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Starship Troopers Rules


Version 1.01 by R.C.Heath
[printer freindly version]
  1. Introduction
  2. Force composition
    1. Mobile Infantry
    2. Arachnids
  3. Extra & Clarified Rules
    1. Line of Sight
    2. Interpenetration
    3. Bonus dice for standing still
    4. Stopping Bugs
    5. Terrain Rules
      1. Normal Hills
      2. Low Hills
      3. Bushes and Trees
      4. Rocky Outcroppings
      5. Bug Holes
      6. Chain Link Fencing
      7. Barricades and Low Walls
      8. Bunkers
  4. Scenario 1: VIP Hunt
    1. Introduction
    2. M.I. Briefing
    3. Arachind Briefing
    4. Umpire's information
  5. Scenario 2: Retake Supply Compound
    1. Introduction
    2. M.I. Briefing
    3. Arachind Briefing
    4. Umpire's information

Introduction

This 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.leaping.to/cogs).

Mail me!


Force composition

No 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 Infantry

Mobile 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.)

Trooper TypeMoveDefenceAttack Range Attack StrengthMentalCommand Radius
Trooper9"2d612"2d63d66"
MG Trooper9"2d612"3d63d66"
Sniper9"2d624"2d63d66"
Commander9"3d6-lowest dice12"3d6-lowest dice4d68"
Retrieval Ship**-5d618"2x4d6*--
Emplaced Gun***--18"2x4d6*--
* The Retreival ship and Emplaced gun have 2 attacks both of which can be put on reserve. They gain no bonus for not moving.
**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.

Nukes

A 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.

Arachnids

Bugs 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).

Bug TypeMoveDefenceAttack Range Attack StrengthMentalCommand Radius
Warrior15"3d6Close Assault4d6-lowest dice-6"
Tanker9"4d612"3d6*--
Brain**6"4d6Close Assault1d6--
* The Tanker bug has a flame attack that can fire at a target within its 180° front arc. It also hits one other model with 3" of the first.
** 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.)
1,2Run up to and attack the nearest model
3,4Run 2d6" in a random direction (use a G.W. scatter dice for direction, Hit=No Movement)
5,6Run 9" towards the nearest table edge or bug hole


Extra & Clarified Rules

Line 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).

Interpenetration

When moving Trooper models may pass through other Trooper models and Arachnid models may pass through other Arachnid models, for no penalty. However Troopers models may not pass through Arachnid models and Arachnid models may not pass through trooper models. Models may not be stacked.

Bonus dice for standing still

Troopers firing Morita Smartrifles (i.e. standard troopers and commanders), sniper rifles and MGs may add 1 dice to an attack if they didn't move during their last activation if firing on reserve; or if they don't move in the current activation otherwise. They will be marked with appropriately coloured markers if on reserve. Tankers, Warrior Bugs, Retrieval Ships and Nukes do not gain this bonus.

Stopping Bugs

If a bug is moving when a M.I. Model fires at it. Then if the defense and attack dice rolls are equal, the bug is stopped where it is and may not move any further this activation.

Terrain Rules

Normal Hills

Any model moving up a slope must do so at half their normal move rate. Moving down a slope does not affect movement rate.

Low Hills

Low Hills do not block line-of-sight. However models placed at higher levels may see over models placed at lower levels.

Cliffs

Humans and Warrior bugs may not climb cliffs. (There just isn't enough time.) Tanker bugs may climb up or down cliffs at the cost of a full move. They may still attack as normal.

Bushes and Trees

If a model is within a clump of bushes or Trees and is more that 2" from the edge then it is not in LOS of a model outside the clump, unless that model is at higher altitude. If the model is within 2" of the edge then it is within LOS but receives a soft cover defensive bonus.

Rocky Outcroppings

These block line-of-sight at the at the same or a lower level. However a model looking down on the rocks may see models hiding behind it. If the hiding models are withing 2" of the rocky outcroppings, they receive soft cover from the models above. Only Tanker bugs may climb over the rocks and they take a full move to do so.

Bug Holes

Up to one squad of bugs may exit from each bug hole per turn, if available. A bug hole may be blocked by shooting a Nuke into it. No dice roll is required. However the trooper firing the Nuke must be within 45° of a line traced perpendicular from the cliff face in which the bug hole is to be found.

Chain Link Fencing

This does not block LOS for firing weapons. It can be climbed over by a human for a cost of a full move. A warrior bug may use its close assault attack to destroy a 5" to 6" long section. Each section has a defence of 2d6. A tanker bug will automatically destroy any section it comes into contact with.

Barricades and Low Walls

These give soft cover to any model hiding behind them when shot at. They can be climbed over at a cost of 1" of movement. However when climbed over a model effectively raises itself a level for line-of-sight purposes, which sometimes allows models to shoot at it that previously couldn't see it.

Bunkers

Any human model can enter a bunker. There is no reduction in movement. Bug models may not enter a bunker unless specifically allowed by the scenario. Windows are assumed to be bullet proof and therefore cannot be shot through. A model may climb on top of a bunker at a cost of 2" of movement.

Scenario 1: VIP hunt

Introduction

These rules rely on scenarios. Unfortunately, so far we only have two. But hopefully that will change soon. If you can help then please let me know!

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 TypeMoveDefenceAttack Range Attack StrengthMentalCommand Radius
VIP9"3d6-lowest dice--5d610"

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.

Suggested Victory Points

  • +1 point for each Warrior Bug killed
  • +10 points for each Tanker Bug killed
  • +100 points for killing the Brain Bug.
  • +20 points for each Trooper that leaves the battlefield in the Retrieval Ship.
  • +30 points for each Commander that leaves the battlefield in the Retrieval Ship.
  • +100 points for each VIP that leaves the battlefield in the Retrieval Ship.

Arachnid Briefing

"...some humans carrying important enemy intelligence have foolishly strayed into our tunnels. We will extract the information from their brains... They are attempting to reach the construct they call Bunker L7. They must not reach it!"

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.

Bug deployment

D3-1 squads of 4 bugs each may enter the game via the edge of the table furthest from the troopers' starting position or through the bug holes. Remember a maximum of 1 squad may come out of a bug hole or 2ft of table edge per turn. The exception to this is during the arrival of the VIPs.

Notes

Bugs may not damage the bunker. If the Tanker bug arrives under the bunker move it to one side until it doesn't.

Suggested Victory Points

  • +5 points for each Trooper killed by a bug.
  • +10 points for each Commander killed by a bug.
  • +50 points for each VIP killed by a bug.
  • +2 points for each Trooper killed by the plasma missile.
  • +5 points for each Commander killed by the plasma missile.
  • +25 points for each VIP killed by the plasma missile.

Umpire's information

Event deck construction

The event deck consists of two parts. The two parts are shuffled separately and then stacked with the first part on top to make the event deck. An event card is drawn once per turn (except for the first turn) before initiative is rolled for. At the end of the turn when the last event card has been drawn the plasma missile hits and everything still on the table is killed, including in the bunker. The only way to survive is to take off in the retreival ship.

Section 1

  • 1 off VIPs arrive (see below)
  • 1 off Shaking Ground : Tanker bug on a 4, 5 or 6
  • 1 off Shaking Ground : Tanker bug on a 5 or 6
  • 2 off Shaking Ground : Tanker bug on a 6
  • 1 off Air Support
  • 2 off Nothing Happens
Section 2
  • 1 off Retrieval Ship Arrives
  • 1 off Shaking Ground : Tanker bug on a 5 or 6
  • 2 off Air Support
  • 2 off Nothing Happens

Event Card Descriptions

Air Support

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.

Searching the bunker

Troopers Searching

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.

Item Deck

  • 1 off Nuke Laucher + Nuke (as standard Nuke)
  • 3 off Morita Smart Rifle (Range 12", attack 3d6-lowest dice)
  • 1 off Morita Sniper Rifle (Range 24", attack 3d6-lowest dice)
  • 1 off M.G. (Range 12", attack 4d6-lowest dice)
  • 1 off Flamethrower (Range 8", attack 3d6, effects target model and closest model within 3", no stand still bonus)
  • 1 off Power Armour + jet pack (Move 15". No terrain effects. Defence 3d6.)


Scenario 2: Retake Supply Compound

Introduction

This scenario has been kindly supplied by Dave Foulks.

M.I Briefing

"Two days ago we lost contact with our frontier supply base. It is Intel's assumption that the bugs overran the base. This base is a vital part in the strategies for the war in that area.

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..."

Force composition

1 platoon (4 basic squads), + 1 Platoon commander with smart rifle

Trooper TypeMoveDefenceAttack Range Attack StrengthMentalCommand Radius
Psychic *@9"3d612"2d65d610"
Mech **12"4d612"2x4d63d66"
Platoon Commander @9"3d6-lowest dice12"3d6-lowest dice5d610"
*Instead of firing his Morita Smartrifle a psychic may attempt to break the link between the Brain Bug and any other bug. To do this, make an attack with a value of 4d6 against any enemy model within 24" of the psychic. Any successful attack causes the bug to act as if the brain bug had been killed for the rest of the game (see above). This attack may not be performed as a reserve action.
** Mechs are small single man-walkers. See the TV Series for an idea of how they look. They may be activated independantly or as part of another squad. In which case they are effected by squad moral checks. Mechs may not enter a bunker.
@ Platoon Commanders and Psychics may operate as individuals or command single squads. In which case their mental and command radii are used.

Special Rules

After a squad has been completely destroyed there is a chance that it may return again in the form of a returning scout patrol. Simply roll a d6 at the beginning of the turn and on a 5 or 6 the squad reappears on a random table edge at the end of the turn. NB: each squad will only return once.

Suggested Victory Points

  • +2 points for each Warrior Bug killed
  • +10 points for each Tanker Bug killed
  • +100 points for killing the Brain Bug.
  • +100 points for having a complete or partial squad inside the base on the last turn
  • +1 for each Bug that the Psychic sends insane

Arachnid Briefing

"The humans offered little resistance when we took their structures. However they now return in greater force to retake what was theirs. Spy creatures inside the humans report that they are sending one of the feared psychics with them in an attempt to defeat us. Capture this creature and I will extract his abilities, so we may better understand this disgusting race..."

Defeat the humans and stop them from retaking the structure.

Force composition

1 tanker bug and 2 squads of four warrior bugs each (all inside the compound)

Roll a dice for reinforcements at the beginning of each turn and consult the following table:
1no reinforcements
2,3,4,51 squad of 4 Warrior Bugs
62 squads of 4 Warrior Bugs, each
Reinforcements enter through one of up to three bug holes (1 in the compound itself and the others in the terrain) or from the opposite table edge to the M.I entry point Remember a maximum of 1 squad may come out of a bug hole or 2ft of table edge per turn.

Additional Rules

To capture the Psychic a Warrior Bug must win in Close Combat against him. Instead of killing him the Bug should to move down the nearest Bug hole within 3 turns and may not fight while it carries the Psychic. If the bug does not get down the hole in time, the Psychic kills the warrior when he wakes up again.

There may be up to two tanker bugs at any time and there is no limit to the amount available after one dies.

Suggested Victory Points

  • +5 points per Trooper killed
  • +10 points per Commander killed
  • +25 points for killing the Platoon Commander
  • +50 points for killing the Psychic with a tanker bug
  • +100 points for capturing the Psychic
  • +50 points for still holding the base at the end of the game.

Umpire's information

Event deck construction

The event deck consists of two parts. The two parts are shuffled separately and then stacked with the first part on top to make the event deck. An event card is drawn once per turn (except for the first turn) before initiative is rolled for. At the end of the turn when the last event card has been drawn the game ends.

Section 1

  • 1 off Psychic Arrives
  • 1 off Shaking Ground : Tanker Bug on 5 or 6
  • 2 off Shaking ground : Tanker Bug on 6
  • 1 off Whirring and Clanking, Mech Arrives on a 5 or 6
  • 2 off Whirring and Clanking, Mech Arrives on a 6
  • 2 off Nothing Happens
  • 1 off Air Support
Section 2
  • 1 off Shaking Ground. Tanker Bug on a 4, 5 or 6
  • 1 off Whirring and Clanking, Mech Arrives on a 4, 5 or 6
  • 2 off Air Support
  • 1 off Nothing Happens.

Event Card Descriptions

Air Support, Shaking Ground and Tanker Bug

See Scenario 1 for descriptions of these Event Cards

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.

Searching the bunker

Troopers Searching

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.

Item Deck

  • 3 off Flamethrowers (Range 8", attack 3d6, effects target model and closest model within 3", no stand still bonus)
  • 2 off Grenade Launchers (range 12", attack 2d6, effects target model and closest two models within 4", no stand still bonus)
  • 1 off Morita Sniper Rifle (Range 24", attack 3d6-lowest dice (2d6 for Psychic))
  • 1 off M.G. (Range 12", attack 4d6-lowest dice (3d6 for Psychic))
  • 2 off Power Armour + jet pack (Move 15". No terrain effects. Defence 3d6.)
  • 1 off Nuke Laucher + Nuke (as standard Nuke)


Version History

Version 1.01
Added a second scenario : Retake Supply Compound
Changed the Victory points in the VIP Hunt Scenario
Changed the reserve fire rules for retreival ships
Added the emplaced gun for M.I.
Added the Stopping Bugs rule.
Clarified the Rocky Outcroppings, VIP Nukes and Brain Bug death rules.

Version 1.00
The first published version

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