Showing posts with label Cepheus Atom. Show all posts
Showing posts with label Cepheus Atom. Show all posts

Monday, September 1, 2025

Ill Met In The Wastelands - Cepheus Atom Session report

 So today we ran a /Barbaric one shot adventure. The player's PC's were a part of an adventuring guild that sent the party into a wasteland to clear an area of some skeleton clankers  & what the party didn't realize is that there were some Coalition forces in the area. 


The party almost got their clocks cleaned by the combination but were surprised that Coalition forces weren't push overs. It was almost a deadly encounter to say the least. The party's telekinetic managed to drop a small building on the human supremacists.  

What the party didn't understand was the fact that the Coalition forces were containing a horde of zombies was making it's home in the ruins. The rest of the party had a Hell of a time containing the horrors withing a switch back set of ruins. 
And they recovered and used a small nuclear device the Coalition forces were going to use to against the undead horrors. They managed to set off the device and get to 'safe' distance before the explosion took them out. Three members of the party were exposed to radiation and gained three new mutations. The adventurers also recovered several reels of valuable copper wiring, electrical equipment and a generator from the ruins. They weren't prepared for the arrival of a radiation dragon that had been attracted by the sudden explosion of radiation. 
The party managed to get away with their loot and more by taking the Coalition's mutant horses. 


Tuesday, August 26, 2025

Ebirah Adapted From "Ebirah, Horror of the Deep " 1966 For Cepheus Atom & Those Old School 2d6 Science Fantasy Role Playing Campaigns Updated

 Used extensively by the Japanese forces during World War II, the Ebirah species of Kaiju were controlled by sonic impulses by super science devices. The Ebirah were not seen again around nexus of Kaiju activity of  Monster Island until 1966. Originally this huge crustacean lived in the vicinity of Letchi Island in the South Pacific.


Ebirah allegedly turned into a monster due to the waste flowing from the arms factory of a secret society called the "Red Bamboo". It used its giant, scissor-like right arm and spear-like left arm to attack ships approaching the island, preventing them from approaching the outer reaches of the coast. Its weakness was identified when people discovered that the monster could be thwarted by a bitter yellow juice made from the seeds of plants growing on the island.

'
Ebirah are found extensively in the Pacific ring area & have been used extensively by the military forces of the Deep Ones or the Atlanteans at various times. The Ebirah are considered some of the most dangerous Kaiju by shipping & cargo companies who offer substantial bounties on these horrors. 
Ebirah

# appearing 1d6
5/10, Move 15m, Swim 60 M, Armor 6, Claw (melee 4d damage), Bite (melee 1D damage), Criss Scissors double damage for one attack,  Turbo Swim double movement for 3 turns , Survival 1,  Combat 2,  Melee 2 . Gigantism. Armor, Regeneration As Troll,

Saturday, May 10, 2025

The King Corbra Kaiju Adapted From Godzilla The Series '98 For Cepheus Atom & Those Old School 2d6 Science Fantasy Role Playing Campaigns

 The Japanese Imperial Empire wanted it's own Kaiju during the glory days of empire expansion. To this end they began to look into the heart of the local Jari islanders legends of god like creatures that opposed the gods. This lead into the entrance of the Inner Earth on the volcanic active island of Jari itself & the discovery of the King Cobra Kaiju or Kyodai Kingu Kobura.



The King Cobra was captured by Japanese forces during the early days of WWII and moved to the Mount Fuji facility for further study. The facility was raided during the waning days of World War II and the monster slept for the remaining years. Then in 1998 with the Awaking of Zilla and the coming of the Kaiju the Kyodai Kingu Kobura awoke. The Kaiju began stalking and eating humans around Mount Fuji. After containment the King Cobra's genetic material was stolen from Area Fifty One and the species started to appear on the open market. They have successfully used to reign in several other highly dangerous Kaiju species. 


Then there are also the others of the  Jari brood and monsters who have escaped the inner Earth. These monsters have shown up across the Pacific ocean and even into California USA. The 
King Cobra Kaiju or Kyodai Kingu Kobura are so successful because of the following powers and abilities possessed by the Kaiju: 
  • King Cobra can spit venomous globs that act like quick drying glue
  • King Cobra is capable of burrowing.
  • Constricting his body to exert extreme pressure on foes
  • King Cobra's jaw strength is enough for his enemies to cause some damage.


 

The King Kobra Kaiju 
 Appearing  1d6 at a nest  
5/10, Move 50m, Armor 6 , Constriction (melee 6d damage), Bite (melee 5D damage), Poisoned Spit (melee 4 damage) & victim must make a throw of Physical 6+ to stay conscious or be considered poisoned, Glue Spit Victim must make a Throw of Physical 6 or be considered webbed,  Survival 3,  Combat 2,  Melee 3 . Gigantism. Camouflage  Armor, Regeneration As Troll,Thick hide, Robust, 





Saturday, May 6, 2023

Scarlet Raid - Adapting Mutant Epoch rpg's Outland Arts's One Day Digs 7:: The Ascent To The Cepheus Engine Hostile rpg As a Oneshot Adventure - Session Report Part II


Last night's session picks right up from here on the blog. 
So during last night's game things got very interesting too say the least. Our party was scouting through some urban ruins where they woke up and then things went down hill from there. They encountered a flock of Ruby Clawed Finches. I the words of the author & designer, "Ruby Clawed Finch
These carnivorous, small birds gather into huge flocks and attack one target in a group of travellers. Like winged piranha fish, they can pick a person to the bone in minutes.
Graphite art from page 189 of Excavator Monthly Compendium." 


Cepheus Atom just happens to have theses style of mutant birds built right into it. Needless to say that we almost down by two explorers.   However the party managed to get under cover but sacrificed one of thier covetted grenades. We're running this  mini campaign using Outland Arts's One Day Digs 7:: The Ascent for the Mutant Epoch rpg with Zozer Games Hostile.
The basic premise for this mini campaign rests on the back of the party and things have been getting interesting. Let me give you the basic premise; ""You've survived the crash. Now what?

"What horrors face a team of lunar cadets who crash land amid the ruins of the old ones? Can they work together to ascend the mega tower and call for evac, or will they perish in the attempt?"


In this unique one day dig, written by Timothy Berriault and illustrated by William McAusland. "The Ascent" encounters are  balanced and were not that hard to convert over to Stellagamma's Cepheus Atom with a twist of first edition Barbaric.  And during last night's game the players ran straight into a mutant trade caravan. The party was able to trade skills and two pieces of  knowledge about artifacts for passage to Pitford.  We ended the session with the player's PC's safe and sound for now. Once again  I did notice that the players have been using Independence Games G.E.A.R. and really going to town on the customization of thier weapons, equipment, etc. even using Hostile rpg catalog of equipment. 



Wednesday, February 8, 2023

The Weta-rex Swarm Adapted From King Kong ( 2006) For Cepheus Atom & Those Old School 2d6 Science Fantasy Role Playing Campaigns

 Deinacrida rex or Weta-rex, are a major mutated specialist predator & scavenger of the highest order. These prehistoric like highly specially evolved crickets are capable of ripping off limbs & major appendages of animals & men easily. The over evolved crickets grow to over meter long with large meat slicing jaws & operate in large pack tactic using swarms. These swarms use clicking,scent trails, and pack tactics to take down even small dinosaurs or even the odd Kaiju. Even armed parties of men are little issue for the weta-rex swarms. 

Weta-Rex are the terror of many a ship wrecked or starship crewmen. These pests travel on oversized kaiju & have hitched rides across the cosmos. The serpent men also used these highly dangerous predators to protect their temple fortresses for ages. 
Weta rex usually prefer damp & wet environs to lay their eggs which hatch within 1d6 days. The Weta Rex is able to after two hours of drying it's carpace go on the hunt & will be attracted to it's own individual swarm. Swarms of weta rex can & do easily evolve to their indevidual evironments. These horrors have been found on desert planets, exo Earths, and even the occassional abandoned starship's hold. 

Weta rex are considered vermin by ninety percent of alien races. Big Ass Reptiles are the exception and often feed on these horrors eating entire swarms in one sitting. 
Weta rex are excellent hunters & operate with both dark vision & highly sensitive anntenna in total darkness easily. Swarms often send out scouts to hunt down potential prey targets. These scouts sent out scent trails & are able to summon the swarm with a series of high pitched clicks in code. The swarm will arrive within 1d6 turns easily overcoming targets many times their size. 

Weta-rex shade carpaces every 30 days or so depending upon prey availabilty. If prey is unavailable the swarm may turn on it's weakest members. And this process will continue until only a fertilized female remains. She will lay eggs for the next swarm which will hatch within 1d6 months or if in a desert enviroment may be 2d6 years.Swarms of Weta-rex often hitch rides on kaiju to find new hunting grounds. They often entire hiberation cycles when finding new hunting ground. 
Weta rex are most dangerous when they come out of a hibernation cycle. The swarm will seek out any fresh meta or prey after emerging from such a cycle under cover of darkness. Weta-rex will then go on a feeding frenzy overwhelming prey and stripping anyone they come across down to the bone. 




































'The Weta-rex Swarm








#appearing 3d6

5/10, Move 13m, Armor 2, Claw (melee 1d damage) Bite (melee 2D damage), , Survival 1,  Combat 3, Melee 2 . Dark Vision, Pack Tactics, Nasty Bite the monster gains +1 on bite damage, Summon Swarm - Can summon the Swarm in 1d6 rounds if they find prey, Hiberation Cycle, Voracious Hunger - Weta-Rex become incredibly hungry & must stop to eat any prey+2 to all damage. Drawbacks -Hunger Over Survival-  Weta-Rex are not smart at all and can be lured into situations to be killed by promises of fresh prey & meat. 

Monday, January 30, 2023

The Vultursaur Swarm Adapted From King Kong (2005) For Cepheus Atom & Those Old School 2d6 Science Fantasy Role Playing Campaigns

 The VultursaurVultursaurus, is a weird, nocturnal, flying non-avian paravian with bat-like wings from the chasms and jungles of Skull Island. It has a 20-25 inch wingspan. What makes the Vultursaur so dangerous is the fact that it carries the Kaiju spread Skull Island Fever. 

Vultursaurus is a dusk & nocturnal predator of insects, small rodents, and even a bit of carrion. Swarms of Vultursaurus often nest within the folds of skin of giant Kaiju. Where they feed upon the alien insects & other parasitic lifeforms of giant creatures. 
And this is where the Vultursaurus pick up & carry Skull Island Fever named after the Endeavor expediation of 1935. Skull Island fever acts as respitory & bodily fluid borne disease which infects those around the victims. Victims quickly begin internal hemmoraging & organ shut down within 2d6 hours. Skull Island fever has been seeen as far away as the wastelands of Californoriia & China. The strange radiations of Kaiju stoke the fires of the unusual bacteria of the fever that the Vultursaurus swarms carry. These tiny predator often flock into urban areas to feed on ironically on tiny vermin such as mice & rats. All of the while these flocks spread the contagion. 
Many wasteland settlements welcome the 
 Vultursaurus swarms to special outer settlement rookeries where they are used as primitive bioweapons against invaders. The little unusual predators have incredibly sharp claws capable of shredding flesh like tissue paper. 

The Vultursaurus is the sole surviving descendant of a second dynasty of flying theropods that developed bat-like wing membranes instead of feathers.The Vultursaurus can be found almost anywhere that Kaiju have passed within the wastelands because of the creatures shedding these formitable little predators in their wake & passing. 

The Vultursaur Swarm













# appearing 4d6 Swarm

5/10, Move 12m, Armor 2, claw (melee 2d damage), Bite (melee 1D damage), , Survival 2, Melee 1 .Dark Vision, Dark Vision, Disavantage Light  Blind, Disease (See Cepheus Atom for Disease Rules)





Thursday, January 26, 2023

The Arachno- Claw Adapted From King Kong (2005) For Cepheus Atom & Those Old School 2d6 Science Fantasy Role Playing Campaigns

 There are monsters that haunt the dreams of explorers & adventurers across the world. The Arachno- Claw  is another  oversized arthropod that lives in the shadows of Kaiju everywhere in the wastelands & jungles of the 'Old World'. These horrifying carnavores & scavengers are the ultimate opportunists. They are adapted to feeding in darkness or twilight conditions. The  Arachno- Claw  is adapted to feed on anything that comes it way tearing it's prey into bit sized chunks that it can easily digest.Arachno- Claws attack with two devestating pincers & a vicious bite. 

Arachno- Claw  life cycle is truly the stuff of nightmares with the female laying her eggs in carrion & raw meat. The Arachno- Claw  clutch then eat their way out of the host within 1d6 days. These oversized anthropods then find the rest of their clutch brothers & sisters in the semi darkness of caves & caverns nearby. A chemical scent trail is used by these horrors to mark terrority & hunting grounds. Arachno- Claws can be found in a wide variety of enviroments & places because of the fact that some subspecies live on and within the skin flaps of various Kaiju species. Arachno- Claws hunting tactics are the ambush. They look like a giant trapdoor spider, with six legs and powerful claws.Arachno- Claws have six legs that are used to walk, with two crab-like claws under their mouths, which are used to rip prey. Because the Arachno- Claws are a parasitic species in many ways to giant Kaiju they can be found almost anywhere. 

The Arachno- Claw is drawn to dark places & tight spaces usually with other giant vermin. Vermin who are drawn to the strange radiations of the various Kaiju species.  Arachno- Claws are able to call upon 2d6 other claws within 2 rounds with the loud clicking of their claws a sound which no adventurer soon forgets. 



Arachno- Claw


# appearing 3d6

5/10, Move 12m, Armor 5, claw (melee 1d damage), Bite (melee 1D damage), , Survival 2,  Combat 2, Melee 1 .Dark Vision, Sensitive Anntena, Disavantage Light  Blind, Fast Tunneling, 


Monday, January 23, 2023

The Deplector Adapted From King Kong (2005) For Cepheus Atom & Those Old School 2d6 Science Fantasy Role Playing Campaigns

 There are some things that live on & around Kuiju. The Deplector is one such crusteasn  like giant  species.  The Deplector loves to lair itself within the creavices & cracks around low lying areas of Kuiju activity. There these eight foot long scavengers can feed on debris, radiation, and the occassional victim who stumbles into their enviroments. 



These land & underworld giant crusteans feed off anything they can get their claws into. While females could reach up to eight feet in length, males were scarcely larger than a newly-hatched female. They dwell in the back of the female's cavern, fertilizing their eggs and eating scraps of the female's prey.   Hanging in place, with their enormous pincers folded almost Mantis-style in front of them, they wait for small prey to pass the mouths of their holes. Their long antennae are sensitive to vibrations in the air, enabling them to pinpoint prey despite lacking eyes. The bite from one of these horrors causes deplector disease resulting in the prey shaking, having fits, and being easy victims unless a saving throw is made. 





The Deplector lives in the shadow of many Kaiju & these eight foot long horrors often lay their eggs on the bodies of the giant horrors. There are often Deplector swarms that have to be cleaned out after a Kaiju has moved through an area. The Mi Go and other mythos creatures or races cultivate Deplector swarms as clean up crew. Making these monsters a problem even on interstellar worlds as infestations can be found anywhere?! Big Ass Reptiles love to feed on swarms of Deplectors as a light snack. 







Deplector 
# appearing 3d6

5/10, Move 12m, Armor 6, claw (melee 1d damage), Bite (melee 1D damage), , Survival 1,  Combat 1, Melee 1 . Regeneration ,Venom Bite 1 Damage Poison, Disavantage Blind, 

Saturday, December 31, 2022

The New Foetodon Updated Adapted From King Kong (2005) For Cepheus Atom & Those Old School 2d6 Science Fantasy Role Playing Campaigns

 Foetodon is a species of large predatory crocodilian from one of the Skull Island land masses seen during the 1930's Venture expediation. These large  predators have carved out a niche on both Skull Island & the Hollow Earth as premeire scavengers. They range from 10 to 15 feet long & are capable of taking off a man's arm quite easily. 

The Foetodon species of large predatory crocodilians have been found on other Earth type worlds as well. Speculation among scientists & other top men is the fact that aliens adapted the species as a top tier scavenger for a wide variety of enviroments. The Foetodon species internal biology has been adapted to feed on a wide spectrum of biological offal & waste. The incredible gut fauna & stomach acids have incredible industurial applicationsThe Foetodon is adapted for both predatory & scavenger roles. 
What makes the   Foetodon species so dangerous is the fact that these monsters use pack tactics to run down prey in jungle & other planetary  enviroments. 
Using a combination of it's snaggled toothed jaws, highly virulant bacteria, & a cocktail of 
anticoagulant venoms the  Foetodon will run down prey. Take a bite & then let it's bite do the rest. Unless treated with modern medicine or super science medical treatments. The bite & massive tissue damage will result in the prey subcombing to it's injuries. Large packs of Foetodon have been known to take down even Skull Crawlers when times are tough. Foetodon are known to feed on Rock Critters within the Hollow Earth & the Big Ass Reptile species are rivals  to massive packs of Foetodon. Many know the Foetodon by thier fearsome roar which causes fear in creatures smaller then human size. Foetodon packs have been used by Mythos species as living security systems for eons. This includes the Serpent Men, Mi Go, & the Desert Dwellers. 


The Foetodon 











# appearing 2d6

5/10, Move 12m, Armor 6, Claw (melee 1d damage) Bite (melee 2D damage), , Survival 1,  Combat 3, Melee 1 . Regeneration ,Venom Bite 2 Damage see rules in Cepheus Atom, Some Foetodon specimens have been lab grown with the Regeneration mutation ( see Cepheus Atom for details), Pack tactics the creature seemingly is able to call 2d6 of it's breathen to it with a subtle roar or other signal. These pack breathen will appear within 3 rounds within a 2 meter area of the signaller. 

Wednesday, November 3, 2021

Megapedes Adapted From Godzilla The Series Season Two Episode 9 Episode 'Metamorphosis' For Cepheus Atom & Those Old School 2d6 Science Fantasy Role Playing Campaign

 
Megapedes have been appearing across the American bread basket since 1948 & are believed to be a last ditch fifth column weapon created by the remaining Nazi post World War II. The megapedes rampage both corporate & civilian farms of all crops. These kaiju present a clear & present mutational hazard to all with whom they come in contact. 


Megapedes have only one overwhelming desire, to consume as much organic material as they can inorder to evolve into their next highest life cycle stage 'the Cicada'. But the circumstance to create the evolved form is rare. Megapedes are fast, danger, & mostly still a rare species of kaiju. They originate within the inner Earth but have fast become a dangerous & highly wicked invasive kaiju species. 
Many fifth columnist in 2021 have summoned the megapedes to the upperworld through a combination of sonics & scent markers for their targets. The megapedes are vast engine of destruction capable of wrecking havoc on those that cross their path during this phase of their evolution & biological cycle.  


Appearing # 2d6 Megapede  
5/10, Move 20m, Burrowing 40M,  Armor 4, Claw (melee 3d damage),  Bite (melee 4D damage),  Survival 2,  Combat 2,  Melee 1 . Gigantism,  Regeneration As Troll, Underground Dweller, Darkvision 30M, Armored Terror - the 
Megapede's armored body can withstand military grade hardware weaponry, Fast burrow - the Megapede  can burrow twice its burrowing rate up to three times a day, Change of The Season -the Megapede can morph into Cicada once it has consumed three times its body weight, Foaming Terror - In both forms, Megapede can produce a foam which can poison enemies if it remains in contact with their eyes doing 3 poison damage per round, Get the Point -  the Megapede possesses poison barbs that do 3 damage plus poison to the target 

Friday, September 24, 2021

The Megavolt Monsters Adapted from The 1978 The Godzilla Power Hour For Cepheus Atom & Your 2d6 Science Fantasy Campaigns

 Up from the inner Earth the megavolt monsters are a little understood species of Kaiju discovered by the Nazi in the Mid Atlantic rift back in Nineteen thirty nine under the Hidel expediation. The megavolt species are energy absorbers specifically electricity. They are capable of absorbing & creating thousands of mega volts of electricity. The megavolt species are highly terroritial & will attack anything that enters their domain. 
























During the occult wars of the Sevenities these entities were exploited as terror weapons by Nazi fifth columnists. They were used to shut down the Eastern sea board power grid but thanks to the actions of a swift group of heroes disasters were averted. 























Megavolt Kaiju are capable of abosrbing & creating million of volts of electricity. They use this ability to hunt other smaller kaiju and even other creatures. They are capable of hunting a target across hundreds of miles with their keen senses that use both conventional senses but also they are able to 'see' the electric singnals of indivduals. 

Appearing # 1d6 Megavolt Monsters 



5/10, Move 20m,  Swim 30M, Armor 6, Claw (melee 3d damage),  Bite (melee 4D damage),  Survival 2,  Combat 3,  Melee 2 . Gigantism,  Regeneration As Troll, Underground & Water  Dweller, Darkvision 30M, 
Special - Shock Throw  - The Megavolt Monsters can fire bolts of electricity from their horns, tusks, and tails doing 2d6 to their enemies. Field of Shock - The megavolt monster is surrounded by a glowing cascade of electrical energy at all times that does 1d6 points of damage to anything touching it. Bite & Claw of Lightning, Absorb The Raw - The Megavolt Monsters can absorb any form of electricity. When they absorb electricity, they can grow in size and power.
Weakness -  If enough pressure is put on the Megavolt Monsters, they will lose their electricity, weaken, and return to their normal size.

The megavolt monsters are still to this day found in the Mid Atlantic rift & within the inner Earth. They are highly dangerous kaiju that only the most experienced adventurers should even think about approaching. They attack prey on sight & have been known to track indivduals who piss them off half a world away for revenge. They are mean & highly vindictive species of kaiju. 

Monday, September 13, 2021

Ice Borers Adapted From Godzilla The Series Season One Episode ' Freeze ' For Cepheus Atom & Those Old School 2d6 Science Fantasy Role Playing Campaign

 




























First discovered by the Nazi Anartica expediation of 1938 when they established contact with several alien species in the polar regions. And they also discovered the Ice borers a species of mutated Kuiju mole rats with very specia mutations. The ice borer species uses a specialized organ on the top of their heads to rapidly heat the surrounding air & burrow through the ice, snow, and slush of Anartica quickly & highly effieciently. The Nazi teams put the borers to work digging out tunnels & their Anartica underground bases. The ice borers were key to their plans for the frozen land until their contact by aliens for the transition into an inhuman state. The Nazi abandoned the beasts until they were encountered during the 90's. 





















In 2021 the inhuman Nazi fifth columists began to influence the minds of packs of ice borers to attack certain Anaractica science bases. Several packs have been used by the alien Nazi hybrids to sink several such bases below the ice. The ice borers remain a unique kuiju and unto themselves are often not dangerous at all. This is however most of the time, their claws however are capable of shreding steel quite easily. Because they travel in packs ice borers often use pack tactics to overwhelm their targets. 




























Appearing # 2d6 Ice Borer Packs 

5/10, Move 20m, Burrowing 40M,  Swim 30M, Armor 4, Claw (melee 3d damage),  Bite (melee 4D damage),  Survival 2,  Combat 2,  Melee 1 . Gigantism,  Regeneration As Troll, Underground Dweller, Darkvision 30M, 
Special - Over Heat The Prey - The Ice Borer can hold on to its victim & overheat them for 2d damage per round from heat exhausion, With One Swipe - The Ice Borer takes a quck swipe at its victim with its claw for 1D Damage to trip up the victim, Now You See Me & Then - The ice borer literally superheats the air around its forhead & bores through 30 M of solid ice like swiming through water, Elemental Waves - the ice borer sends out a wave of solid heat from its forhead doing 2D Damage to everyone in 20M range 
Temperature Weakness - The Ice Borers will be stunned with any ice bound attacks which they take triple damage. 

Sunday, September 5, 2021

Terror Bees Adapted From Godzilla: The Series - Season 1, Episode - 09 Hive For Cepheus Atom & Those Old School 2d6 Science Fantasy Role Playing Campaign

 First created by the Japanese Black Dragon Society as a part of Japan's nuclear weapons program during WWII. on a remote  South American  island. This joint program was done in conjontion with the German high command. The island's geothermal volcanic base proved ideal for the power requirements. But after the first ninety days several mutant Kuiju life forms appeared. The mutated giant bees were some of the worst however. These terrors were used extensively throughout the Fifties as terrror weapons by Nazi fifth columnists. 







The Queen mutated bee is very aggressive
& highly adaptable to any envoriment 

The giant bees queens were cloned a dozen times & these queens were spread extesively across the Earth. The mutant bees were some of the most dangerous mutants & used as terror weapons up through the 2020's. The mutant bees are highly adaptable able to carve out ecolohicial niches across the United States. Hives or  colonies will displace or deastroy any Kuiju in the area. These mutated bees  have  extensive colony works in the Western United States & even in some remote parts of the North Pole. The mutated bees are highly adapted to their roles as dangerous predators & or ecological reclaimers. Because of their origin these bees are programmed for ecological reclaimation. Weird radiations coursing through the mutant bees will begin mutating the fauna & flora around them within 2d6 weeks.  The Terror Bees Queen is a nighmare able to lay a thousand eggs within a 72 hour period. Terror bee drones die after launching their stingers making them sacrifing themselves for the good of the colony. Colonies & hives can be above ground or below. 

Mutated Terror Bees
#Appearing 1 Queen Bee  &  2d6 body guard mutant Bees 



4/7, Move 20 M, Fly 40M Armor 6,  Claw (3D danmage), Bite (melee, 4 damage and may cause Disease; throw Physical 6+ to resist). Sting 3D  damage and may cause Disease; throw Physical 6+ to resist)
 Gigantism, Survival 3, Melee2, Combat 2, Specials - Jaws of Death - The Terror Bees are able to do double damage to metal or wooden structures. Sting of Terror - The Terror Bee is able to launch its stinger over 30 meters easily,Stings of Horror  the Queen Bee could launch 2d6 multiple stingers at a very quick rate, much like a machine gun and the stinger launch ability of GMK Mothra. The queen bee does not die after it has used its stinger, allowing it to sting opponents multiple times.