Starship Troopers RulesVersion 1.01 by R.C.Heath
IntroductionThis is a set of modifications to the Shock Force rules by Demonblade, based on the film by Paul Verhoeven. If you haven't seen the film go and rent it now! The film was based vaguely on the book of the same name by Robert Heinlein. There is very little similarity between the two. The rules are based on the film, not the book. I will not be doing rules for the stuff in the book. I may in the future do rules for stuff from the T.V. series though. Some of that is already in... look for the Power Armour in the Item section!The film is great fun and not at all to be taken seriously. (Certainly not as seriously as I do!) The film's plot, combat tactics, science and virtually everything else have so many holes in them, that you must not try to reason why things are done that way. Just sit back and enjoy the ride. These rules try to pick up on the spirit of the film. Don't take them too seriously either, just enjoy them for what they are.
To play the game you will also need a copy of the Shock Force rules.
I have chosen to base the game on these rules as they are very simple and very, very fast.
They tend toward quick bloody battles, and that is exactly what is needed!
You will need about 12 six sided dice, a Games Workshop scatter dice
(this has "HIT" on two sides and arrows on each of the other four sides) and a tape measure in inches.
You will also need a standard size wargames table of 6'x4', although my game is now up to 6'x6'.
Earth style terrain is easy to find or make, but the Planet 'P' style terrain complete
with bug holes, is a lot more effective.
Of course you will also need some miniatures.
Bugs can be scratch built or based on the Micro-Machines toys (now unavailable).
There are some wargames manufacturers that make aliens that could easily pass for warrior bugs.
The same goes for the M.I. Troopers, although there is more choice here.
The best thing to do is go to your local wargames shows and browse through the traders.
I will be very happy to hear any comments on these rules. If you create any scenarios of your own
please send me them and I will be happy to publish them alongside these rules on the
cogs web site (http://www.c-o-g-s.org.uk).
Force compositionNo points values have been given for the forces. This is because the game has been designed around the use of scenarios. A "standard" wargame encounter game will probably not work well, as the Troopers will have to immediately defend and the bugs are then unlikely to break through. The scenario will define what force is availble to each side.If you find that with scenario one force always wins, then try decreasing the size of the winning force or increase the size of the losing force. I have found though that changing the terrain can have as much an influence on the result. If you really must have point values then use the calculations given in the Shock Force rulebook. Although you may have problems because of some of the special rules that have been added. Don't expect a fair fight even then. In both M.I. and Arachnid forces models are divided into squads. It is important that these squads remain in cohesion. To help in this I colour code the squads with a small blob of paint on the base of each model. Mobile InfantryMobile Infantry troopers are typically organised in squads of 6 members. A platoon consists typically of 4 squads. Each squad must be commanded by a single commander. If the commander is killed then one of the other models takes over command of the squad.A typical squad will consist of 1 commander, 1 MG trooper, 1 sniper trooper and 3 standard troopers. One of the standard troopers may carry a nuke launcher and a single nuke. (Don't over-do-it with the nukes they are very powerful even though they are no where near as powerful as in the film.)
**A single retreival ship can carry a complete platoon (i.e. approx 24 models). ***An emplaced gun requires a single trooper to fire it. The trooper may not perform any other action while shooting. Bugs may not attempt to damage the emplaced gun. NukesA Trooper may be armed with a Nuke Launcher in addition to his normal weapon. This is a one shot weapon that has a range of 30" with a minimum safe range of 8". It does a 5d6-lowest dice attack to the target and up to three other models within 5" of it. The extra models do not have to be in line-of-sight of the firing model. I usually show a trooper with a nuke by using a different model, carrying the nuke launcher. When the nuke has been fired, then this is replaced with a normal trooper model. Alternatively a counter could be used.ArachnidsBugs don't normally organise into units. They actually work as a single whole force and only spilt up for tactical purposes. This however is not practical within the Shock Force rules. Instead, warrior bugs should be split into units of 4 bugs each. The other types of bugs should be treated as specials and activated individually.In scenarios bugs don't normally have a fixed force size. Instead units appear on the table, in quantities determined by the drawing of an event card or the roll of the dice. Dead bug squads become future reinforcements. Bugs entering the game this way can arrive through scenario defined table edges or out of bug holes. However no more than one unit of bugs can come out of a bug hole or enter on a 2ft stretch of table edge per turn. The Tanker bug will normally be found burrowing under the battlefield and will only appear when the correct event card is drawn (see below).
** If the Brain Bug dies then the whole of the arachnid force will become confused and each bug will act randomly in each of its actions. Roll a d6 for each bug and consult the table below. Alternatively you can say that the bugs have just lost, which is true. (The moral is to protect the brain bug. One mile underground is quite good.)
Extra & Clarified RulesLine of Sight
Line of sight (and range) is traced from base centre to base centre.
If any other bases or obstacles lie on the LOS then the LOS is blocked.
(Terrain rules may vary this, e.g. Hills) There is no facing for models,
apart from the Tanker bug (see above).
|
The scenario presented here is the one that we have been running at wargames shows this year.
It had developed over the months alongside the rules and I expect will develop even further...
M.I. Briefing
"...Two important highly trained personnel have crash-landed within bug held territory on Planet 'P'.
Their last communication was that they would make their way in to Bunker L7.
Unfortunately Intel was unable to tell them that a plasma missile was about to be shot
into that area. The missile launch is already underway. A retrieval ship and a platoon
of M.I. have been sent to find and bring them back. Bug resistance is expected to be
minimal...." ;-)
| Trooper Type | Move | Defence | Attack Range | Attack Strength | Mental | Command Radius |
|---|---|---|---|---|---|---|
| VIP | 9" | 3d6-lowest dice | - | - | 5d6 | 10" |
The VIPs may be moved as a single unit if they stay within 10" of each other. Otherwise they will be moved in separate activations. They may join M.I. squad in to command them. In which case the squads gain the bonus of their improved Mental value and command radius.
Troopers deploy on the table within 6" of table edge. At the other end of the table is Bunker L7. The troopers mission is to find and meet the VIPs and escort them to the retrieval ship which will land near Bunker L7. There may be weapons and ammunition inside the bunker and they may be found by searching for a turn.
Primary Goal
The arachids primary goal is to extract the brains from the VIPs. The scenario
is designed so that this cannot happen. Instead the VIPs will definately get
into the bunker. It is important that the Brain Bug survive at all costs.
Secondary Goal
Their secondary goal is to kill as many humans as possible, before the plasma
missile hits. This is where all the points come from. Of course humans killed
by the plasma missile are just as dead, but the bugs don't know that is on its
way yet.
Section 1
At the start of the turn straight after the event card is drawn the Mobile Infantry commander places the Air Support marker anywhere on the table.
At the end of the turn a G.W. scatter dice and 2d6 are rolled to determine the final location of the Air Support. The closest 4 models with 5" of the marker are hit with a 4d6 attack.
Retrieval Ship Arrives
At the end of the turn the retrieval ship arrives on the table at the landing point. Any models under the ship when it arrives take a 3d6 attack. Any surviving models are placed adjacent to the final position of the ship.
Optionally a number of landing points could be designated by the referee at the start of the game. The final landing point would be determined by the roll of a dice when this card is drawn. This has the effect that each side must split its forces in order to cover all possible landing positions.
Shaking Ground and Tanker Bug
At the start of the turn straight after the event card is drawn the Arachnid player places the shaking ground counter anywhere on the table.
At the end of the turn a d6 is rolled. If the d6 result matches one of the numbers on the card or the card says automatic. Then the tanker bug appears. Roll a G.W. scatter dice and 2d6 to determine the central point of where the Tanker Bug bursts out of the ground. Orient the tanker bug in any direction. Any models under the bug's base are attacked with a single 2d6 attack. Any surviving models are placed adjacent to the final position of the bug, and lose any reserve fire markers they might have.The M.I. player may then take any remaining reserve fire as normal. Finally the Tanker Bug may use it's flame attack once in the normal way. If all the Tanker Bugs are in play when this card is drawn then ignore the card.
VIPs Arrive
When the VIPs arrive the VIPs run out of the bug hole next to the bunker in the first trooper activation. (The bug hole must be placed within 14" of the bunker when the terrain is set up.) The Brain Bug and a squad of 4 warrior bugs will follow them out of the hole, in the next arachnid activation. If the Brain Bug will be put in danger of being shot at by M.I. then it will stay in the hole.
The bugs will not harm the VIPs at that stage as the Brain Bug wishes to suck out their knowledge. The VIPs have no weapons at this point. In the next turn the VIPs will come under control of the M.I. player. It is expected that they will move them into the safety of the Bunker.
A full squad of troopers, or the remainder of one, that spends a complete activation not moving within the bunker refreshes its nuke supply. Replace one of the standard trooper models with the spare Nuke model. If the squad already has a Nuke then a second one is not gained.
VIPs Searching
For each VIP that spends a complete activation not moving within the bunker draw an item card from the item deck. A VIP may carry/use two items, but may only fire one weapon a turn. The Nukes may be refreshed in the same way that they can for troopers searching.
Take a platoon and land to the south of the base. Perform reconnaissance of the base to find out what has happened. If the base is still in the bug's hands then it is your job to recapture it before the main bug force arrives.
To aid you in your task, we have contacted another base in the area. They have agreed to send Mechs and a Psychic to your aid. There is no telling when they will arrive. So until then you are on you own..."
| Trooper Type | Move | Defence | Attack Range | Attack Strength | Mental | Command Radius |
|---|---|---|---|---|---|---|
| Psychic *@ | 9" | 3d6 | 12" | 2d6 | 5d6 | 10" |
| Mech ** | 12" | 4d6 | 12" | 2x4d6 | 3d6 | 6" |
| Platoon Commander @ | 9" | 3d6-lowest dice | 12" | 3d6-lowest dice | 5d6 | 10" |
Defeat the humans and stop them from retaking the structure.
Roll a dice for reinforcements at the beginning of each turn and consult the following table:
| 1 | no reinforcements |
| 2,3,4,5 | 1 squad of 4 Warrior Bugs |
| 6 | 2 squads of 4 Warrior Bugs, each |
There may be up to two tanker bugs at any time and there is no limit to the amount available after one dies.
Section 1
Psychic Arrives
When the psychic arrives he lands in a retrieval ship at a point chosen by the M.I player. This can happen in a any activation that the M.I. player chooses. The ship may fire it's weapons before leaving the table at the end of the activation.
Whirring and Clanking, Mech Arrives
1d6 is rolled immediately this card is drawn. If the dice roll matches the number on the card then as an activation during the turn the M.I. Player may bring a Mech into play. The Mech moves in from the edge of the table defined by the scenario. If all the Mechs are in play when this card is drawn then ignore the card.
A full squad of troopers, or the remainder of one, that spends a complete activation not moving within the bunker refreshes its nuke supply. Replace one of the standard trooper models with the spare Nuke model. If the squad already has a Nuke then a second one is not gained.
Psychics and Platoon Commanders Searching
For each Psychic or Platoon Commander that spends a complete activation not moving within the bunker draw an item card from the item deck. They may carry/use two items, but may only fire one weapon a turn. The Nukes may be refreshed in the same way that they can for troopers searching.
Version 1.00
The first published version