Starship Troopers
Starship Troopers Rulebook
Table of Contents
Table of Contents
- Credits
- Introduction
- Components
- Scenario One: Raid on the Humanoids
- Scenario Two: Operation 'Bughouse'
- Scenario Three: Invasion of 'Skinny-Five'
- Scenario Four: Revolt!
- Scenario Five: Sheol
- Scenario Six: Operation Royalty: The Battle for Planet P
- Scenario Seven: Klendathu: The Last Battle
- The Scenarios
- A. Organization
- B. General Rules for Mapboard Entry, Exit and Placement
- Scenario One: Feint Against the Humanoids
- Scenario Two: Operation 'Bughouse'
- Scenario Three: Invasion of 'Skinny-5'
- Scenario Four: Revolt!
- Scenario Five-A: Sheol — Operation Corkscrew
- Scenario Five-B: Sheol — Retreat and Evacuation
- Scenario Six: Operation 'Royalty'
- Scenario Seven: Klendathu: The Last Battle
- Scenario Addenda
- Examples of Play
- Special Weapons and Equipment Inventory Chart
Credits
Game Research and Design: Randall C. Reed. Original Book and Idea: Robert A. Heinlein. Components Design and Execution: Randall C. Reed. Production Assistant: Richard Hamblen. Production Coordinator: Thomas N. Shaw. Artwork — Logo Design: Emily March; Box Cover and Mapboard: George Goebel; Character Illustrations: Emily March; Montage: Richard Hamblen; Counter Art: Randall C. Reed and Richard Hamblen; Sculpture: Richard Hamblen; Photography: Looking Glass Photographies. Play-testing: Dave Hram, David Govacker, John Desmond, Arvin van Zante, Rick Archer, Timothy Wiedel, Greg Turner, James Michael Crockett, Mark Nicholson, Walter Mings, Larry Robbins, John Marvin, Bill Larsen, The University of Pennsylvania Wargamers, and members of Interest Group Baltimore. Typesetting: Colonial Composition. Printing: Monarch Services. Copyright 1976, The Avalon Hill Game Company, Baltimore, Maryland. Printed in the United States of America.
For current replacement parts price list, send a stamped self-addressed envelope to: Parts Dept., The Avalon Hill Game Company, 4517 Harford Road, Balto., Md. 21214. Our design department will be happy to take the time to answer queries regarding play of this game but ONLY when accompanied by a self-addressed envelope containing first class postage.
Introduction
STARSHIP TROOPERS re-creates the tactical level action described in the novel of the same name. Since this is science fiction, the game does not attempt to simulate reality. Rather, this design is a straightforward attempt to bring to life the political-military system described in the novel. It is NOT necessary to have read the novel before playing the game. Reading it, however, will give the game player a better appreciation of the game system.
STARSHIP TROOPERS is played in turns, with each turn representing 12 minutes of real time. One player takes the side of the Terrans and the other player takes the side of the Aliens, either the Arachnids or the Humanoids. During each turn of the game, players alternate movement and combat in an attempt to accomplish their victory conditions which are outlined in each of the eight different scenarios. The victory conditions range from occupying a specific area of the mapboard to destroying enemy forces while minimizing friendly casualties. In keeping with the unusual subject matter of this game, the Terran player will find himself dealing with an elusive enemy employing hit-and-run tactics as the Arachnid player, moving his units along his subterranean tunnel system, attempts to strike where the Terran is weakest.
STARSHIP TROOPERS uses the Programmed Instruction (or P.I.) method for introducing players to the rules of the game. This allows players to gradually and easily absorb the game system while the progressing complexity of the weapons used in the game more accurately reflects their usage and availability in the novel. Due to the serial construction of the rules, each scenario builds upon the rules presented in the preceding scenarios. It is strongly recommended that players play each scenario in order, before advancing to the more complex scenarios. Approached in this manner, STARSHIP TROOPERS will become a very simple game system to learn.
Components
A. The Mapboard
The mapboard represents a generalized planet surface containing several different types of terrain as well as roads and urban areas. Printed over the color terrain is a hexagonal line pattern. These hexagons, called 'hexes' for short, are used to regulate movement in the same manner as squares on a chess board. Each hex represents a scale distance of one mile from hex-center to hex-center. The letter-number code written within each hex is a grid-coordinate system which enables players to locate and describe each hex on the mapboard. This coordinate system is basically a playing aid to assist the Alien Control Pad (see below).
B. Charts
The two charts provided in the game — the Alien Attack Table and the Terran Attack Table — are used to resolve combat. Various other charts are provided as player aids and will be found in the back of this rules manual.
C. Scenarios
The scenarios referred to in the rules are located in this booklet, at the end of the rules sections.
D. Alien Control Pad / Terran Control Pad
As explained in the rules, the Alien and Terran Control sheets regulate many important game functions. Those control sheets are printed back-to-back on the pad included in the game. Note that the Time Record Chart is printed on each sheet of the Terran Control Chart.
Printed on each counter is the pertinent information needed to play the game: unit type, parent unit, identification number, attack strength, movement allowance, and defense strength.
E. Unit Counters
The two sets of die-cut playing pieces, variously called units, unit counters, or counters, represent individuals or groups of Terrans or Aliens, and are used as indicators of various game functions.
For rules purposes, the different types of units in the game can be grouped as follows:
TERRAN UNITS:
- Mobile Infantry (M.I.): Command, Marauder
- Combat Engineers (C.E.): Scout, Combat Engineer Squad, Air Car, Special Talent
- Special Weapons and Equipment (SW&E): Delayed Action-Proximity (M.I.), Delayed Action-Remote (M.I.), Listening Device (M.I.), Heavy Nerve Gas Demolition (M.I.), High Explosive Demolition (C.E.), Nuclear Munitions (C.E.)
- Miscellaneous units: Retrieval Boat, Rocket Beacon, Captured Arachnid Brain
ALIEN UNITS:
- Humanoid: Warrior, Worker, Heavy Weapon-Beam, Heavy Weapon-Missile, Strong Point
- Arachnid: Critical Installation counters — Power, Communications, Water; Warrior, Worker, Heavy Weapon
NOTE: For the Arachnid and Terran units, the darker shaded counters represent a second major unit organization and NOT a duplication of the lighter shaded units.
INDICATOR COUNTERS: Perimeter marker, Breach marker, Radiation (RAD) area marker, Damage Indicators (Heavy Damage, Killed-In-Action, Wounded-In-Action, Disrupted), Worker, Decoy, Heavy Weapon.
Scenario One: Raid on the Humanoids
A. Introduction
Scenario One introduces the Terran Mobile Infantry and the Humanoid Ground Forces organizations. This scenario also introduces the basic combat and movement concepts of STARSHIP TROOPERS which will be elaborated and expanded in later scenarios. The scenario one rules form a completely self-contained package presenting a simple yet fast moving introductory game.
B. Sequence of Turns
STARSHIP TROOPERS is played in turns. Each turn is divided into two player segments with each player segment further sub-divided into a movement phase and a close combat phase. The step-by-step sequence is outlined below:
- Terran Player Segment: a. Movement Phase: Terran player moves none, some, or all of his unit counters up to the limit of their movement allowances subject to terrain limitations. b. Close Combat Phase: Terran player initiates and resolves any attacks that he chooses to execute against those enemy units occupying the same hexes as friendly units.
- Humanoid Player Segment: a. Movement Phase: Humanoid player moves his units in the same manner as the Terran player. b. Close Combat Phase: Humanoid player initiates and resolves attacks in the same manner as the Terran player.
- Players repeat steps 1. and 2. for each turn of the game.
C. Movement
During the movement phase of a player's segment, he may move none, some, or all of his unit counters, at his option. Each unit counter may be moved as many hexes as desired within the limits of its movement allowance, terrain restrictions, and other game rules:
- Each unit counter is moved by tracing the path of movement through each separate hex.
- The number of hexes through which a unit may move in one turn is indicated by its movement allowance. A unit's movement allowance is expressed in terms of a certain number of movement points. In general, each unit counter expends one movement point of its movement (point) allowance for each hex it enters. Quite often, however, terrain restrictions (see below) will require units to expend more than one movement point to enter a hex of a particular type.
- In any given movement phase, a player may move as many or as few of his units as he chooses. Movement is always voluntary, never mandatory.
- A unit counter may be moved in any direction or combination of directions. A unit may expend some, none, or all of its movement allowance each turn. Un-used movement points may not be accumulated from turn to turn nor transferred from unit to unit.
- Each unit is moved individually, tracing the path of movement through each hex in turn. Once a unit has completed its movement, it may not be changed, repositioned or realigned. A unit's movement is considered completed when the player begins to move another unit.
- No combat may take place during the movement phase. No enemy units may move during a friendly movement phase.
- Units may freely pass over or stop in the same hex with other units, enemy or friendly, subject to stacking limitations (see below).
- A complete list of all terrain features and their effects on movement and combat is contained in the Terrain Effects Chart.
- A unit may not enter a hex of a particular terrain type unless it has sufficient movement points available to expend in doing so.
EXAMPLE: A Marauder unit, moving as illustrated, expends movement points in the following manner: 1 MP (savanna to savanna-road hex) + 1 MP (from road hex to another contiguous road hex) + 3 MP (moving into city hex) = 5 MP total expended. The unit cannot enter another city hex because it costs 3 MP to enter EACH city hex and the unit has only 1 MP remaining in its movement allowance.
D. Stacking Units (More than One Unit Per Hex)
Each of the three belligerent types is limited in the number of friendly unit counters allowed in one hex at the same time:
- Up to six HUMANOID Warrior, Worker and/or Heavy Weapon units may stack in a hex at one time.
- Up to four ARACHNID Warrior, Worker, and/or Heavy Weapon units may stack in a hex at one time.
- An UNLIMITED number of Terran units may stack in one hex.
- Stacking limits apply only at the end of the movement phase, not during it.
- Stacking limits are unaffected by the presence of enemy units in the same hex.
E. Close Combat
Close combat may occur between opposing units occupying the same hex at the discretion of the player who has just finished moving. The player who initiates combat is said to be the ATTACKER, the other player is considered the DEFENDER.
- During the close combat phase of his segment, a player may only attack those enemy units occupying the same hex with friendly units. Only friendly units located in the same hex with enemy units may attack those units.
- All types of Terran units may initiate close combat. Only Alien WARRIOR units may initiate close combat; Heavy Weapon and Worker units may NOT initiate close combat.
- Units are never REQUIRED to attack, but always have the OPTION to do so.
- No enemy unit may be attacked more than once per close combat phase. No friendly unit may attack more than once per friendly close combat phase.
- Where more than one defending unit is in a hex with several attacking units, the attacker may divide combat into more than one combat situation, at his option. EXAMPLE: Two Terran units in the same hex with two Alien units could divide combat as follows: Two Terran units against both of the Alien units; two Terran units against one of the Alien units; one Terran against each of the Alien units, or one Terran against two Alien units.
- Not all friendly units in a hex must attack and not all enemy units in a hex must be attacked. The attacker always has the choice of dividing combat in any manner he chooses providing that any attack has a minimum 'odds ratio' of at least 1-3 (see below).
- Each combat situation is resolved individually and the results applied to the specific units involved in this manner: a. For each separate combat situation, total all of the attack strength points of the attacking units together, then total all of the defender's defense strength points together. b. Express these two totals as an 'odds ratio' (attacker to defender). Round-off this odds ratio downwards to conform to the simplified odds categories printed on the proper (Alien or Terran) Attack Table. EXAMPLE: A Marauder unit attacks a Humanoid Warrior unit. Four attack strength points compared to three defense strength points yields a simplified odds ratio of 1-1 (4 to 3 rounded down). If two Marauder units attack the Warrior unit, the odds would be 8 to 3, rounded down to 2-1 on the Terran Attack Table. c. IMPORTANT: The Alien Attack Table is used only to resolve combat when Terran units are defending. The Terran Attack Table is used to resolve combat when Humanoid or Arachnid units are defending. d. Roll the die once for each attack situation and cross-index the die roll number with the proper odds column to determine the result of the attack. e. Apply the result to the defending units in that specific combat situation. f. See the proper Attack Table Key for the effects of the combat results on defending units. SPECIAL: Ignore all references to 'Special Weapons and Equipment' in scenario one.
- EXAMPLE OF COMBAT: Four Marauder units enter a hex containing four Humanoid Warrior units. The Terran player elects to initiate combat. The Terran player decides to divide combat into more than one attack as follows: a. Three Marauder units attack one of the Warrior units and the remaining Marauder unit attacks two of the other Humanoid units. The fourth Humanoid unit is not attacked. b. The odds ratio of the first attack is 4-1 (12 Terran attack strength points versus 3 Humanoid defense strength points). The second attack is resolved as a 1-2 attack (4 Terran attack strength points versus 6 Humanoid defense strength points). c. Using the TERRAN ATTACK TABLE, the die is rolled once for each of the two attacks. The resulting number is then cross-indexed with the proper odds column to find the result of the attack. The results are applied to the defending units immediately. d. For illustration purposes, suppose that a die roll of '3' was rolled on the first attack and a '5' was rolled on the second. A '3' on the 4-1 odds column produces an ELIM result and the defending Humanoid unit is removed from the game. A '5' on the 1-2 odds column produces a DISR result and a DISRUPT marker is placed on top of both defending Warrior units.
F. Strongpoints
Strongpoints are defensive fortifications that the Humanoid player may use to increase the defensive strength of his units:
- Strongpoint counters are positioned on the mapboard prior to the commencement of play. No more than one Strongpoint counter may be placed in each hex. Strongpoint counters may NOT be placed in city/spaceport hexes.
- Each Strongpoint counter may protect a maximum of FOUR Humanoid units. Units are indicated as being 'inside' a Strongpoint by being placed UNDER the Strongpoint counter. Units may move into or out of Strongpoints at any time during the friendly movement phase without penalty. Only HUMANOID units may be placed under Strongpoint counters.
- Strongpoint counters do not affect stacking limitations in any way. A hex containing four Humanoid counters under a Strongpoint counter may still contain two other Humanoid units on top of that Strongpoint counter.
- Units under a Strongpoint counter defend with the defense strength of the Strongpoint, ignoring their own defense strengths. All units inside of the Strongpoint must be attacked as a whole at a defense strength of '9'; they may NOT be attacked individually.
- Units under a Strongpoint may attack normally.
- If units under a Strongpoint are eliminated as a result of combat, the Strongpoint is immediately removed from play. An unoccupied Strongpoint is eliminated if a functional Terran unit occupies the same hex at the end of the Terran player segment.
- Strongpoints do not affect Terrain Effects Chart modifications in any way.
G. Inverted and Decoy Counters
Alien combat units and critical installation counters may be positioned and moved on the mapboard in an inverted manner in all of the scenarios to limit the opposing player's knowledge of the exact strength and disposition of friendly units.
- All Alien Worker, Warrior, Heavy Weapon, decoy, and critical installation units may be placed on the mapboard face-down prior to the commencement of play.
- An Alien unit must be turned face-up whenever an enemy unit ends movement in its hex. The unit is exposed at the END of the enemy's movement phase.
- An Alien unit must be turned face-up immediately whenever it enters a hex occupied by a functional enemy unit.
- DEFINITION: A functional unit is one that is in a non-Disrupted, non-Stunned, non-WIA, or non-KIA condition resulting from combat.
- A face-up Alien unit may be re-inverted at the beginning of the Alien player segment providing the unit is in a hex un-occupied by any functional enemy units.
- Humanoid units under Strongpoint counters may not be examined by the opposing player unless they attack enemy units. When they attack, such units must be revealed to the opposing player.
- Decoy units, as provided in the individual scenarios, function like inverted, real, units. Decoy units, however, have no combat strength and are immediately eliminated from the game whenever they must be revealed to the opposing player. They do not count against stacking limits.
H. Mobile Infantry Organization and the Terran Control Sheet
The Terran Control Sheet is used to record certain types of damage inflicted as a result of combat, and, in advanced scenarios, to determine the distribution of special weapons and equipment. It also shows the schematic organization of a typical Mobile Infantry platoon.
- A full-strength Mobile Infantry platoon contains 54 fighting men and officers organized into two sections. Each section has three squads containing eight men each. Each section is commanded by a section leader and an assistant section leader and the entire platoon is commanded by a lieutenant and a sergeant.
- On the Terran Control Sheet, each M.I. counter is represented by a counter diagram and a box. These boxes will be used in subsequent scenarios to organize and control various types of equipment carried by M.I. units. Furthermore, the Terran Control Chart is a schematic diagram which shows exactly which individual unit counters belong in each squad, section, and platoon. The Humanoid Ground Forces organization is not as rigid as the Terran organization. Rather, the organization encompasses those ground forces and non-combatant workers within the immediate vicinity of the military action. With a characteristic lack of specialization, the Humanoids have only three basic types of units: Workers, Warriors, and Heavy Weapon units.
I. Humanoid Organization
(See Mobile Infantry Organization above — the Humanoid Ground Forces organization is described there alongside the Terran Control Sheet.)
J. Critical Installation Counters
Scenario one uses a special type of counter called a 'critical installation' counter which represents one of the Terran objectives for the Mobile Infantry's raid. Each of the three types of counters symbolizes a type of installation critical to the functioning of the Humanoid city: power sources, communications centers and water supply.
- Prior to the commencement of play, the Humanoid player may place his alloted Critical Installation counters on the mapboard subject to scenario set-up restrictions, if any.
- Critical Installation counters may not be placed in city/spaceport or rough terrain hexes. They may not be placed in hexes containing Strongpoints.
- In scenario one, the Terran player may destroy Critical Installation counters by maintaining a functional Mobile Infantry unit in the same hex, free of any enemy units, at the end of the Terran player segment. The M.I. unit must begin and end the turn in the Critical Installation's hex to fulfill this requirement. The destroyed Critical Installation counter is removed at the end of the Terran player segment.
- Critical Installation counters may be positioned face-down prior to the commencement of play. They are revealed in the same manner as other inverted counters.
STOP! READ NO FURTHER. PLAY SCENARIO ONE.
Scenario Two: Operation 'Bughouse'
A. The Arachnid Organization
Arachnid social organization is best typified as a militant subterranean hive society. All production, communication, and military functions are centrally controlled by various 'Brains' (Arachnids bred with super-developed central nervous systems) thus allowing swift, efficient deployment of resources — both military and industrial. Arachnid cities (called 'complexes'), communication and transportation systems (tunnels), and life-support systems are entirely underground. Tunnel systems emanating from Arachnid complexes allow units to move secretly and swiftly.
B. Arachnid Tunnel and Complex Organization
The Arachnid organization centers around the subterranean city-complexes and their ancillary tunnel systems. All Arachnid complexes are of the exact same geometry and composition. Each complex occupies a seven-hex formation on the Alien player's map pad (i.e., the Alien Control Pad). The Alien player secretly positions and draws his complex and its tunnel systems anywhere on the map pad subject to the procedures outlined below:
- A 'complex' consists of a 'Queen cell' surrounded by six 'Brain' cells, one being a 'Master Brain' cell and the other five 'Combat Brain' cells. Each complex thus consists of seven hexes which are always drawn on the map pad in the shape illustrated in the diagram.
- Each of the five Combat Brain cells contains five Warrior, five Worker, one Heavy Weapon and one Engineer unit. These units, except for the Engineer unit, are represented by die-cut counters. NOTE: The Queen, Brain, and Engineer units are not represented by counters. They exist only on the Alien map pad and never appear or move on the mapboard.
- Constructing Tunnel Systems — Each Combat Brain cell has one and ONLY one tunnel connected to it. Depending upon how a player constructs his tunnel systems, a tunnel may have numerous branches and extensions. Prior to the commencement of play, the Alien player constructs his tunnels by drawing pencil lines on the Alien Control Pad as follows: a. Each Combat Brain cell has one (and ONLY one) initial tunnel segment, 10 hexes long, emanating from it. This initial tunnel is called the PRIMARY TUNNEL SEGMENT. b. In addition, each primary tunnel segment may have the following number of SECONDARY TUNNEL SEGMENTS connected to it: 1) One 5-hex tunnel segment. 2) Two 3-hex tunnel segments. 3) These secondary tunnel segments may connect directly to the primary tunnel segment or be connected with other secondary tunnel segments that connect to the primary tunnel segment. c. A tunnel segment is indicated on the Alien Control Pad by simply drawing a single straight line from the midpoint of one hex to the midpoint of another hex. 1) Tunnel segments, regardless of length, are always drawn as straight line segments. An individual tunnel segment may never contain bends or angles within it. EXAMPLE: A 5-hex tunnel segment added to the primary tunnel segment must be drawn on the map pad as a straight row of tunnel hexes, five hexes long, connected to the primary tunnel segment. 2) IMPORTANT: Tunnel segment lines may only cross (intersect) hex sides at a 90 degree angle. Therefore, tunnel segments must follow the 'grain' of the hex rows. d. Tunnel segments must always be drawn to connect with primary or other secondary tunnel segments of the same tunnel system to form a continuous, unbroken, path of tunnel hexes connecting to the parent Combat Brain cell. e. Secondary tunnel segments added to a tunnel system may, however, intersect existing tunnel segments of the same tunnel system. That is, tunnel segments are not required to be connected 'end-to-end', but may be added anywhere along the length of an existing tunnel; either connected to or intersecting an existing tunnel segment. f. IMPORTANT: The tunnel segments that make up the tunnel system of one Combat Brain cell may NEVER connect or intersect the tunnel systems of other Combat Brain cells. Each cell's tunnels are, in effect, a 'closed system'. g. Only the primary tunnel segment may connect with its parent Combat Brain cell. Other tunnel segments of the system may NEVER connect DIRECTLY to the cell. h. Tunnel segments may NEVER connect to the Master Brain cell or the Queen cell. i. See the Examples of Play section for an illustration of a completed Arachnid complex and tunnel system.
C. Arachnid Tunnel Movement and Notation
- Arachnid Brains and Queens may never move from their initial cell locations.
- Warrior, Worker and Heavy Weapon units may only move from their parent Brain cell to the surface via a breach hex (see below). This is accomplished in one phase regardless of the length of, or distance along, the tunnel system. They may NEVER remain within a tunnel system. Once on the surface, they may move their full movement allowance in the same turn.
- Arachnid Engineer units may move ONLY within their parent cell's tunnel system. They may never move to the surface or enter their parent Brain's cell. Engineer units may move through an unlimited number of connected, intact, tunnel hexes in any one movement phase.
- Since all Arachnid units except Engineers will always be in their parent Brain's cell or on the surface (and hence on the mapboard), only the position of the Engineer unit must be recorded on the map pad. To record the Engineer's location, simply write the TURN NUMBER in the tunnel hex containing the Engineer at the end of the movement phase. If the Engineer does not move, no number is written. Thus the highest number recorded will always represent the Engineer's current location. Each cell's Engineer must have its location within its tunnel system recorded on the Alien Control Pad prior to the commencement of play.
D. Breaching and Tunnel-to-Surface Movement
- Arachnid Engineers may create passageways from any intact tunnel hex to the surface of the same hex. This is called 'breaching'.
- Engineers create breaches in the hex they occupy during the Alien Special Function Phase (see below). They may not create breaches in Brain or Queen cells.
- Indicate breached tunnel hexes on the Alien map pad by drawing a circle around that hex. Place a BREACH marker in the proper hex on the mapboard.
- Immediately after the placement of the BREACH marker, or in any Alien special function phase thereafter, Arachnid Warrior, Worker, and/or Heavy Weapon units may move simultaneously from their parent Brain cell, along tunnels of that cell, to the breach hex at no movement point cost. They may then move normally on the surface in the movement phase of the same turn. Some or all of the units belonging to the appropriate Brain cell may move to the surface during that turn or any turn thereafter. They are not required to move to the surface at the same time nor do they have to exit from the same breach hex.
- Once placed on the mapboard, Arachnid units may only return to the tunnel complex during a subsequent Arachnid special function phase. They may NOT move to the surface and return to the tunnel complex in the same turn or vice-versa. To return to the tunnel complex, an Arachnid unit must either begin the Arachnid player segment in a breach hex OR a breach hex must be created in the hex that the Arachnid unit occupies. If one of these conditions exists, the Arachnid unit may re-enter the tunnel system. Units that re-enter a tunnel system are simply removed from the mapboard.
- NOTE: Units of one Brain cell may not re-enter the tunnel complex of another Brain cell.
E. Order-of-Turn Additions
Scenario two introduces the turn sequence for Arachnid units which differs somewhat from the sequence used by Terran and Humanoid units. Also, all of the turn sequences have been expanded due to the new functions created by the addition of new rules. The new turn sequences are as follows:
- Terran Player Segment: a. Special Function Phase: Terran player initiates special emplacement and demolition procedures as explained in subsequent rules. b. Movement Phase: Terran player moves his units to the limit of their movement allowances, as desired. c. Ranged Weapon Phase: Terran player initiates and resolves attacks against enemy units within range of his special weapon units (see below). d. Close Combat Phase: Terran player initiates and resolves any attacks against enemy units in the same hex with friendly units. e. Extended Jump Phase: Terran player moves his Mobile Infantry units again, up to HALF their normal movement allowance (see below).
- Arachnid Player Segment: a. Special Function Phase: Arachnid player initiates tunnel-to-surface movement and other special construction/demolition procedures as explained in subsequent rules. b. Ranged Weapon Phase: Arachnid player initiates and resolves attacks against enemy units within range of Arachnid Heavy Weapon units (see below). c. Movement Phase: Arachnid player moves all units, including Engineer units, to the limits of their movement allowances, as desired. d. Close Combat Phase: Arachnid player initiates and resolves attacks against those enemy units in the same hex with friendly Warrior units.
- Players repeat 1. and 2. for each turn of the game.
- NOTE: The HUMANOID turn sequence is exactly the same as the TERRAN turn sequence except that the Humanoid units have no extended jump capability.
F. Ranged Weapon Combat
Heavy Weapon units and certain types of special weapons and equipment (SW&E) can extend their attack strengths over a distance, as opposed to regular units which must execute attacks in the same hex they occupy:
- 'Ranged weapons' are those weapons with a range greater than zero as indicated by the number in the upper left corner of their counters. The following types of ranged weapons are used in scenario two: a. Arachnid: Each Combat Brain cell contains one Heavy Weapon unit. A Heavy Weapon represents an armored vehicle equipped with a 'high-energy beam projector'. Each Heavy Weapon unit may fire with an attack strength of '18' to a range of six hexes. b. Terran: Mobile Infantry units may be equipped with various types of weaponry in addition to their basic personal armament. These various devices fall under the general category of 'special weapons and equipment' (SW&E for short). Scenario two introduces one type of Terran SW&E: the high explosive missile launcher. Each M.I. unit equipped with a high explosive (HE for short) missile launcher may fire an attack strength of '9' to a range of six hexes. c. Other types of ranged weapons and SW&E will be introduced in subsequent scenarios.
- Ranged weapons may attack units that are within the number of hexes stated in the weapon's range. Any one hex within range may be attacked subject to the following limitations: a. A ranged weapon may not attack units that are within the same hex it occupies. b. Terran units may not attack enemy units in hexes containing other non-KIA Terran units. c. Alien ranged weapons may fire into hexes containing other Alien units. Such friendly units undergo the effects of the attack in the same manner as enemy units.
- Blocking Terrain: Rough terrain and city/space port hexes block the path of fire of ranged weapons at ranges greater than one hex: a. Ranged weapons may always fire at adjacent units regardless of terrain. b. Ranged weapons may not fire at target units if rough terrain or city/space port hexes intervene. To determine if intervening hexes block the path of fire, lay a straight edge on the mapboard so that it intersects the approximate center of the attacking unit's hex and the center of the target unit's hex. If the line between these two points crosses any part of a rough terrain or city/space port hex or runs along one of its hex sides, fire is blocked and the weapon may not attack units in that hex. c. Blocking terrain does not apply to either the firing unit's hex or the target unit's hex, but only to hexes between those two locations.
- Unlike close combat, ranged weapon fire affects ALL units in a hex individually. That is, the combined attack strengths of all ranged weapons firing into a target hex are totalled and applied to each individual target unit in the hex, in turn, as a separate attack. EXAMPLE: An Arachnid Heavy Weapon unit fires at a stack of M.I. units containing three Marauder units and one Scout unit. The attack is resolved on the Alien Attack Table as four separate attacks: Three 3-1 attacks against the three Marauder units (18 to 6) and one 6-1 attack against the Scout unit (18 to 3). The die is rolled once for each attack and the results applied to the units individually.
- Each ranged weapon may only fire at one hex per turn. More than one ranged weapon may fire at the same hex in the same turn, however, combining their attack strengths for a single combat resolution against each unit in the hex.
- Each hex may only be fired upon once per ranged weapon phase.
- Heavy weapon units may only attack in the ranged weapon phase. They may NEVER attack in the close combat phase.
- Terran units may attack in both the close combat phase and the ranged weapon phase of the same player segment provided they are equipped with ranged SW&E.
G. Using the Terran Control Sheet
The Terran player records the distribution and expenditure of his Special Weapons and Equipment on the Terran Control Sheet as follows:
- Equipment Notation — There are various weapons, like the HE missile launcher, which M.I. units may carry and operate to give increased firepower above and beyond their normal attack strengths. Some of this equipment is represented by counters which are actually placed on the mapboard. Other types of equipment, like the HE missile launchers, have no counters; they are assumed to be carried by the unit to which they are assigned. Regardless of type, however, all SW&E must have their distribution and expenditure recorded on the Terran Control Sheet. a. The number and types of available SW&E is stated in the Available Forces section of each scenario. The Terran player may distribute SW&E to his M.I. units in any manner he desires subject to the limits stated in the Special Weapons and Equipment Inventory Chart prior to the commencement of play. b. Possession of SW&E by individual units is indicated by circling the INITIALS of the particular type in the proper unit's Control Box.
- Loss and Expenditure — Changes in the status of equipment carried by M.I. units are recorded as follows: a. 'LGHT,' 'HVY,' and 'KIA' results require the Terran player to roll a single die for each target unit on the SW&E Loss Chart to determine if the target unit loses its SW&E. Whenever loss of equipment occurs, indicate this loss by crossing out the initials of all SW&E being carried by the affected unit. b. To record EXPENDITURE of SW&E, simply cross off the highest number indicated as that type is used. The highest un-crossed number is the number of SW&E of that particular type remaining. c. For some types of SW&E, up to four units of each type may be carried by one M.I. unit. To indicate the exact number carried, CIRCLE the correct numbered square next to each SW&E type on the unit's Control Box.
- Transfer — SW&E counters may be transferred from one M.I. unit to another whenever both units occupy the same hex at the beginning of the Terran player segment: a. Transfer of SW&E is physically executed during the Terran special function phase by simply crossing out or erasing the circle around the SW&E entries in the one unit's Control Box and circling the proper entries and amounts available in the other unit's Control Box. b. Units may use transferred equipment in the same turn in which it is transferred. c. NOTE: The transfer may not be executed if the receiving unit is in a STUN, WIA, or KIA condition.
- It is strongly recommended that all notation on either the Terran or Alien Sheets be recorded in erasable pencil.
H. Mobile Infantry Extended Jump Phase
Mobile Infantry units may move up to HALF their normal movement allowance during the extended jump phase subject to individual damage status and terrain restrictions:
- Units that suffer 'HVY' damage results on the Alien Attack Table may NEVER execute extended jump.
- Extended jump is separate from and in addition to any movement executed during the regular movement phase.
STOP! READ NO FURTHER. PLAY SCENARIO TWO.
Scenario Three: Invasion of 'Skinny-Five'
A. Introduction
After being ejected from their transport starship's launching tubes, Mobile Infantry troopers dropped to the planet's surface by braking their descent through a system of expendable heat shields and drogue parachutes. Nearing the surface, their suit rockets fired to reduce speed for the final drop into the combat area. Scenario three's rules include the M.I. initial drop procedure and expand the special weapons inventory for both sides.
B. Mobile Infantry Initial Drop Procedure
During their turn of entry, M.I. units are placed on the mapboard in a 'drop pattern' and undergo a procedure that simulates their descent to the planet surface and the evasive tactics thus employed to deter the enemy's air defenses. Simply stated, this procedure consists of placing the M.I. units on the mapboard, randomly determining the direction in which ALL of the units were ejected from their launch tubes, and then randomly determining each individual unit's displacement due to evasive tactics:
- During the special function phase of the turn of entry, the Terran player positions his Mobile Infantry units on the mapboard in a 'drop pattern'. This pattern may be placed on the mapboard in any shape or form subject to the following restrictions: a. M.I. units must be placed on the mapboard in groups of nine units such that there is only one unit per hex, each member of a group is adjacent to at least one but no more than two other members of the same group, and each group must form a linear, straight-line pattern consistent with the mapboard hex grain. b. Units of one group may not be adjacent to units of another group. c. Essentially, then, each group will resemble a nine-unit 'stick' of M.I. troopers forming a linear pattern on the mapboard. See the Examples of Play section for a graphic example.
- Determine Direction of Launch: All units are ejected from the transport in the same general direction as determined by the starship pilot. This is randomly determined by rolling one die and consulting the Scatter Diagram printed on the mapboard.
- Determine Individual Unit Drift: Using the Drift Diagram, determine the final hex location for EACH individual M.I. unit. Roll one die and consult the Drift Diagram. The number rolled represents BOTH the DIRECTION the unit drifts AND the NUMBER OF HEXES in that direction that it must be moved. Note that this direction is relative to the previously determined launch direction. EXAMPLE: A die roll of '1' is rolled on the Scatter Diagram indicating that all units are launched in a northerly direction. For the unit shown, a die roll of '6' on the Drift Diagram would mean that the unit is moved six hexes towards the north edge of the mapboard. If the die roll was a '5' instead, the unit would be moved five hexes in a northwesterly direction. If it was a '1', the unit would be moved one hex to the South of the mapboard.
- After all units have been dropped and scattered in the special function phase, all movement for dropped units is ENDED. They may not initiate any further movement or attacks during the initial drop turn.
- SPECIAL: Any M.I. unit that is forced to move off of the edge of the mapboard due to initial direction of launch and subsequent drift is automatically eliminated from the game and considered as KIA for victory point purposes, if applicable.
C. Additions to the Special Weapons and Equipment Inventory
All of the belligerents in the game are provided with a plethora of exotic weaponry. Additional Special Weapons and Equipment (SW&E) are provided below: some are weapons operated directly by combat units while others are passive or semi-active demolition devices:
- Humanoid SW&E: a. Heavy Weapon-Beam: Like the Arachnids, the Humanoids are equipped with Heavy Weapon units representing armored vehicles armed with 'high-energy beam projectors'. Each Heavy Weapon-Beam unit may fire an attack strength of '9' to a range of six hexes. b. Heavy Weapon-Missile: The other type of Humanoid Heavy Weapon unit is equipped with high explosive missiles. Each Heavy Weapon-Missile unit may fire an attack strength of '12' to a range of ten hexes.
- Terran SW&E: Mobile Infantry units may carry special 'delayed action' high explosive munitions which they may drop in any hex they pass through: a. Delayed Action Charge-Proximity (DAP): The DAP charge is an SW&E counter that an M.I. unit is signified as 'carrying' by making the appropriate notations on the unit's Control Box. The DAP may be 'dropped' by that unit in any hex that it occupies or passes through during the movement or extended jump phase by simply crossing off one square on the M.I. unit's Control Box and placing a DAP counter in the proper hex. More than one DAP counter may be placed in each hex. The DAP charge automatically and immediately attacks any enemy unit that enters that hex UNLESS the hex contains a Terran unit (regardless of condition). If dropped in a hex already containing enemy units, it is activated as soon as the carrying unit leaves that hex. The DAP attacks all enemy units (or a strongpoint) in the hex with an attack strength of '12'. Each DAP counter may attack only ONCE per game after which it is immediately removed from play. The attack is resolved in the same manner as ranged combat. b. Delayed Action Charge-Remote (DAR): The DAR is similar to the DAP in the way that it is carried and dropped. It differs from the DAP in that it does not automatically attack enemy units that enter its hex, but must be activated by the carrying unit from another hex. To activate the DAR charge, the carrying unit must be within ten hexes of the DAR and in a functional state (non-STUN, -WIA, -KIA). More than one DAR may be placed in a hex but they must all be activated at the same time. The DAR attacks ALL enemy units in the same hex at the time the charge is detonated with an attack strength of '18'. Like the DAP, it is used once and then removed from play. The attack is resolved in the same manner as ranged combat. c. Both the DAP and the DAR charges may be dropped and positioned on the mapboard in an inverted fashion. d. Multiple DAP and DAR charges must combine their attack strengths when detonated simultaneously against common targets as one attack. e. Once placed on the mapboard, DAP and DAR may not be picked up, carried, or otherwise moved from their location.
- Refer to the Special Weapons and Equipment Inventory Chart for a complete listing of all SW&E types and their capabilities.
STOP! READ NO FURTHER. PLAY SCENARIO THREE.
Scenario Four: Revolt!
A. Introduction
The Arachnids enjoyed a phenomenally high level of technological expertise in constructing, maintaining, and repairing their all-important tunnel systems. Until the Terran Federation discovered the technology that denied the enemy full use of their tunnel complexes, victory was an almost insurmountable task. Scenario four examines this engineering technology by introducing Terran engineer units and providing them with equipment capable of restricting Arachnid tunnel movement. Arachnid engineering capabilities are further expanded with the addition of demolition munitions and tunnel repair rules.
B. Terran Combat Engineers
Terran Combat Engineers are non-Mobile Infantry combat units whose task it is to seal off, dislocate, and otherwise destroy Arachnid tunnels by the emplacement and detonation of special demolition charges.
- Combat Engineers move and engage in close combat in the same manner as regular M.I. units with these exceptions: a. Combat Engineers may NOT execute extended jump movement. b. Combat Engineers may engage in close combat in the normal fashion, but they may NEVER operate or carry Mobile Infantry SW&E, nor may M.I. units carry Combat Engineer SW&E. c. When defending, attacks against Combat Engineers are resolved on the Alien Attack Table as usual. When a Combat Engineer unit suffers a 'HVY' outcome, it automatically loses all attached equipment INCLUDING any demolition charges it may be in the process of emplacing. Additionally, a Combat Engineer unit is removed from play whenever it suffers a 'WIA' or 'KIA' result and considered destroyed. 'LGHT' and 'HVY' results are treated as 'STUN'.
- Demolition Procedure — Combat Engineers are provided with special high-explosive demolition munitions as outlined in the individual scenarios. Demolition charges are emplaced in a two-turn procedure: a. A Combat Engineer may emplace one demolition charge per turn in any hex it occupies at the beginning of the turn. b. Demolition charges are emplaced during the Terran special function phase. Emplacement consists of placing the demolition counter face-down in the proper hex. c. In the next special function phase, the demolition counter is turned face-up. It may be detonated in the same special function phase or in any subsequent special function phase. d. To detonate the demolition charge, the emplacing Combat Engineer unit must occupy the demolition hex in an un-stunned condition at the time of demolition. After detonation, the demolition counter is removed from play. e. NOTE: If the emplacing Combat Engineer unit is in a stunned condition during either of the two emplacing turns, or moves out of the emplacement hex, the emplacement sequence is stopped. The sequence may be resumed at the point at which it was interrupted whenever the unit becomes unstunned or returns to the hex. A Combat Engineer cannot continue an emplacement sequence that was begun by another C.E. unit. f. The Combat Engineer unit may not move or attack during the turns of emplacement or detonation. g. Once the demolition counter has been placed on the mapboard, it may not be shifted, carried or otherwise moved from its initial location.
- Effects of High Explosive (HE) Demolition: a. An HE demolition charge destroys any Arachnid tunnels that may be in the detonation hex. b. Brain and Queen cells are unaffected by HE demolition munitions. c. Any Arachnid unit occupying a tunnel in the detonation hex is considered destroyed. d. Any breach in the hex is automatically destroyed and the breach counter is removed from the mapboard. e. Units on the surface of the demolition hex are unaffected.
C. Air Cars
- Air Cars are general-purpose utility aircraft used to transport Combat Engineers and their equipment. Each Air Car may transport one Combat Engineer unit.
- To transport a Combat Engineer unit, an Air Car must begin the Terran player segment in the same hex with the Combat Engineer unit. To be transported, the Combat Engineer unit first must be LOADED into the Air Car during the special function phase. A unit is indicated as being loaded by being placed UNDER the Air Car unit.
- The Combat Engineer unit may not move, attack, or engage in demolition operations in the same turn in which it is loaded, unloaded, or transported by Air Car.
- Air Cars may move up to the limit of their movement allowance in the same turn in which they load or unload Engineer units. They may NOT, however, load and unload in the same special function phase.
- Air Cars may ignore all terrain costs when moving: They simply expend one movement point for each hex entered regardless of terrain costs. They have no stacking limit.
- An Air Car, and the unit it is transporting, are treated as one unit for combat purposes. When attacked, only the defense strength of the Air Car is used. The defense strength of the Combat Engineer unit being transported is ignored. Air Cars are unaffected by Arachnid demolition charges during the Terran movement phase. They are affected during the Arachnid special function phase only if they loaded or unloaded in the previous Terran player segment.
- SPECIAL: When an Air Car is being attacked, STUN outcomes have no effect. Additionally, any other result except NO EFFECT and STUN causes the elimination of the Air Car and any unit it may be transporting.
D. Arachnid Demolition Munitions
Arachnid high explosive demolition munitions are explosive charges, secretly located on the mapboard, that the Arachnid player may detonate in an attempt to destroy enemy units without exposing friendly units to counter-attack:
- Demolition munitions must be secretly positioned on the Alien Control Pad prior to the commencement of play. There are no counters for Arachnid demolition munitions; they exist only on the Alien map pad. The number of individual demolition charges that may be emplaced are listed in each scenario's Available Forces section, where applicable.
- Demolition munitions may only be emplaced adjacent to (within one hex of) tunnel hexes. They may NOT be placed in hexes containing Arachnid Brain or Queen cells, or in those hexes containing tunnels constructed prior to the commencement of play.
- A maximum of ONE demolition charge may be emplaced in each hex.
- Demolition charges are detonated during the Alien special function phase or during the enemy movement phase or extended jump phase at the Arachnid player's discretion. When detonated during the enemy movement phase or extended jump phase, the Arachnid player announces the detonation and IMMEDIATELY resolves the attack against any Terran units in that hex. If a Combat Brain is eliminated, demolition charges adjacent to its tunnel system may NOT be detonated.
- Each demolition charge may be detonated only once per game.
- Notation — Placement of high explosive demolition charges is indicated by drawing a small triangle in the proper hex on the Alien Control Pad. A detonated demolition charge is indicated by filling-in the interior of the triangle.
- Effects — Detonation of an HE demolition charge produces the following effects: a. All units on the surface of the hex are immediately attacked with an attack strength of '24', as in ranged combat. b. Any tunnel segments in the detonation hex are destroyed. c. Any Arachnid unit occupying a tunnel in the hex is immediately destroyed. d. Any breach in the hex is automatically destroyed and the breach counter removed from play.
- Premature Detonation — If a Terran demolition charge is detonated in a hex containing an undetonated Arachnid charge, the Arachnid charge is automatically detonated with the effects immediately applied to any units occupying the hex. Likewise, Arachnid demolition charges automatically detonate any Terran demolition charge that may be on the mapboard in the hex.
E. Tunnel Damage and Repair
Tunnels are destroyed as a result of Terran and Arachnid demolition detonations:
- Effects of Destroyed Tunnels — Arachnid units may not enter, pass through, or otherwise use destroyed tunnels: a. Movement from a parent Brain cell to the surface is prohibited if the path of movement must be traced through a destroyed tunnel. b. Likewise, an Arachnid unit on the surface may not re-enter the tunnel system if the path of movement from its breach hex to its parent Brain cell is blocked by a destroyed tunnel. c. Engineer units may not trace movement into or through destroyed tunnels.
- Repairing Tunnels — Destroyed tunnel hexes may be restored to full function by Arachnid Engineer units: a. Each Arachnid Engineer unit may repair one destroyed tunnel hex per turn. Repairs are initiated during the Arachnid special function phase. b. To repair a tunnel hex, the Arachnid Engineer unit must be adjacent to and in a tunnel hex connected with the destroyed tunnel hex at the beginning of the special function phase. Repairs are simply assumed to be completed at the end of the special function phase. c. A tunnel may be used for movement in the same turn in which it is repaired. d. An Engineer unit may not create a breach in the same turn in which it repairs a tunnel hex. It may, however, move normally in the same turn.
- Damage and Repair Notation — Changes in the status of tunnels must be very carefully noted on the Alien map pad. a. Destroyed tunnels are indicated by placing an 'x' in the proper hex. b. Repairs are noted by either carefully erasing the 'x' or by drawing a box around it.
STOP! READ NO FURTHER. PLAY SCENARIO FOUR.
Scenario Five: Sheol
A. Introduction
Scenario five completes the Mobile Infantry drop-fight-recovery cycle by introducing the Retrieval Boats, Rocket Beacons, and the retrieval procedure. With the addition of 'soft landing' capabilities, the entire range of deployment options open to the Terran forces is realized.
B. Retrieval Boats and Rocket Beacons
Recovery of Terran forces after action on a planet surface is accomplished by the use of Retrieval Boats. Prior to landing on the planet, the Retrieval Boat fires a Rocket Beacon onto the surface which broadcasts a homing signal to the units on the ground. Shortly thereafter, the Retrieval Boat lands on the Beacon's location. The Terran forces, which have been re-grouping in the vicinity of the Beacon, quickly load into the Retrieval Boat. The Boat then lifts off for a pre-programmed rendezvous with its troop transport which has been maintaining orbit several hundred kilometers above the planet surface:
- Prior to the commencement of play, the Terran player secretly records the location of his intended recovery hex and the turn in which the Rocket Beacon will land.
- At the end of the Terran movement phase of the prescribed turn, the Rocket Beacon is placed in the intended recovery hex and scattered using the regular M.I. Initial Drop procedure.
- In the next turn, the Retrieval Boat lands by being placed in the Beacon's hex at the end of the movement phase.
- In the turn immediately after the Retrieval Boat lands, Terran units that are in or enter the Boat's hex are assumed to be loaded aboard it, regardless of their condition. At the end of the movement phase, the Retrieval Boat lifts off and is removed from the mapboard along with those units that were loaded into it.
- A Retrieval Boat has an unlimited loading capacity. All types of Terran units may be carried aboard a Retrieval Boat.
C. Retrieval Boat Defense
- The Retrieval Boat has a defense strength of '18' and may be attacked in the same manner as other units.
- Combat against a Retrieval Boat is resolved on the Alien Attack Table as usual. The results, however, are modified. 'WIA' and 'KIA' results cause the destruction of the Retrieval Boat and its removal from the mapboard. Any other result has NO EFFECT.
- Other units (usually casualties) may be loaded aboard the Retrieval Boat in the same turn in which other units debark.
- The Retrieval Boat takes off and is removed from the mapboard at the end of the movement phase in which it loads/unloads.
D. Soft Landings
In certain scenarios, Terran units enter the game by being carried in a Retrieval Boat for a soft landing on the surface:
- A Retrieval Boat delivering units for a soft landing uses the same procedure as when landing for unit recovery.
- Units must debark from the Boat in the turn after it lands. They may move normally in the same turn.
E. Casualty Recovery
- All non-KIA Terran units that are NOT successfully retrieved via the Retrieval Boat procedure are automatically worth THREE TIMES their KIA victory point value to the Alien player, where applicable.
- Immobilized Mobile Infantry (NOT Combat Engineer units!) may be carried by non-immobilized M.I. units in either of two ways: a. One-Man Carry — A single M.I. unit may make a pick-up on a casualty as follows: 1) The carrying unit must begin the movement phase in the immobilized unit's hex. The immobilized unit may be 'loaded' in the same movement phase by being placed UNDER the carrying unit. 2) The carrying unit may then move normally in the following turn. 3) If the carrying unit suffers a combat result other than 'No Effect', the casualty automatically becomes 'KIA'. b. Two-Man Carry — Two M.I. units may make a pick-up on a single casualty as follows: 1) Both carrying units must begin the movement phase in the immobilized unit's hex. They may then load the casualty and move in the SAME movement phase. 2) Whenever two units are carrying one casualty as per the above procedure, they must move together at the reduced rate of ONE HALF the normal movement allowance of the slowest carrying unit. 3) If one or both of the carrying units are immobilized, the casualty may not be moved until both units become mobile, or until other units make a pick-up on the unit, or until the remaining carrying unit converts to a one-man carry. c. When carrying or loading a casualty, units may not attack in any manner nor may they deploy SW&E. d. While being carried by two M.I., the casualty is treated as a normal unit for combat purposes. All combat results against the casualty are treated normally.
F. Capturing Mobile Infantry Casualties
- Any Mobile Infantry unit that is WIA may be captured by any type of Arachnid unit that is in an undisrupted state.
- To capture, an Arachnid unit must begin its movement phase in the same hex with the WIA Mobile Infantry unit. It may then load the casualty and move in the same movement phase using its normal movement allowance. While being carried, the captured unit retains its normal defense strength.
- Upon entering a breach hex (and thus being removed from the mapboard), the M.I. unit is considered to be captured.
- If the carrying Arachnid unit is destroyed in close combat, the WIA may be recovered by Terran units.
- Captured units are worth three times their normal KIA value to the Alien player, where applicable.
G. Tunnel Construction
Not only may Arachnid Engineer units repair tunnel segments, they may construct new ones:
- Each Arachnid Engineer unit may construct a tunnel segment of one or two hexes in length during each Arachnid special function phase.
- To construct a new tunnel segment, the Engineer unit must be in a non-destroyed tunnel hex. The Alien player then simply draws the new tunnel segment on his map sheet, extending the line from the Engineer's tunnel hex.
- New tunnel segments must be constructed within all of the general rules for initial tunnel complex placement. They must be constructed in straight line segments of either one or two hexes in length.
- Engineers may move normally in the same turn in which they construct new tunnel segments.
- New tunnel segments may be used for movement in the same turn in which they are constructed.
- Engineers may not repair tunnel segments and construct new ones in the SAME special function phase.
- Tunnel segments may be constructed in hexes containing undetonated demolition munitions.
H. Ground Listening Devices
Ground Listening Devices (LD's for short) enable the Terran player to determine the general location of Arachnid tunnels as follows:
- Only Mobile Infantry units may carry Listening Devices. Each unit may carry ONE LD.
- Listening Devices are distributed on the Terran Control Sheet in the same manner as other types of SW&E. Whenever an M.I. unit activates a Listening Device that it is carrying, an LD counter is physically placed on top of that unit.
- Listening Devices are carried and transferred in the same manner as other types of SW&E. If the combat results indicate the elimination of a unit's SW&E, the LD counter is removed from play and crossed-off the unit's Control Box.
- Listening Devices are activated and function during the Terran special function phase. If a unit activates its LD, it may not move, attack, or deploy other types of SW&E in the turn in which the LD is activated.
- Operating Procedure — During the special function phase, the Terran player may announce the activation of each of his LD's, in turn. Each LD has an effective detection radius of FOUR hexes. If there are any tunnel segments within this detection radius, the Arachnid player must signify such as follows: a. If there are any tunnels within four hexes of an LD's location, the Arachnid player must state how far away the NEAREST tunnel is from the LD's hex. The Arachnid player simply states that there is a tunnel four, three, two, or one hex away, or in the same hex. b. The Arachnid player does not state how many tunnels are within the detection radius, nor if there are other tunnels at a greater distance within the radius, nor the manner in which they are laid out. c. SPECIAL: The Arachnid player NEVER identifies Arachnid complex hexes. He only responds if the LD is within range of TUNNELS. d. Destroyed tunnels are not identified; they cease to exist for LD detection purposes. e. (NOTE: It is suggested that the Terran player make appropriate notations on a spare map sheet when tunnels are located. By careful placement and patterning of his LD's, he will be able to discern, with varying degrees of accuracy, the Alien player's tunnel layout.)
- Monitoring Tunnel Repair and Construction — Whenever an Arachnid Engineer repairs a damaged tunnel or constructs a new tunnel segment within four hexes of an activated LD, he must inform the Terran player as to its proximity in the same manner as previously described above. This is announced during the same special function phase in which it occurs.
- Only functional Mobile Infantry units may activate Listening Devices.
I. Heavy Nerve Gas
Scenario five introduces a new type of SW&E called Heavy Nerve Gas which affects only subterranean Arachnid units:
- Heavy Nerve Gas (HNG for short) bombs are carried and deployed by Mobile Infantry units in the same manner as DAP bombs except that HNG bombs do not require the presence of Arachnid units to be activated.
- HNG Bombs only affect Arachnid units in TUNNEL HEXES. Arachnid units on the surface are unaffected by HNG bombs.
- HNG bombs may be activated in tunnel hexes in either of two ways: a. They may be dropped into breach hexes where they are assumed to be activated in the tunnel hex below the breach; or b. they may be placed in a hex with an HE demo charge that is being emplaced by a Combat Engineer unit. When the HE demo charge is detonated, the tunnel is destroyed AND the Heavy Nerve Gas is assumed to permeate the wreckage thus making tunnel repairs impossible. EXCEPTION: If the HE demo charge is exploded by or explodes an Arachnid demo charge by premature detonation, the HNG bomb has NO effect on that tunnel hex.
- Place an HNG counter on the mapboard in each hex containing an activated HNG bomb. a. HNG bombs automatically destroy any Arachnid Warrior, Worker, or Engineer unit that is in, enters, or passes through the tunnel hex containing the nerve gas. b. Once activated, HNG bombs remain effective throughout the game or until any type of Arachnid demo charge is detonated in that hex, in which case the HNG counter would be removed. c. SPECIAL: If an HNG bomb is activated in the PRIMARY TUNNEL HEX adjacent to and connected with its parent Brain cell, the Combat Brain and ALL Arachnid units (including Heavy Weapons) belonging to that Brain are considered destroyed REGARDLESS of their location on the mapboard. d. HNG bombs have absolutely no effect on Arachnid units on the surface. They only affect Arachnid units in tunnel hexes and Combat Brain cells.
STOP! READ NO FURTHER. PLAY SCENARIO FIVE.
Scenario Six: Operation Royalty: The Battle for Planet P
A. Introduction
This scenario introduces some of the most complex rules in the SST game system. Throughout the game, the three-dimensional aspect of the subterranean level of play has been simplified as much as possible. Scenario six, however, introduces a complex system of hex-by-hex tunnel movement for both Arachnid and Terran units. Additionally, the introduction of nuclear weapons will require players to be much more selective in their tactical placement and movement.
B. Nuclear Special Weapons and Equipment
Nuclear SW&E types function in the same manner as their high explosive counterparts except that they are more powerful and create radioactive fallout in their detonation hexes:
- There are three types of nuclear SW&E: a. M.I. nuclear rocket launchers. b. C.E. nuclear demolition munitions. c. Arachnid nuclear demolition munitions.
- All three types of nuclear SW&E are used or emplaced in exactly the same manner as their high explosive counterparts. They differ only in their effects on the target: a. They automatically destroy all target units in the detonation hex. NOTE: C.E. NUC demo charges destroy subterranean units ONLY. b. They affect the six hexes adjacent to the target hex with various residual effects. c. Arachnid demo and Mobile Infantry rocket launchers create radiation areas in the detonation hexes. Combat Engineer NUC demo charges DO NOT create a RAD area in the detonation hex. d. See the SW&E Inventory Chart for specific effects of each weapon type.
- Radiation Areas (RAD's) — The effects of nuclear radiation and fallout are reflected in the following: a. Whenever a nuclear rocket launcher or Arachnid demo charge is detonated, a RAD marker is immediately placed in that hex. b. RAD areas inhibit movement, depending upon the type of unit, as follows: 1) Terran surface units may not enter hexes containing RAD area markers. Air Cars may enter but may not remain in RAD hexes. 2) Humanoid units may not enter hexes containing RAD area markers. 3) Arachnid units may enter and remain in RAD area hexes, but they must immediately undergo an 'attack' at 1-1 odds. If they survive the attack in an undisrupted state, they may continue out of the hex normally. If they are disrupted, they must undergo the same attack in the following turn. Units moving to the surface via a breach in a RAD hex must also undergo this 1-1 attack. Units must undergo this 1-1 attack each and every turn in which they remain in the RAD hex. c. RAD areas remain effective for the duration of the game.
- If a target unit suffers an 'attack' by more than one adjacent NUC demo charge, the total attack strength of the demo charges are applied to the target as a single, combined, 'attack'.
- Detonation of any type of nuclear weapon in a hex automatically detonates any other type of SW&E that may be in that hex, regardless of whether it is emplaced or simply being carried.
- Notation — The Arachnid player may record the location and detonation of nuclear demolition charges as follows: a. Indicate an emplaced nuclear demo charge by drawing a small circle in the hex (○). b. Indicate a detonated nuclear charge by filling-in the circle (●). c. Indicate a RAD area by drawing parallel lines in the affected hex (////).
C. Mobile Infantry and Arachnid Tunnel Movement
To capture Master or Combat Brains, the Mobile Infantry had to descend into Arachnid tunnel complexes and dig them out. Many times this led to pitched battles against defending Arachnid Warriors. Implementation of hex-by-hex subterranean movement is more complex than regular movement, but the basic mechanics remain the same:
- Hex-by-hex tunnel movement is executed ON the mapboard. To differentiate subterranean movement from surface movement, place a TUNNEL marker on all units that execute and end their movement in the tunnels or Brain cells.
- Unlike surface movement, friendly units must STOP and end all movement for that turn whenever they enter a subterranean hex containing FUNCTIONAL enemy units.
- Terran Tunnel Movement — Only Mobile Infantry units may enter or move through tunnels; all other Terran units are prohibited (EXCEPTION: prisoners, scenario seven): a. M.I. units move through tunnels at the rate of TWO movement points for each tunnel hex. They may not use extended jump in tunnel hexes. b. The Terran player may stack a maximum of EIGHT units in a single tunnel hex.
- M.I. Movement Sequence — The Terran player moves his M.I. units through tunnel hexes while being 'guided' by the Arachnid player who informs him of what his units 'see': a. An M.I. unit enters a tunnel by beginning its movement phase in a breach hex. The Terran player announces which units are entering the tunnel and places a TUNNEL marker on top of them. b. The Arachnid player must indicate to the Terran player the ORIENTATION of the tunnel his units are then entering. EXAMPLE: "In the hex your units now occupy, the tunnel runs north-south." The Arachnid player must also inform the Terran player whenever the tunnel shifts direction. EXAMPLE: "From the hex your units now occupy, the tunnel angles one hex side to the north-east." c. When entering a tunnel system, the Terran player must choose a direction for each unit to move along, tracing the movement, hex-by-hex, on the mapboard. Each unit must move through the tunnels along that direction to the limit of its movement allowance or until one of the following occurs: 1) The unit's movement brings it into a hex containing an Arachnid unit or the end of a tunnel segment (a cul-de-sac or dead end) in which case it must stop and end all further movement for that turn. 2) The unit enters a hex which is the intersection or junction of two or more tunnel segments. When this occurs, the Arachnid player must inform the Terran player of his unit's movement options. The Terran player then chooses a direction and continues movement to the limit of his movement allowance. EXAMPLE: Arachnid Player: "In the hex your unit now occupies, it may move north, south, southeast or northwest." Terran player: "I'll move it northwest . . ." d. An M.I. unit may move from a tunnel to that tunnel system's Brain cell as a part of normal movement. It may NOT, however, move from Brain cell to Brain cell. The Arachnid player must inform the Terran player whenever one of his units enters a Brain cell. e. M.I. units may exit a tunnel system by entering a breach hex, announcing an exit, removing the TUNNEL marker, and ending all movement. At this point, the unit is presumed to be on the surface.
- Arachnid Tunnel Movement: As a special case, an Arachnid unit may remain in a tunnel after the special function phase instead of automatically moving to the surface if: a. It enters a tunnel hex containing functional Terran units and initiates an attack. b. It is disrupted in a tunnel hex as a result of Terran attacks. c. It is trapped in a tunnel segment as a result of Terran demolitions.
- If an Arachnid unit cannot attack and cannot move along an unobstructed path of tunnel hexes from its parent Brain cell to the surface (or vice versa) then it MUST remain in its current location.
E. Combat in Tunnels
- Unlike surface combat, whenever a friendly unit enters a tunnel hex containing a FUNCTIONAL enemy combat unit, it MUST stop, end all movement, and initiate an attack.
- Only CLOSE COMBAT may be initiated in tunnels. Ranged weapons may NOT be used. a. Only Arachnid Warrior and Terran Mobile Infantry units may initiate combat. b. Heavy weapons may not engage in combat or enter tunnel hexes occupied by Terran units. c. Heavy Nerve Gas (HNG) is the only type of SW&E that may be used in subterranean combat.
- Close combat in tunnels is resolved in the same manner as surface combat.
- An Arachnid unit may remain IN tunnel hexes at the end of its special function phase ONLY if it initiates a close combat attack in the close combat phase.
- An Arachnid unit may move from a Brain cell to a tunnel hex, or from a breach hex to another tunnel hex, or from one tunnel hex to another to initiate an attack.
- Combat Brain Capture — Whenever an M.I. unit enters a Combat Brain cell, it has the option of attacking other enemy units in that cell or capturing the Combat Brain (see Section F, below).
- When attacked in tunnels, Mobile Infantry units defend at HALF (do NOT round off fractions) their regular defense strength. Their attack strength remains unchanged.
- Whenever a Mobile Infantry unit enters a hex occupied by an Arachnid ENGINEER, the Engineer unit is automatically destroyed. The Arachnid player must inform the Terran player whenever this occurs.
- SPECIAL: Whenever an M.I. unit enters a Combat Brain cell, any Arachnid units still in that cell must be placed on the mapboard along with a TUNNEL marker. The M.I. unit is NOT required to attack enemy units in the Brain cell, but has the OPTION of doing so.
F. Capture and Destruction of Brains and Queens
Brains and Queens may be destroyed by using SW&E or by physically occupying a Brain cell. Only Combat Brains, however, may be captured, due to the fact that M.I. units may never enter Master Brain or Queen cells.
- Destruction — Brains and Queen may be destroyed in the following ways: a. By detonating Heavy Nerve Gas in an adjacent, contiguous tunnel hex, either through a breach or with an HE demo charge as previously described. b. By detonating a nuclear demo charge in the same hex. c. By physically moving an M.I. unit through the tunnels and into a Combat Brain's cell and announcing the Brain's destruction, regardless of other Arachnid units also in the cell. d. EXCEPTION: An M.I. unit that destroys a Brain may NOT also attack other Arachnid units in the same turn.
- When a Queen or Master Brain is destroyed, other Arachnid units are not affected.
- When a Combat Brain is destroyed, all Warrior, Worker, and Heavy Weapons units belonging to that Brain are immediately removed from play and considered destroyed.
- The Arachnid player must inform the Terran player whenever a Brain or Queen has been destroyed.
- Combat Brain Capture — Whenever an M.I. unit enters a Combat Brain cell, it has the option of attacking other enemy units in that cell or capturing the Combat Brain: a. To capture, the Terran player simply announces that the Combat Brain has been captured by a specified unit. The M.I. unit that physically captures the Brain may not attack other enemy units in the same turn. b. Once captured, a Brain counter is placed under the capturing unit signifying that it is carrying the captured Brain. The carrying unit may not attack or deploy SW&E while carrying the Brain. c. The M.I. unit carrying the captured Brain may NOT be attacked while it is in the tunnel system. It may be attacked normally once it is on the surface, however, with any type of damage (STUN or worse) also destroying the captured Brain. d. Captured Brains may be carried and transported in Air Cars and Retrieval Boats like regular Terran units. e. Units belonging to a captured Brain may still function normally unless the Brain is subsequently destroyed, in which case they are eliminated.
G. Terran Special Talents
The Terran Special Talent unit counter represents a single human being possessing unique EXTRA SENSORY PERCEPTUAL powers. The ESP Special Talent has the ability to locate and identify the exact position of Arachnid tunnel systems and complexes:
- Special Talents move and function like other Terran combat units except that they never count against any type of stacking limitation.
- A Special Talent may be transported in an Air Car in the same manner as a Combat Engineer unit. Additionally, an Air Car may transport BOTH a Combat Engineer unit and a Special Talent unit.
- Special Talents function during the special function phase. They may NOT function while loaded in Air Cars. During those turns in which they use their locating ability, they may not move or load.
- When the Terran player announces that the Special Talent is functioning, the Arachnid player must disclose the EXACT location of all tunnel, breach and cell hexes within a TEN HEX radius of the Special Talent's hex.
- A Special Talent has an attack strength of '0' and defense strength of '1'. If it suffers a STUN result or worse, it is automatically eliminated — except when loaded into an Air Car, in which case the defense strength of the Air Car is used.
H. Hidden Breach Hexes
Instead of automatically placing a breach marker in a hex whenever a breach is created, the Arachnid player has the option of not disclosing its location:
- When a breach is created, a breach marker does not have to be placed in the hex unless: a. A functional Terran unit enters or passes through the same hex. b. A Special Talent is within ten hexes of the breach. c. Arachnid units enter or exit the breach.
- Whenever any of the above occurs, a breach marker must immediately be placed in that hex.
I. Using Two Higher-Echelon Units in a Scenario
- In those scenarios utilizing more than one complete Arachnid complex or more than one Mobile Infantry platoon, no changes or additions to the rules are required. All rules that apply to single complexes and platoons also hold true for multiple complex situations. Simply designate which lettered units belong to which Combat Brain cell by writing the letter in the cell hex on the Alien Control Pad.
- For those scenarios requiring more than one Mobile Infantry platoon, simply use two different Terran Control Sheets, one for each M.I. platoon.
- The second higher-echelon unit is differentiated by the darker-colored unit counters.
STOP. READ NO FURTHER. PLAY SCENARIO SIX.
Scenario Seven: Klendathu: The Last Battle
A. Introduction
Scenario seven concludes the presentation of the rules with the addition of minor variations to existing rules structures. These rules do not alter the game, but rather add flexibility to rules already presented, thus expanding each player's tactical options.
B. Variable Arachnid Complexes
Allow the Arachnid player to construct linear cell complexes (as opposed to a circular pattern of cells) within the following limitations:
- Linear complexes function in the exact same manner as regular circular complexes previously described except that the individual cells are connected to each other in a straight row of hexes: a. The row of cells may be constructed in any order provided there are five Combat Brain cells, a Master cell, and a Queen cell. b. The complex must be drawn with the grain of the hex pattern, along one of the three possible straight line rows of hexes.
- In all other respects, linear tunnel/cell complexes must be constructed within the previously cited rules of tunnel/complex construction.
C. Variable Arachnid Demolition Charges
The following rules provide for a variation in the numbers, types, and strength of available Arachnid demolition munitions. Instead of having only one type of NUC Demo charge, there are three types representing three degrees of increasing effectiveness:
- In the 'Available Forces' section of scenario seven (and in the addenda for the other scenarios), the Arachnid player is given a specified number of 'Demolition Points' with which he may 'purchase' various types of demolition charges. Prior to the commencement of play, the Arachnid player selects his demo charge 'mix' by purchasing the various types of demo charges at the build costs stated in the chart, below.
- The Arachnid player may build his demo charges in any combination of numbers and types, as listed below, within the limitations of the number of available Demolition Points.
- Effects of Detonation — As shown on the chart, above, the larger NUC demo charges have a radius of effect of several hexes from the detonation hex. The effects of detonation are summarized in the examples of play section.
- Placement: Variable Demo charges function within all of the previously described rules regarding placement limitations.
- Sympathetic Detonation — Whenever the detonation of a Scale 6 NUC Demo charge creates a RAD area in a hex containing another HE or NUC Demo charge, that second charge is automatically detonated at the same time. Note that this could therefore cause a 'chain reaction' of adjacent demo charges which would be resolved against common targets as one attack.
- Notation — Indicate the size of NUC Demo charges on the Alien Control Sheet by writing a '1', '3', or '6' inside the open circle indicating the demo charge's position. a. Regardless of the size of the demo charge, only those tunnel hexes that are actually IN the detonation hex are destroyed. b. RAD areas are created in the detonation hex of all NUC Demo charges. With Scale 6 NUC Demo charges, however, a RAD area is created in the detonation hex AND in each of the six surrounding adjacent hexes.
D. Game-Optional Variations
NOTE: These rules are EXTRA rules which may be applied to any scenario if agreed upon between the two players at the beginning of the game. These two optional rules simply add variety to the combat results while leaving the overall combat system unchanged.
- Defender Disorientation: If a defending unit is attacked while already STUNNED (Terran) or DISRUPTED (Alien), the attacker's die roll result for that attack is modified by adding '+1' to the number rolled. EXAMPLE: An M.I. unit is STUNNED in the Arachnid's ranged weapon phase. If attacked in the close combat phase of the same segment at 2-1 odds, a die roll of '4' would become a '5' and the Terran unit would receive HVY damage.
- Mobile Infantry Multiple Damage: In actuality, the amount of damage done to an M.I. powered armor suit would depend upon the amount of damage that unit has already received. To reflect this, Mobile Infantry units which suffer HVY or WIA damage and then subsequently receive another HVY or WIA result undergo immediate acceleration of the damage as follows: HVY + HVY = WIA. HVY + WIA = KIA. WIA + WIA = KIA. EXAMPLE: A Mobile Infantry unit which already has suffered HVY damage is subsequently attacked again and receives another HVY damage result. Because the target unit was already HVY damaged, however, the second HVY becomes a WIA and the unit suffers all of the effects of a WIA result.
E. Prisoner Cells
Whenever the Arachnids captured Terrans, prisoners were taken to the Arachnid home planet of Klendathu. There, they were retained in special 'prisoner cells':
- Each Arachnid complex is allotted a specified number of prisoner cells which function in the same manner as Brain or Queen cells except that they may contain only Terran prisoners. a. Prisoner cells which are allocated to an Arachnid complex must be connected to a Combat Brain cell's primary tunnel segment. b. The prisoner cell may NOT be positioned in a hex directly adjacent to an Arachnid Brain or Queen cell. c. Only one prisoner cell may be attached to each Combat Brain cell's tunnel segment. The prisoner cell may only be directly attached (and therefore accessible through) to ONE primary tunnel hex. d. No Arachnid demolition charges of any type may be positioned within TWO HEXES of a prisoner cell. e. In all other respects, a prisoner cell functions as a regular Arachnid cell in regards to Arachnid Engineer tunneling, and SW&E effects.
- SPECIAL: Only Terran prisoners (see below) and M.I. units may occupy or enter a prisoner cell. Arachnid units may not enter or pass through a prisoner cell.
- When within range of a Terran Special Talent, the exact location and nature of a prisoner cell must be disclosed to the Terran player in the same manner as regular complex cells.
- Prisoner Rescue: Whenever an M.I. unit enters a prisoner cell, the Terran prisoners are considered released and may then attempt to escape from the tunnels to the surface. a. An M.I. unit may release Terran prisoners by moving through tunnels and entering the prisoner cell as described in previous rules. b. Terran prisoners are represented by HUMANOID WORKER units. Whenever an M.I. unit enters a prisoner cell for the first time, a prisoner unit is created in that hex with a 'Tunnel Movement' counter on top of it and it may immediately attempt to leave the prisoner cell. c. Once released, Terran prisoner units assume the values printed on the Worker counter; they may move two hexes per turn and defend with a defense strength of '1'. d. Terran prisoner units execute subterranean movement in the same manner as M.I. units with these exceptions: 1) They may not enter hexes containing FUNCTIONAL enemy units unless accompanied by FUNCTIONAL M.I. units. 2) They are not halved in defense strength. 3) They do not automatically destroy Brains or Engineer units. e. Once on the surface, Terran prisoner units may be transported by Air Car (one prisoner unit per Air Car) and/or removed from the game via Retrieval Boat. f. The Arachnid player MUST inform the Terran player whenever an M.I. unit or a prisoner unit executing subterranean movement moves into a tunnel hex which is the junction of a regular tunnel and prisoner cell connector tunnel. g. Whenever Arachnid units attack Terran prisoner units, resolve combat on the TERRAN ATTACK TABLE and apply the results to the prisoner unit in the same manner as Alien units.
F. Combat Engineer Breaching
Combat Engineer units may create breaches in the following manner:
- C.E. units create breaches in a two-turn procedure during the Terran special function phase in exactly the same manner as emplacing demolition munitions.
- At the end of the second special function phase, the Terran player announces that a breach has been created and places a breach counter in that hex.
- SPECIAL: If the Terran player has made a mis-calculation, and there is NO intact tunnel in that hex, the Arachnid player informs the Terran player of this fact. In this case, there is absolutely no effect and no breach counter is placed in that hex.
- Terran Engineers may create breaches in tunnel hexes AND prisoner cell hexes. They may NOT create breaches in Brain or Queen cells.
- Breaches may be used in the same turn in which they are created. Arachnid units may freely use breaches created by Terran Engineer units.
The Scenarios
A. Organization
Each of the scenarios is a COMPLETE, self-contained game. Each scenario creates its own game situation with its own distinctive unit mix, set-up, and victory criteria. Additionally, each scenario is keyed to a corresponding rules section within the main body of the rules as explained in the introduction. Each scenario is organized in the following format:
- Historical Capsule: Briefly states the situational background, when and where it occurred and the units involved.
- Available Forces: Illustrates the exact number and types of units utilized for each side by the use of unit counter diagrams. Whenever a number preceded by a multiplication sign appears below a unit's picture (e.g., 'x3'), the side in question receives the stated quantity of that particular unit type. Note that for the Terran player, Retrieval Boats and Beacons will not be listed in this section but will be assumed part of the Terran forces, unless used for some purpose other than retrieval.
- Set-Up: States the order in which each side sets up and/or enters the mapboard, lists placement limitations, and indicates which side moves first in each turn.
- Game Length: States the number of game-turns in each scenario.
- Special Rules: Rules applicable ONLY to the scenario in question are outlined in this section.
- Victory Conditions: Provides criteria for determining who wins or loses the scenario. This criteria is usually expressed in terms of enemy units damaged or destroyed or territorial objectives captured.
B. General Rules for Mapboard Entry, Exit and Placement
- Entry: Units either enter the game from off of the mapboard or are positioned on the mapboard prior to play. Instructions directing units to 'set up' require ALL such units to be on the mapboard prior to the start of play. Instructions directing units to 'enter' require all such units to enter TOGETHER during the same turn.
- Exit: Units may not move off of the mapboard edges. Terran units may only leave the mapboard via Retrieval Boats. Alien units may only be removed from the mapboard as a result of elimination in combat.
- Placement: For interpreting set up limitations, note the following: a. All placement limitations are INCLUSIVE. For example, a unit that is required to be placed within 18 hexes of a certain hex location may be placed 18 hexes away from that hex. b. The nominal center of the mapboard is defined as being hex V-17.
Scenario One: Feint Against the Humanoids
Historical Capsule: 2156.12.03 (UC): Soon after the destruction of Buenos Aires, Federation High Command launched the first Terran counteroffensive against the Arachnids. Success hinged on the proper execution of an extremely intricate series of feints against the Arachnid's Humanoid allies. With scant forces available, only a few M.I. platoons were assigned to convince the enemy that the main weight of the attack was falling on the Humanoids. Scenario one depicts part of a raid against an outlying Humanoid colony by the 2nd platoon, G company, 2nd battalion, 3d Regiment, First Mobile Infantry Division — more commonly known as Rasczak's Roughnecks.
Set-Up: Humanoid: Set up anywhere within 18 hexes (inclusive) of any city/space port hex. Move second. Terran: Enter mapboard turn one, anywhere on the southern edge of mapboard. Move first.
Game Length: 12 turns.
Victory Conditions: Terran: Accumulate more Victory Points than the Humanoid player at the end of the game. Humanoid: Accumulate as many or more Victory Points than the Terran player at the end of the game. Victory Points are awarded for the destruction/damage of enemy units:
HUMANOID player receives points for inflicting the following damage on Terran units:
| Unit | HVY Damage | WIA/KIA |
|---|---|---|
| Marauder unit | 2 points | 5 points |
| Scout unit | 1 point | 3 points |
| Command unit | 7 points | 12 points |
NOTE: Points awarded for one category only. Damaged units that are subsequently WIA/KIA count for WIA/KIA points only.
TERRAN player receives points for inflicting damage as follows: For each WARRIOR unit eliminated: 1 point. For each WORKER unit eliminated: -1 point.
SPECIAL RULE: Noncombatant casualties are to be avoided. Therefore, each WORKER unit destroyed SUBTRACTS one Victory Point from the Terran victory point total.
ADDITIONALLY: The TERRAN player receives points for destroying the following Critical Installation counters. The HUMANOID player receives the same number of victory points for Critical Installation counters un-destroyed at the end of the game: For each POWER SOURCE counter: 5 points. For each COMMUNICATIONS CENTER counter: 7 points. For WATER SUPPLY counter: 15 points.
Scenario Two: Operation 'Bughouse'
Historical Capsule: 2157.02.16 (UC): The first all-out offensive against the Arachnid home planet, Klendathu, was Operation 'Bughouse'. Conceived as a multi-divisional size invasion, the operation was designed to bring the enemy to their knees and end the First Interstellar War. It didn't work out that way. Struck by stronger-than-anticipated space defense and ground forces, the Terran attempt at establishing a beachhead degenerated into a shambles. Only the desperate commitment of the M.I. reserve platoons permitted the extrication of the remnants of the invasion force. Scenario two portrays part of the initial assault with the 1st platoon, C company, 1st battalion, 3d Regiment (Willie's Wildcats) establishing a beachhead perimeter shortly before the first Arachnid counterattack.
Set-Up: Terran: Enter anywhere on southern edge of mapboard on turn one. Move second. Arachnid: Construct tunnel complex anywhere on Alien Control Pad prior to play. Move first.
Game Length: 10 turns.
Special Rule: 1. The Terran player must establish a DEFENSIVE PERIMETER with a radius of 11 hexes (diameter of 23 hexes) on the mapboard. The center of this hexagonal area must be positioned within five hexes of the center hex of the mapboard (hex V-17). Prior to play, but AFTER the Arachnid constructs his tunnel complex, the Terran player must identify the centerpoint hex of his defensive perimeter with a perimeter counter. 2. Treat all city/space port hexes as Savanna hexes; ignore all roads.
Victory Conditions: Terran: Accumulate as many or more victory points than the Arachnid player at the end of the game. Arachnid: Accumulate more victory points than the Terran player at the end of the game. Victory points are awarded as follows:
ARACHNID player receives five points per turn if there is one or more UNDISRUPTED Arachnid units within the Terran player's defensive perimeter at the END of the Terran player segment. Additionally, the Arachnid player receives points for the damage/destruction of M.I. units as follows:
| Unit | HVY Damage | WIA/KIA |
|---|---|---|
| Scout unit | 1 point | 2 points |
| Marauder unit | 2 points | 4 points |
| Command unit | 3 points | 7 points |
TERRAN player receives 10 points per turn if there are NO Arachnid units (regardless of condition) within the Terran player's defensive perimeter at the end of the Terran player segment. Additionally, the Terran player receives points for the elimination of Arachnid units as follows: For each Warrior unit eliminated: 1 point. For each Heavy Weapon unit eliminated: 3 points.
Scenario Three: Invasion of 'Skinny-5'
Historical Capsule: 2157.09.07 (UC): Quickly replacing the losses suffered in the 'Bughouse' debacle, the Terran Federation planned yet another offensive. The decisive blow would fall on the enemy's weakest link: the inner Humanoid systems. The invasion of 'Skinny-5', nearest system to the Humanoid home planets, was designed to precipitate the rapid collapse of the entire Humanoid war industry. If the Mobile Infantry won easily, the next major battle would be fought on the Humanoid home planet. Sensing this, the Skinny-5 high command dug in and prepared to fight a prolonged battle of attrition. This scenario re-creates one aspect of this action with the 2nd platoon, A company, 1st battalion, 2nd Regiment (Anton's Apaches) storming a class-4 industrial center preparatory to joining the main drive on the planet's central industrial region.
Set-Up: Humanoid: Set up first, anywhere on the mapboard. Move second. Terran: Set up second, as per Initial Drop procedure. Move first.
Game Length: 12 turns.
Special Rules: 1. Critical Installation counters function as per scenario one rules. 2. NOTE: Unlike scenario one, Critical Installation counters may be placed in rough terrain hexes.
Victory Conditions: Terran: Terran player wins by fulfilling at least one of the following conditions without suffering 25 or more HVY, WIA, or KIA casualties: 1. Destroy ALL Critical Installation counters before the end of turn 12; OR 2. Maintain ALL city/space port hexes free of enemy units at the end of turn 12. Humanoid: Humanoid player wins by avoiding BOTH of the Terran victory conditions OR by inflicting 25 or more HVY, WIA, or KIA casualties on Terran units. (NOTE: HVY casualties that are subsequently WIA or KIA count as only one casualty.)
Scenario Four: Revolt!
Historical Capsule: 2157.12.10 (UC): Savage raids against their inner planetary systems and intense covert negotiations had convinced the Humanoids to abandon their erstwhile Arachnid allies. Implementation of a Humanoid disengagement, however, was complicated by the Arachnid occupation of several key Humanoid planets. These 'watchdog' garrisons would have prevented a peaceful termination of hostilities. Only the guarantee of active Terran intervention finally persuaded the Humanoids to attempt to regain control of their occupied systems. As the Humanoid revolt began, small task forces of Mobile Infantry and Combat Engineers were dispatched deep into enemy space to aid the hard-pressed Humanoid forces. Violent, pitched battles, witnessing some of the most desperate combat of the war, were fought on every occupied planet. Scenario four portrays one of these ferocious encounters with a battle group built around the 3d platoon, B Company, 4th Battalion, 1st Regiment (Smith's Centaurs) aiding a Humanoid garrison.
Set-Up: Arachnid: Set up first. Construct tunnel complex anywhere on the mapboard before Humanoid player sets up. Move second. Humanoid: Set up second, anywhere on mapboard. Move first. Terran: Enter any turn after game turn four on a die roll of '1' or '2'. Roll the die once at the beginning of each Terran/Humanoid player segment. Mobile Infantry units enter as per Initial Drop procedure. Units must be positioned on BARREN terrain hexes prior to drop. Engineer and Air Car units enter the game in the same turn by moving onto the mapboard from any hex on the south edge. Move first.
Game Length: 15 turns.
Special Rules: 1. Terran and Humanoid units move together during the same player segment. They may move and function normally with these limitations: a. Terran and Humanoid units may not voluntarily stack together or remain in the same hex unless they are involuntarily immobilized as a result of combat. b. Terran and Humanoid units may not combine attack strengths for any type of ranged or close combat. They may NOT attack the same enemy unit in the same combat phase. c. Humanoid units use the Terran Attack Table when attacking Arachnid units, and vice-versa. 2. Arachnid demolition charges may not be emplaced within two hexes of any city or space port hex. Tunnel segments, however, may be placed and function normally anywhere on the mapboard.
Victory Conditions: Humanoid/Terran: Accumulate more victory points than the Arachnid player at the end of the game. Arachnid: Accumulate as many or more victory points than the Humanoid/Terran player at the end of the game. Victory points are awarded as follows:
Humanoid/Terran player receives the following points for each of the unit types listed below occupying a city/space port hex at the end of the game: Each Warrior unit: 1 point. Each M.I., C.E., or H.W. unit: 2 points.
Arachnid player receives the following points for each enemy unit WIA, KIA, or destroyed: Each Warrior unit: 1 point. Each M.I., C.E., or H.W. unit: 2 points.
NOTE: Humanoid/Terran units that are KIA, WIA or disrupted do not count for Humanoid/Terran victory point purposes.
Scenario Five-A: Sheol — Operation Corkscrew
Historical Capsule: 2158.01.07 (UC): With the Humanoid threat eliminated, previously diverted Terran forces were quickly committed against the Arachnids. Battle tactics now dictated close cooperation between the Mobile Infantry and the Combat Engineer Corps in the systematic destruction of tunnel systems. Forced into an ever-shrinking area, the Arachnids would thus be easily contained and eliminated. The first test of these new tactics was on the important Arachnid planet of Sheol. In scenario five-A, a reinforced platoon (Nkruma's Commandoes) attempts to secure a soft-landing zone for eventual reinforcements in the face of bitter resistance from well prepared Arachnid defense forces.
Set-Up: Arachnid: Construct tunnel complex anywhere on Alien Control Pad prior to play. Move first. Terran: Force A: Enter on turn one via Initial Drop procedure. Move second. Force B: Enter any time after turn four via Soft-Landing procedure. Pre-record turn of arrival and Beacon location.
Game Length: 15 turns.
Special Rules: 1. Reminder: Terran player must pre-record turn of arrival and intended recovery hex for retrieval. 2. Ignore all roads. Treat city/space port hexes as savanna hexes.
Victory Conditions: Terran: Accumulate more victory points than the Arachnid player at the end of the game. Arachnid: Accumulate as many or more victory points than the Terran player at the end of the game.
VICTORY POINTS are awarded as follows: Terran player receives: 1) For each Arachnid Warrior or Heavy Weapon unit destroyed: 1 point. 2) For each Arachnid Engineer unit destroyed: 5 points. 3) For each tunnel hex destroyed or isolated*: 1 point. Arachnid player receives: 1) For each M.I. unit WIA: 2 points. 2) For each Terran combat unit KIA or destroyed: 3 points. 3) For each non-KIA Terran combat unit captured or un-retrieved: 9 points.
*DEFINITION: A tunnel hex is ISOLATED when a continuous path of undestroyed tunnel hexes cannot be traced from that tunnel hex to its parent cell hex.
Scenario Five-B: Sheol — Retreat and Evacuation
Historical Capsule: 2158.01.07 (UC): As the Battle for Sheol raged, the final outcome was punctuated with small victories and defeats on both sides. In one small corner of the holocaust, however, the Terran forces had their backs against the wall. Caught by a sudden, strong Arachnid counterattack, their position was quickly rendered untenable. The remnants of the M.I. force faced the difficult task of disengaging from the enemy, collecting their casualties, and attempting retrieval while under fire. There was little room for chance or error. With precise execution, they would remain a distinct, albeit battered, fighting force. If they erred, McSlattery's Volunteers would be no more . . .
Set-Up: Arachnid: Construct tunnel complex anywhere on Alien Control Pad prior to play. Move first. Terran: Set up all units within an 11-hex perimeter as previously explained in Scenario Two's Special Rules. Move second.
Game Length: 15 turns.
Special Rules: 1. Twelve Terran units are indicated as being WIA. These units represent casualties from a previous action. During set up, the WIA units must be located in the Terran defensive perimeter in accordance with the following rules: a. Only one WIA unit may be placed within each hex. b. Each WIA unit must be at least four hexes away from other WIA units. c. No other units may be placed in hexes containing WIA units. 2. The Terran player is provided with TWO sets of Rocket Beacons and Retrieval Boats. Therefore, he has TWO opportunities to execute a retrieval. He may retrieve some, none, or all of his units with each Retrieval Boat. The turn-of-entry of the Retrieval Boats is limited as follows: a. The first Rocket Beacon must be designated for arrival during game turns 6 through 10. The second Rocket Beacon must be designated for arrival during game turns 11 through 14. b. The first Retrieval Boat MUST land during its designated turn. The second may either land during its designated turn or be withheld completely, at the Terran player's option.
Victory Conditions: Terran: Accumulate more victory points than the Arachnid player at the end of the game. Arachnid: Accumulate as many or more victory points than the Terran player at the end of the game.
VICTORY POINTS are awarded as follows: Arachnid player receives: For each M.I. or C.E. unit KIA or destroyed: 1 point. For each non-KIA/destroyed M.I. or C.E. unit NOT retrieved: 3 points. Terran player receives one point for each non-KIA/destroyed M.I. or C.E. unit retrieved before the end of the game.
Scenario Six: Operation 'Royalty'
Historical Capsule: 2158.04.02 (UC): Trooper for Warrior, the Mobile Infantry could now defeat the Arachnids on the surface. Yet, the Terran High Command still knew very little about the enemy. Psychologically, socially, and technologically, the Arachnids were a mystery. Until more was known about Arachnid motivation and behavior, a truly strategic war could not be waged. The only way to learn about the Arachnids was to ask a Brain — a captured Brain. Talking to one was a job for the Psychological Warfare experts. Capturing one was a job for the Mobile Infantry. Scenario six pits a platoon from Blackie's Blackguards, augmented by a company of Combat Engineers, against a twin-complex Arachnid advanced base on Planet P.
Set-Up: Arachnid: Construct two tunnel complexes on Alien Control Pad prior to play. Move second. Terran: Force A: Enter on turn one via Initial Drop procedures. Move first. Force B: Enter any time after turn one via Soft-Landing procedure. Pre-record turn of arrival and Beacon location.
Game Length: 15 turns.
Special Rules: 1. Treat rough terrain as savanna for all purposes. 2. The two Arachnid complexes must be positioned at least 21 hexes apart, (i.e., each complex's Queen cell must be no closer than 24 hexes from the other).
Victory Conditions: Terran: Capture and remove via Retrieval Boat at least one Combat Brain OR destroy at least three Brain/Queen cells before the end of the game. Arachnid: Avoid Terran victory conditions OR accumulate 40 or more victory points at the end of the game.
VICTORY POINTS are awarded as follows: For each Mobile Infantry unit KIA = 2 points. For each Mobile Infantry unit WIA = 1 point. For each Engineer unit destroyed = 3 points. For Special Talent destroyed = 5 points. (Also, points accumulated for non-retrieved units as per rules.)
Scenario Seven: Klendathu: The Last Battle
Historical Capsule: 2159.05.18 (UC): System-by-system, quadrant-by-quadrant, Terran Federation forces gradually beat back the Arachnids into their own little corner of the galaxy. Armed with planet-cracking Nova bombs and a vast armada of starships, nothing stood between the Terrans and the Arachnid home planet of Klendathu — except the prisoners. The Arachnids held Terran prisoners; those remnants of stranded and lost M.I. platoons of darker days in the Bug War. They had to be rescued; the Mobile Infantry always makes the pick-up! Therefore, the planet had to be reduced the hard way, inch-by-inch, by a simultaneous drop of six Mobile Infantry Divisions and numerous support groups. Scenario seven depicts a rescue attack on one of the Arachnid prison complexes by the 3d platoon, G company (Kamperman's Kossacks) and the 2nd platoon, G company, forever after known as Rico's Roughnecks . . .
Set-Up: Arachnid: Construct two complete tunnel complexes on the Alien Control Pad prior to play. Move second. Terran: Force A: Enter turn one via Initial Drop procedure. Units must be positioned WEST of hex row 'V' prior to drop. Move first. Force B: Enter turn one via Initial Drop procedure. Move first. Force C: Enter via Soft Landing procedure any time after turn one. Move first. (See Special Rules #2 and #3.)
Game Length: 20 turns.
Special Rules: 1. Treat ALL hexes on the mapboard as savanna hexes. 2. Roll Scatter separately for each M.I. platoon and each Retrieval Boat. 3. Force C may Soft Land using either or both of the available Retrieval Boats. Each Boat may land independently, during different turns, if desired. 4. The Terran forces are NOT required to execute retrieval before the end of the game. They may remain on the surface. At the Terran player's option, however, a Retrieval Boat may land to retrieve Terran casualties and released prisoners any time after turn ten.
Victory Conditions: Terran: Terran player wins by accomplishing at least one of the following before the end of turn 20: a. Release and retrieve the prisoners from FOUR of the seven prisoner cells; OR b. Neutralize all TEN of the Combat Brain cells by either destroying all of the Warriors and Heavy Weapons in a cell or by destroying the cell's Combat Brain. Arachnid: Arachnid player wins by avoiding the Terran victory conditions.
Scenario Addenda
The Programmed Instruction method has presented the rules to STARSHIP TROOPERS in seven distinct modules. Players should realize, however, that once all seven groups of rules have been learned, each scenario should be played with ALL of the rules. When playing scenario two for example, the Arachnid player may utilize variable demolition charges, tunnel repair and construction, and other rules which are presented in later scenarios. To fill-out the earlier scenarios which have only those units and game functions previously described, players are urged to incorporate the Scenario Addenda changes to the already existing scenarios. The following listing describes changes and additions which incorporate the entire rules package (unit-count quantities below are transcribed as printed; the specific unit silhouette each quantity applies to was shown only as an icon in the original layout and is not recoverable from the text extraction used for this transcription):
Scenario One: Set-Up: Terran: Enter via Initial Drop procedure. Units MUST be retrieved before the end of the game. Special Rules: Critical Installation counters may be destroyed by firing nuclear rocket launcher into same hex. Victory Conditions: In addition to the other listed requirements, Terran player must destroy ALL Critical Installation counters. Add to Available Forces — Terran: quantities x2, x3, x6, x3 of the scenario's SW&E types; Humanoid: Heavy Weapon-Beam x1, Heavy Weapon-Missile x2.
Scenario Two: Add to Available Forces — Terran: Combat Engineer, Air Car, HE Demo, NUC Demo, Special Talent (quantities x3, x3, x12, x6, x1); NUC Rocket Launcher, HE Rocket Launcher, DAP, DAR also added. Arachnid: Demo Points = 23. Set-Up: Terran: M.I. enter via Initial Drop procedure. C.E.'s, Air Cars, and Special Talent enter via Soft Landing. Units MUST be retrieved before the end of the game. Victory Conditions: In addition to the other listed Victory Points, each side receives the following: Terran: For each Brain or Queen eliminated: 12 points. NOTE: Warrior and Heavy Weapon units that are lost as a result of Brain destruction, or capture, count as units eliminated. Arachnid: For each C.E. unit eliminated: 7 points. For elimination of Special Talent: 5 points.
Scenario Three: Add to Available Forces — Terran: NUC Rocket Launcher x2 (Force A: NUC Rocket Launcher x2). Set-Up: Terran units must be retrieved before the end of the game. Special Rule: Critical Installation counters may be destroyed by firing NUC rocket launcher in same hex. Arachnid: Demo Points = 25.
Scenario Four: Add to Available Forces — Force B: NUC Demo x6. Arachnid: Demo Points = 25.
Scenario Five-A: Add to Available Forces — Terran: (per the Scenario Two additions, above). Arachnid: Demo Points = 25. Set-Up: C.E. enter via Soft Landing procedures. NO die roll for C.E. entry. Pre-record turn of entry for Retrieval Boat prior to start of game.
Scenario Five-B: Arachnid Demo Points = 13.
Scenario Six: Add to Available Forces — Terran: NUC Rocket Launcher, Listening Device, HNG, NUC Demo (quantities x4, x4, x6, x12). Arachnid Demo Points = 21.
Scenario Seven: No additions or changes.
Examples of Play
Arachnid Complex: This diagram illustrates a complete Arachnid complex as it would be drawn on the Alien Control Pad for scenario seven. Notice the position of the demolition charges and the connector tunnels from the primary tunnel segments to the prisoner cells. The positions of the Arachnid Engineers are indicated as of turn #1.
Mobile Infantry Drop and Scatter: This diagram illustrates the scatter procedure for a nine-man 'stick' during the Initial Drop. Final positions are indicated by the black squares.
Variable Arachnid Demolition Charges: Notice that the NUC Demo charges have an attack strength that affects units in hexes one, two and even three hexes away from the detonation hex. For example, a Scale Six NUC Demo charge affects each hex at a two hex radius with an attack strength of 24.
Special Weapons and Equipment Inventory Chart
The rulebook closes with a reference chart, organized in TERRAN, ARACHNID, and HUMANOID columns, listing the build cost, range, and attack strength of every piece of Special Weapons and Equipment described in the scenarios above. The chart uses the following key:
- M.I. = Mobile Infantry
- C.E. = Combat Engineer
- HE = High Explosive
- NUC = Nuclear
- A.E. = Automatic elimination of target unit in target hex
- RAD = Radiation area
- AS = Attack strength
- H.W. = Heavy Weapons unit
The chart's individual cell values are presented as a printed table in the original rulebook and are not reproducible as text.