the Skinnies. With the help of SICON forces, the Skinnies were eventually able to overthrow their Bug "master mind" and quickly joined humanity in the fight against the Bugs.

 

Planets:
Tesca Nemerosa
(picture)

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The planet Tesca is a gas giant surrounded by several moons. One such moon is a jungle-ridden planet called Nemerosa. This is where it was discovered that Nurser Bugs are involved in the creation of new Bug sub-species genetically engineered to occupy new worlds (rather than terraforming planets to suit their needs). SICON forces almost suffered a similar fate to that of the Skinnie population on Tophet due to a Control Bug infestation.

 

Planets:
Karvok
(picture)

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A barren planet the Roughnecks touched down on just prior to joining the science vessel Sequoia in its search for an asteroid dubbed "Clovis Trufeaux." This is possibly the planet where Zander first contracted an infection of Firefry spore.
Planets:
Ice Asteroid
(picture)

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A remote Ice Asteroid which was singled out as a source of bio-toxins which may help humans to someday wage biological warfare against the Bugs. It was later dicovered that this abnormally shaped rock is in fact a giant "Ice Bug" which has a symbiotic relationship with the Firefry hordes, utilizing large swarms of the Firefries as a fuel source for interstellar travel.

 

Planets:
Klendathu
(picture)

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Bug Nest Prime. After a botched attempt at sabotaging the Valley Forge, Zander Bug inadvertantly lead SICON forces to the Bug homeworld. Klendathu's atmosphere is barely breathable by humans, but prolonged exposure can be extremely hazardous to your health. This is where humans first encounter the Impostor Bugs, probably genetically engineered by Zander Bug himself. It is also rumored that Klendathu may be the residence of a special Queen Bug which is the focal point of all Bug activity throughout the galaxy.

 

Planets:
Earth
(picture)

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The homeworld of Humanity. Duh. SICON Headquarters and the Federation are based here. Earth was just beginning to colonize neighboring star systems before the Bug wars began.

 

Miscellaneous:
S.I.C.O.N.
(picture)

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Acronym for "Strategically Integrated Coalition Of Nations." SICON is the military branch of the Federation, a world government of Earth which is made up of citizens from many different countries. Full citizenship, however, is only granted to the veterans of SICON forces. In order to be eligible to vote, you must serve at least one term of military service.

 

Miscellaneous:
Fed-Net
(picture)

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Fed-Net is short for "Federal Network." Due to the prohibitively expensive nature of interstellar travel, the only organization which can afford to have a truly comprehensive press corps is the Federation itself. SICON headquarters recruits and trains its own reporters to provide news content for the Federal Network, hence the Federation has a virtual monopoly on information pertaining to the Bug War.

 

Miscellaneous:
Holographic Projector
(picture)

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Used in the field to brief troopers on missions, this portable projector has a limited range (about 4 ft. square).

 

Miscellaneous:
Talk Box
(picture)

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Originially designed as a device for translating Bug screeches, this hand-held device analyzes auditory patterns, breaks the patterns down into a binary code and tries to assign English equivalents to the code numbers. Invented by Jeff Gossard, patent pending.

 

Miscellaneous:
Mercury Flares
(picture)

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This signal flare sets off a cloud of red smoke to warn troop carriers that it is unsafe to land.

 

Miscellaneous:
Homing Beacon
(picture)

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Often referred to as "Tags," these handy little devices serve as long range locater beacons.

 

Miscellaneous:
Map Generator
(picture)

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This hand-held scouting device uses ultrasonic waves to map the volume and shape of enclosed spaces, designed to coordinate with the mapping displays of Marauder Suits.

 

Miscellaneous:
Lizard Lines
(picture)

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The drill-tipped grappling lines used with the Grappling Gun can also be used separately. They can be connected directly to a Power Suit via the backpack or cinched around the waist. Allows troopers to descend cliff faces with ease. So now when the Roughnecks refer to "Lizard Lines" you know what they're talking about.

 

Miscellaneous:
C.H.A.S. Unit
(picture)

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The Cybernetic Humanoid Assault System is essentially a heavily armed robot sentry with a bio-enhanced logic matrix (a learning computer). Extensive field testing convinced SICON that CHAS units were too expensive to mass produce. Most prototype units have been relegated to guard duty aboard prison carriers.