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Ultra-Warrior

Ultra-Warrior Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 1.1 Course of Play
  • 2.0 Game Equipment
    • 2.1 The Game Map
    • 2.2 Playing Pieces
    • 2.3 Parts Inventory
  • 3.0 Rules of Play
    • 3.1 How to Play
    • 3.2 Abbreviated Sequence of Play
    • 3.21 Explanation of Sequence of Play
  • 4.0 The Ultra-Warrior
    • 4.1 Energy
    • 4.2 Shield
    • 4.3 Environmental Control Suit
    • 4.4 Ultra-Warrior Life Level
    • 4.5 Ultra-Warrior Control Sheet
  • 5.0 Action Points
  • 6.0 Movement
    • 6.3 Terrain Effects Chart
  • 7.0 Movement
    • 7.1 Cost/Damage Chart
    • 7.2 Weapon Fire Table
    • 7.3 Heat Blast
    • 7.31 Frost Bolt
    • 7.32 Electron Bolt
    • 7.33 Implosion Dart
    • 7.34 Energy Disk
  • 7.4 Other Actions
  • 8.0 Line of Fire
    • 8.1 Blocking Terrain
    • 8.2 Misses
    • 8.3 Terrain Change Chart
  • 9.0 Scenarios
    • 9.1 Scenario 1 - "Against the Black Knight"
    • 9.2 Scenario 2 - "Lance's Reputation"
    • 9.3 Scenario 3 - "Escape from Sarmanix"
    • 9.4 Scenario 4 - "Island of Ice"
    • 9.5 Scenario 5 - "Xorco's Folly"
    • 9.6 Scenario 6 - "Man Against Machine"
    • 9.7 Scenario 7 - "The Energizer"
    • 9.8 Scenario 8 - "Aliens"

1.0 Introduction

Forms change. The basic nature of man does not. The knight, encased in his near-invulnerable plate mail, rode to war on his noble destrier. The knight was a walking fortress capable of destroying lesser armed foes. They fought as individuals even in mass melees; because honor demanded individual combat. The Ultra-Warrior has the firepower of an army so he needs no support. He is capable of laying waste to an entire planet. He fights alone for it is a matter of honor for him as well.

In the middle ages, the sword was the key to knighthood. Knighthood, in turn, was the key to nobility. The man of nobility was a man of power, and he was able to exercise that power for the cause of good or evil as he chose.

By 2200, the age of Chivalry had been dead for six and a half centuries. Human nature, on the other hand, was alive and thriving. The same motivations which had driven man before had given man the stars, but also more wars. Space travel had become a reality in the 20th Century. With liquid fuel rockets, the first crude experiments had shown the way. The ion pulse engine, combined with masts of solar sails, could cheaply propel a spaceship to near light speeds. Given time, a ship could go anywhere... given time.

Time was what the human race did not have. Short life spans (human life spans ceilinged at 200 years), combined with immediate population pressure (the 23rd Century saw a let up in the 22nd's endless wars) made space travel both necessary and impossible. Man's life was simply too brief to travel to the stars with any hope of living long enough to see planetfall. Economics eventually dictated the course of action; the fear of death caused by the depleted natural resources of Earth became greater than the fear of being cryogenicized and being sent on a thousand year journey to another world.

Thus, the exodus began. Massive ships filled with hundreds of thousands of Earth's misfortunates left for destinations as disparate as Betalguese and Arcturus. Some found stars but no planets while others disappeared in the void, victims of unknown perils and collisions. But some made it and colonized hundreds of worlds across Sol's arm of the Milky Way.

Accompanying the migration were the Ultra-Warriors. Space was not at a premium, but the material to build ships and weapons was. The conclusion was obvious; if one man with an Environmental Control Suit could fulfill the function of an army, then an army was not necessary. A few men could defend a colony against almost any foreseeable threat short of a space-going fleet. Each ship carried five Ultra-Warriors and the necessary weapons and equipment to outfit more as the need arose.

The first Ultra-Warriors, like the first knights, were crude, but somehow most managed to survive and get the job done. As they passed their title to their sons, and they in turn to their sons, the Ultra-Warriors became more skilled and refined. Soon the Ultra-Warrior had become the knights-errant of space. Armor was replaced with lightweight EC suits, the lance became a heat blaster, the sword, a frost bolt. They could be as chivalrous as Galahad or as cruel as Mordred.

Like their ancestral counterparts, the Ultra-Warriors rode in search of the quest. Perhaps it was to protect the colonists in Omegon II from the fierce Jubalis, or maybe the task was to rescue the hostages on Ayrmundus from the evil Metlank. Other Ultra-Warriors, whose greed was more compelling than the quest for chivalry would terrorize a colony, extracting riches from the hard-working settlers. Besides Metlank and his army of lesser-known Ultra-Warriors, some of the more infamous were Xerco who operated in the Muezzin Sector, and ué, based on Romanus. Thus, mankind was little different than he had been throughout history. The Ultra-Warrior became the knight of the 23rd Century.

1.1 Course of Play

ULTRA-WARRIOR is basically a two-player game. However, in many cases up to four players may participate in the game, and there is one scenario designed specifically for solitaire play. The players will choose a scenario (See 9.0 Scenarios) and the game mapsheet will be set up according to the instructions for that scenario. Each player will control one or more Ultra-Warriors and will move his Ultra-Warriors on the mapsheet conducting combat and attempting to achieve a goal in order to win the game.

2.0 Game Equipment

2.1 The Game Map

The game mapsheet represents the area in which the scenario being played takes place. The exact nature of terrain may vary depending on which scenario is played. Generally, the mapsheet itself will represent flat, clear, dry earth-like terrain.

2.11 The mapsheet is overprinted with a hexagonal grid which divides it up into small areas called hexes. These hexes are used to regularize the position and movement of the playing pieces. In each scenario, various terrain markers will be placed in some of the hexes to represent different types of terrain. This allows each scenario to have its own unique mapsheet. Additionally, during play, some terrain markers may be added or removed from the mapsheet, or replaced with a different terrain marker, to indicate changes in terrain due to weapon fire.

2.12 Before play, the mapsheet should be unfolded and placed on a flat playing surface. It can be made to lie flat by backfolding the creases, by securing the corners with small pieces of tape, or by placing a sheet of glass or plexiglass over it.

2.2 Playing Pieces

The 108 die-cut playing pieces represent Ultra-Warriors, terrain, and game markers. These will be placed and moved on the mapsheet during the course of play. These playing pieces may be identified as follows:

Forest/Organic, Fire, Water, Lava, Ice, Smoke, Barrier, Ultra-Warrior.

2.3 Parts Inventory

A complete game of ULTRA-WARRIOR includes one rulebook, one game mapsheet, and one set of 108 die-cut playing pieces. Also needed for play but not included are writing materials and two six-sided dice.

3.0 Rules of Play

Players familiar with this type of game may be able to play the game by simply scanning the rules. However, players with less experience should read the rules carefully. Many of the rules may be difficult to understand at first. However, players should continue reading all of the rules and they should become clearer after one complete reading. Players may find it necessary to refer back to rules in some instances during the initial playing of the game. These rules have been extensively cross-referenced to aid players in finding particular rules.

3.1 How to Play

ULTRA-WARRIOR is played in a set number of game turns. The exact number will depend on the scenario being played. Each turn the players will first prepare for the turn by setting the Shield Energy for each Ultra-Warrior. Players will then remove any Energy Barrier markers or Smoke markers placed in the previous turn. Finally, players will move and conduct combat with their Ultra-Warriors during the Impulse Procedure. After each complete Impulse Procedure, the turn ends and a new turn begins.

3.2 Abbreviated Sequence of Play

  1. Players set Shield Energy for this turn.
  2. Energy Barriers and Smoke markers from the previous turn are removed. Any inverted Water markers are flipped face up and become Water again.
  3. Impulse Procedure.

3.21 Explanation of Sequence of Play

3.22 Shield Energy. At the beginning of each turn, each player secretly allocates some of his remaining Energy Points to power his Shield for this turn. (See 4.2 Shield).

3.23 Energy Barriers, Smoke Markers, and Water Markers. Any Energy Barriers and Smoke markers which were placed on the mapsheet on the previous turn are removed from play. Any inverted Water markers are turned face up to indicate that the hex has become Water again.

3.24 Impulse Procedure. The activity (firing, movement, etc.) portion of each turn is divided into six Impulses. During each impulse, each player will expend one of his six total Action Points for the turn. The expenditure of an Action Point will allow the player to perform an activity with his Ultra-Warrior, such as moving or firing a weapon.

3.25 During each of the six Impulses of every turn, each player expends one Action Point. The expenditure of Action Points always proceeds clockwise around the table. The player that begins the Impulse Procedure each turn is determined by a die roll. Each turn, after all players have set their Shield Energy for the turn, each player rolls a single die. The player rolling the highest number begins the Impulse Procedure and expends his Action Point first in each Impulse of the turn.

3.26 Additional information concerning Action Points and activities are found in the rules on Action Points, Movement, Fire Combat, and Other Actions.

4.0 The Ultra-Warrior

Each Ultra-Warrior has the ability to move, fire weapons, and perform certain other functions. Each Ultra-Warrior is equipped with items which help protect him from the actions of other Ultra-Warriors.

4.1 Energy

Each Ultra-Warrior begins the game with a certain number of Energy Points, depending on which scenario is being played. This Energy is used to power his Shield, fire weapons, and perform several other functions. Under normal circumstances this Energy may not be replenished during the game. If an Ultra-Warrior expends all of his Energy before the end of the game, he may not perform any activity requiring the use of Energy for the remainder of the game. (Exception: 9.7).

4.2 Shield

At the beginning of each turn, each player allocates some, all, or none of his remaining Energy Points to power his Shield for that turn. Note, however, that Energy put into a Shield powers the Shield for that turn only. At the end of the turn any Shield Energy which was not used to absorb weapon fire, or used for some other reason, is lost and does not carry over to the next turn. When damage is scored on an Ultra-Warrior which has Energy Points allocated to his Shield, the damage is not scored on the Ultra-Warrior. The damage is absorbed by the Shield instead. Each point of damage absorbed by the Shield reduces the Shield Energy by one point. As long as the amount of Energy allocated to the Shield at the beginning of a given turn is equal to or greater than the total damage scored on the Ultra-Warrior during that turn, the Shield will absorb the damage and the damage will not affect the Ultra-Warrior or his Environmental Control Suit.

4.3 Environmental Control Suit

Each Ultra-Warrior is assumed to be wearing an Environmental Control (EC) suit. The EC suit helps protect the Ultra-Warrior from most lethal environments and also protects him, to some degree, from weapon fire. An EC suit will sustain 30 points of damage before it is destroyed, and can only be damaged by damage points inflicted on an Ultra-Warrior after all of his Shield Energy has been used in a given turn. Damage sustained on an EC suit is permanent and the use of Energy in later turns in no way reduces or removes damage done to an EC suit. Once an EC suit has been totally destroyed the Ultra-Warrior's total Energy immediately drops to zero, and without an active EC suit, an Ultra-Warrior may not power his Shield nor may he gain, hold, or use Energy Points. Once an Ultra-Warrior's EC suit has been totally destroyed, any damage is scored directly on the Ultra-Warrior, with a good chance of killing him. (See 4.4 Life Level)

4.31 The use of Energy Points is not required to keep an EC Suit active, however, an active EC suit is required to use Energy.

4.4 Ultra-Warrior Life Level

Each Ultra-Warrior has a life level of 6. An Ultra-Warrior's Life Level may be reduced by damage taken after his EC suit has been destroyed. For each and every weapon hit of any kind scored on an Ultra-Warrior without an active EC suit, one die is rolled. The number rolled is equal to the number of Life Levels immediately and permanently lost. When an Ultra-Warrior's Life Level reaches zero, he is considered dead, or eliminated, and is removed immediately from play.

4.41 An Ultra-Warrior that loses one or more Life Levels loses an equal number of Action Points for future turns. The loss of one or more Life Levels in the current turn, however, does not affect the Ultra-Warrior until the following turn. An Ultra-Warrior that lost 2 Life Levels during the current turn would begin the next turn with only 4 Action Points.

4.5 Ultra-Warrior Control Sheet

Each player must keep track of, on scratch paper, the current status of each Ultra-Warrior's total Energy, Shield Energy, EC suit level, and Life Level. This information is known as the ULTRA-WARRIOR CONTROL SHEET and is kept secret from all other players until the end of the game. Players may keep track of the expenditure of Action Points in any convenient manner, but will probably not find it necessary to record this on paper. At the beginning of a typical scenario, an ULTRA-WARRIOR CONTROL SHEET will look something like this.

Scenario Start: ULTRA-WARRIOR A
                Total Energy – 100
                Shield Energy – 0
                EC Suit – 30
                Life Level – 6

Assume that on turn one the player decides to allocate 10 Energy Points to his Shield. These points would be subtracted from Total Energy and added to Shield Energy. The control sheet would then look like this:

Turn One:       ULTRA-WARRIOR A
                Total Energy – 100 90
                Shield Energy – 0 10
                EC Suit – 30
                Life Level – 6

During the Impulse Procedure of turn one, ULTRA-WARRIOR A is fired on and 6 points of damage is scored. This damage is absorbed by the Shield. The control sheet now looks like this:

Impulse:        ULTRA-WARRIOR A
                Total Energy – 100 90
                Shield Energy – 0 10 4
                EC Suit – 30
                Life Level – 6

Turn one ends and the 4 Energy Points remaining in the Shield are lost.

End Turn One:   ULTRA-WARRIOR A
                Total Energy – 100 90
                Shield Energy – 0 10 4 0
                EC Suit – 30
                Life Level – 6

At the beginning of turn two the player decides to allocate only 5 Energy Points to his Shield.

Turn Two:       ULTRA-WARRIOR A
                Total Energy – 100 90 85
                Shield Energy – 0 10 4 0 5
                EC Suit – 30
                Life Level – 6

During turn two, eight points of damage are scored against ULTRA-WARRIOR A. Of these, 5 are absorbed by the Shield and 3 damage the EC suit.

End Turn Two:   ULTRA-WARRIOR A
                Total Energy – 100 90 85
                Shield Energy – 0 10 4 0 5 0
                EC Suit – 30 27
                Life Level – 6

Play continues and by the beginning of turn seven the control sheet looks like this:

Turn Seven:     ULTRA-WARRIOR A
                Total Energy – 100 90 85 65 50 30 20
                Shield Energy – 0 10 4 0 5 20 5 0 15 0 20 0 10 0
                EC Suit – 30 27 21 19 6
                Life Level – 6

The player allocates 15 of his remaining Energy Points to his Shield.

Turn Seven:     ULTRA-WARRIOR A
                Total Energy – 100 90 85 65 50 30 20 5
                Shield Energy – 0 10 4 0 5 20 5 0 15 0 20 0 10 0 15
                EC Suit – 30 27 21 19 6
                Life Level – 6

During turn seven, 5 weapons are fired at ULTRA-WARRIOR A and all hit. The first three score a total of 25 damage points (10, 10, and 5). The first two hits (10 and 10) knock down the Shield and score 5 damage points on the EC suit. The third hit (5) scores one point on the EC suit which destroys it. The additional 4 damage points from the third hit are lost. After recording the first three hits, the control sheet looks like this.

Turn Seven:     ULTRA-WARRIOR A
                Total Energy – 100 90 85 65 50 30 20 5
                Shield Energy – 0 10 4 0 5 20 5 0 15 0 20 0 10 0 15 0
                EC Suit – 30 27 21 19 6 0
                Life Level – 6

Hits 4 and 5 are scored on the Ultra-Warrior. One die is rolled for each hit, regardless of weapon type or damage points. The die roll for hit number 4 is a 2. This reduces his Life Level (and Activity Points) to 4. The die roll for hit number 5 is a 5. This reduces his Life Level to 0 and he is considered dead, or eliminated. The playing piece representing ULTRA-WARRIOR A is removed from the mapsheet.

5.0 Action Points

Each Ultra-Warrior consumes a certain amount of time moving, firing weapons, and performing other functions. This is represented in the game through the use of Action Points. During each turn, each Ultra-Warrior will have 6 Action Points. These points may not be accumulated from turn to turn, nor may they be transferred among Ultra-Warriors. During each of the 6 Impulses of each turn, each Ultra-Warrior will expend one Action Point. One or more Action Points may be expended in a turn without moving or performing any action, however, each Ultra-Warrior must expend one (and only one) Action Point in each impulse of each turn.

6.0 Movement

During the Impulse Procedure of each turn, each Ultra-Warrior will move through the hex grid expending Action Points as he moves. During a given turn, each Ultra-Warrior may use all, some, or none of his 6 Action Points for movement. To enter a given hex an Ultra-Warrior must expend either one or two Action Points, depending on the type of terrain in the hex being entered. The cost in Action Points to enter each type of hex is shown on the TERRAIN EFFECTS CHART (6.3). If, at the beginning of an Ultra-Warrior's Impulse, a player wishes to move that Ultra-Warrior into a hex which costs one Action Point to enter, the Ultra-Warrior must first spend one Impulse (and one Action Point) in the hex he is currently in without firing or performing any other action. On the Ultra-Warrior's next Impulse, he may (but is not required to) expend another Action Point and be moved into the hex.

An Ultra-Warrior that has expended an Action Point while remaining stationary and not firing or performing any other action during the Impulse has several options when his next Impulse comes around. He may expend his next Action Point and move into any adjacent hex which costs two to enter or he may move into any adjacent hex which costs one to enter. He may remain in the hex and expend his next Action Point to fire a weapon. He may remain in the hex and expend his next Action Point to do nothing at all.

6.1 Movement never requires the use of Energy Points and it is never affected by the status of a Shield or EC suit. However, movement will be affected by the loss of Life Levels. (See 4.4 Life Level). Ultra-Warriors may always move directly from hex to adjacent hex and hexes may not be skipped over. Certain hexes may never be entered by an Ultra-Warrior. No Ultra-Warrior may ever enter Water, Fire, or Lava hexes.

6.11 If, at the end of any Ultra-Warrior's Impulse, that Ultra-Warrior is found to be in a Water, Fire, or Lava hex, the Ultra-Warrior will immediately suffer damage or destruction from being in the hex. Since an Ultra-Warrior may not voluntarily move into these types of hexes, the only way for him to avoid suffering the effects of being in the hex is to move into another hex during the ensuing Impulse.

6.12 An Ultra-Warrior that ends his Impulse in a Fire hex will immediately suffer 6 points of damage. An Ultra-Warrior that ends his Impulse in a Lava hex will immediately suffer 12 points of damage. The Ultra-Warrior will suffer this damage at the end of EACH of his Impulses until he moves out of the hex. An Ultra-Warrior that ends his Impulse in a Water hex is assumed to have drowned and is immediately removed from the game.

6.3 Terrain Effects Chart

Terrain TypeCost in Action Points
Clear1
Forest/Organic2
Ice1
FireProhibited
WaterProhibited
LavaProhibited

7.0 Movement

(Printed as "7.0 MOVEMENT" in the source; the section that follows covers weapons and fire combat, and is transcribed as printed.)

Each Ultra-Warrior is equipped with a powerful multi-function weapon. This weapon has five offensive functions. These are: Heat Blast, Frost Bolt, Electron Bolt, Implosion Dart, and Energy Disk. Each function requires a certain amount of Energy to operate. In addition, an Ultra-Warrior must expend a certain number of Action Points to fire the weapon. When a weapon is fired, the amount of Energy required to fire is subtracted from the Ultra-Warrior's total Energy.

7.11 The cost in Energy and Action Points for each weapon type will be shown on the COST/DAMAGE CHART (see 7.1). All weapon types, with the exception of the Implosion Dart, cost one Action Point to fire. To fire one of these weapons, a player simply announces the weapon type and the target at the beginning of his Impulse. To determine if the weapon has hit, two dice will be rolled and the result will be cross-indexed with the range to the target on the WEAPON FIRE TABLE (See 7.2).

7.12 To fire an Implosion Dart an Ultra-Warrior must expend two Action Points; one each in two consecutive Impulses. In the second Impulse, the player may determine if the weapon has hit. (See 7.33 Implosion Dart.)

7.13 Certain types of weapon fire may affect terrain on the mapsheet. Weapon fire which is targeted on an Ultra-Warrior and hits the Ultra-Warrior will have no effect on terrain. However, weapon fire which misses the Ultra-Warrior will be presumed to hit somewhere else in the hex and may affect the terrain in the hex. The effect of a given weapon type on the various types of terrain is described in the rules for that weapon and is also shown on the TERRAIN CHANGE CHART (8.3). If there is more than one Ultra-Warrior in the same hex, and weapon fire aimed at one of the Ultra-Warriors misses, it will affect the terrain in the hex but it will not hit any other Ultra-Warrior.

7.14 An Ultra-Warrior may fire directly at a hex to attempt to change the terrain rather than hit another Ultra-Warrior. If the hex fired at is within the maximum range of the weapon being fired as shown on the WEAPON FIRE TABLE (7.2), it automatically hits the hex. (No dice roll is required.) An Ultra-Warrior may not fire at a hex or anything else at a range beyond the maximum for the weapon. This fire will not affect any Ultra-Warrior that happens to be in the hex. However, the new terrain type caused by the weapon fire MAY affect the Ultra-Warrior if he does not move out of the hex on his next Impulse. (See 6.11).

7.1 Cost/Damage Chart

ActivityEnergy CostAction Point CostDamage
Heat Blast316
Frost Bolt5110
Electron Bolt112
Implosion Dart026
Energy Disk112
Disruptor61(see 7.41)
Energy Barrier4

How to use the Cost/Damage Chart. Each weapon type and other activity listed in the ACTIVITY column may be cross-indexed to the other columns to find the cost in Energy Points to perform that activity (ENERGY COST), the cost in Action Points to perform that activity (ACTION POINT COST) and the number of damage points done by the weapon if it hits its target. Note that the Disruptor, Energy Barrier, and Smoke do not have damage points associated with their use and the effect of these are shown in the specific rules for each.

7.2 Weapon Fire Table

Weapon TypeRange in Hexes (0-2)3456789-1011-1213-15
Frost Bolt111098765544
Heat Blast1099887766

How to use the Weapon Fire Table. Determine the type of weapon firing at the range to the target (in hexes). Cross index these to determine the probability number (for example, a Heat Blast at range six would have a probability number of 8). Roll two dice. If the total of the dice is equal to or less than the probability number, the weapon has struck its target. If the Weapon Fire Table indicates that the weapon has hit, the amount of damage done by the weapon may be found on the Cost/Damage Chart.

Note: the Electron Bolt rule (7.32) gives its maximum range as 15 hexes, while the Weapon Fire Table lists 12 in the 0-2 column and 3 in the 13-15 column; both are transcribed as printed.

7.3 Heat Blast

This is a segmented energy-particle wave which agitates the molecules which it strikes. The friction created causes intense heat. This weapon costs 3 Energy Points and 1 Action Point. If it hits its target it will do 6 points of damage. A Heat Blast will turn clear terrain to Lava, Ice to Water, and Forest/Organic terrain to Fire.

A Heat Blast will turn Water to clear terrain. However, the status of a Water hex turned to clear by a Heat Blast will depend on whether or not the Water hex was adjacent to one or more other Water hexes. If a Water hex hit by a Heat Blast is NOT adjacent to any other Water hex, the Water marker is simply removed indicating that the hex has become clear terrain and will remain clear terrain for the remainder of the scenario. If a Water hex hit by a Heat Blast is ADJACENT to one or more other Water hexes, the Water marker in the hex hit is inverted but is not removed from the mapsheet. This indicates that the hex has become clear terrain, however, it will remain clear terrain only for the remainder of the current turn. During Step 2 of the next turn (see 3.2) the inverted Water marker will be turned face up again to indicate that the area has filled with Water and become a Water hex again. The maximum range of the Heat Blast is 15 hexes.

7.31 Frost Bolt

This is an energy void which draws heat energy from the area surrounding impact. This weapon costs 5 Energy Points and 1 Action Point. If it hits it will do 10 points of damage. A Frost Bolt will turn Water to Ice, Lava to clear, and Fire to clear. The maximum range of the Frost Bolt is 15 hexes.

7.32 Electron Bolt

This is a dense stream of electrons which shoot out in a single burst. This weapon costs 1 Energy Point and 1 Action Point. If it hits it will cause two points of damage. An Electron Bolt will turn Forest/Organic terrain to Fire. The maximum range of an Electron Bolt is 15 hexes.

7.33 Implosion Dart

Upon implosion this dart will affect all matter surrounding it. This weapon costs 0 Energy Points but costs 1 Action Point to load and 1 Action Point to fire. On the first Impulse, the player will announce he is loading an Implosion Dart, and on the next Impulse he may fire the dart. An Ultra-Warrior carries 6 darts, and once he has loaded a dart, the only actions which may be taken in the subsequent Impulse are to either fire the dart or unload it. If it hits, a dart will cause 6 points of damage. If this weapon implodes in a Smoke hex it will eliminate the Smoke. The dart has a maximum range of 6 hexes.

7.34 Energy Disk

This is a two-dimensional circular shaped slice of energy, approximately two inches in diameter and 0.00 inches thick. The moment the disk penetrates any matter the energy is discharged into the object. An Energy Disk has the ability to pass through a Shield unhindered. It costs 1 Energy Point and 1 Action Point and will do 2 points of damage if it hits. An Energy Disk does not affect terrain and has a maximum range of 15 hexes.

7.4 Other Actions

In addition to movement and fire combat, there are several other actions which may be taken. These actions will cost varying Energy and Action Points and are outlined below.

7.41 Disruptor. A Disruptor is specifically designed to destroy an Energy Barrier. A Disruptor costs 6 Energy Points and 1 Action Point to use. This weapon will not affect terrain or another Ultra-Warrior, but will destroy an Energy Barrier if it hits one. It has a maximum range of 8 hexes. A Disruptor is fired at the Barrier of an Ultra-Warrior in the same way that a weapon would be fired. The Weapon Fire Table (7.2) is consulted and if the necessary dice roll is made, the Disruptor has destroyed the Barrier.

7.42 Energy Barrier. This is a large opaque barrier of pure energy which will stop all matter and energy. An Energy Barrier costs 4 Energy Points and 2 Action Points to place. It is placed in the hex of the Ultra-Warrior which is using it (in the second Impulse) and once placed it will block all fire except that of a Disruptor. Once placed, it may not be moved and is removed at the start of the following turn. An Energy Barrier does not affect terrain in any way. An Energy Barrier will only protect from fire the Ultra-Warrior that created it. If two or more Ultra-Warriors are in the same hex and one of them creates an Energy Barrier, that Energy Barrier will protect the creating Ultra-Warrior (and ONLY the creating Ultra-Warrior) from weapon fire from all other Ultra-Warriors, including the one(s) in the same hex. The Energy Barrier does not in any way inhibit the ability of the creating Ultra-Warrior to fire weapons.

7.43 Smoke. This is a dense, black energy dampening cloud which will provide cover for an Ultra-Warrior for a turn. It is created in the same hex as the acting Ultra-Warrior and is removed at the beginning of the following turn. While in place, Smoke will keep an Ultra-Warrior from being hit by any weapon. However, the terrain he is in may still be hit and altered. Smoke costs 3 Energy Points and 2 Action Points.

8.0 Line of Fire

Before an Ultra-Warrior may fire at a target (another Ultra-Warrior or a hex), the target hex must be determined to be within the Line of Fire of the firing Ultra-Warrior. The Line of Fire is determined by visually tracing a straight line from the center of the hex in which the Ultra-Warrior is firing to the center of the target hex. If the line intersects blocking terrain (See 8.1) anywhere along its path, the Line of Fire is blocked and the Ultra-Warrior may not fire. If the players cannot readily visualize this, a straight edge may be used.

8.1 Blocking Terrain

If the Line of Fire passes through any of the following type of terrain, the Line of Fire is BLOCKED and the weapon will hit in the first blocking hex. The types of terrain which block fire are Forest/Organic hexes and Smoke hexes. An Ultra-Warrior may fire out of a blocked hex, but he may not fire INTO or THROUGH a blocked hex.

8.11 If it is determined that an Ultra-Warrior's Line of Fire is blocked by intervening terrain, the player may not fire at his intended target. He may fire at the blocking terrain, he may fire at another target, or he may choose not to fire at all.

8.2 Misses

In rolling for a hit on an Ultra-Warrior, if the result is a miss the weapon will still hit the hex the target Ultra-Warrior is in. To determine any possible effect on the terrain consult the TERRAIN CHANGE CHART (See 8.3). Note also that an Ultra-Warrior may intentionally fire at the hex itself in an attempt to change the terrain.

8.3 Terrain Change Chart

Terrain TypeHeat BlastFrost BoltElectron BoltDisruptor
ClearLava---
Forest/OrganicFire-Fire-
Fire-Clear--
WaterClear (see 7.3)Ice--
Lava-Clear--

How to use the Terrain Change Chart. The first column lists the various hex types which may be affected by weapon fire or by the Disruptor. Cross index the hex type with the weapon type. The result will be what the hex will be changed to if it is hit by that type of weapon or by the Disruptor. The weapon types not listed on this chart do not affect terrain in any way.

9.0 Scenarios

There are eight scenarios included in ULTRA-WARRIOR. Of course, with the individual terrain counters, these scenarios are meant simply to be a guideline from which players can easily design their own scenarios. Players should keep in mind when designing their own scenarios that the terrain should be set up to give all players an equal chance. The scenarios will first give a background followed by the number of Ultra-Warriors in the scenario and their starting Energy level. This will be followed by the set-up hex for the Ultra-Warriors, the terrain set-up number, the length of the scenario, and the Victory Conditions. For some scenarios there may be Special Rules as well. Players should note that the set-up hexes for the terrain will be found on the mapsheet. In various hexes will be found the numbers 1, 2, 3, and/or 4 followed by a letter. The number will correspond to one of four possible terrain set-ups. Following the numbers will be found the letters F, W, or I. These letters represent Forest/Organic, Water, and Ice respectively. Thus, if a hex contains 1W, this means that for all scenarios using terrain setup 1, a Water marker is placed in the hex.

9.1 Scenario 1 - "Against the Black Knight"

In 2392, Metlank, perhaps the cruelest of all Ultra-Warriors, arrived on Ayrmundus. He killed the two Ultra-Warriors protecting the planet in short order. The planet was a source of ferrominium, a durable metal used in construction of buildings and inter-planetary ships. This valuable metal was the source of income for the colonists on Ayrmundus as they would mine it to trade for food and clothing and other necessities, as well as many luxury items.

Metlank offered "protection" to the defenseless colonists for one-third of all the ferrominium mined; an offer he would not let them refuse. Soon he was demanding half and this quickly rose to two-thirds. When Metlank thought the colonists were holding out on him, he began to execute one colonist a week unless the level of production rose drastically. Metlank, in his greed, overlooked the fact that with each colonist executed there was one less to work the mines and production began to fall noticeably.

Six Ultra-Warriors had gone against Metlank and six had died swiftly. Lace was determined not to be the seventh. He had been in the Dracmus Sector when word reached him of Metlank's savagery. He also learned that his fiance, Lise, was the one scheduled to die. He arrived on Ayrmundus in record time.

  • Forces: Metlank; Lance. (Both start the game with 150 energy points).
  • Set-up: Metlank (1501); Lance (1628)
  • Terrain set-up: 1
  • Length: The scenario will continue until one of the Ultra-Warriors is eliminated.
  • Victory conditions: The winner is the player who eliminates his opponent's Ultra-Warrior.

9.2 Scenario 2 - "Lance's Reputation"

After defeating Metlank, Lance gained the reputation of being the best Ultra-Warrior in the Rouine Sector. When word of Lance's fame reached the Supreme Majesty Xorco, who considered himself to be an Ultra-Warrior without equal, went into a rage and sent two of his henchmen to destroy Lance.

The two found Lance still on Arymundus where he was recovering from his wounds he received in the battle with Metlank. Xorco's Ultra-Warriors insulted Lise in public, knowing that would be the easiest way to draw Lance into a fight. The ploy worked and it was decided they would battle in the same place where Lance had defeated Metlank. It was decided that the two First Degree warriors would fight Lance, now a Third Degree warrior, at the same time.

  • Forces: Metlank; Lance. (Both start the game with 150 energy points).
  • Set-up: Metlank (1501); Lance (1628)
  • Terrain set-up: 1
  • Length: The scenario will continue until one of the Ultra-Warriors is eliminated.
  • Victory conditions: The winner is the player who eliminates his opponent's Ultra-Warrior.
  • Special rules: If there are three players, one will control each Ultra-Warrior. If there are only two players, one will control Lance and the other will control both Araman and Soral. Because of the ferrominium construction of his EC suit, Lance's EC suit is able to take 50 points of damage before being destroyed.

9.3 Scenario 3 - "Escape from Sarmanix"

After Lance defeated Xorco's two Ultra-Warriors, his popularity grew even more. Xorco was so enraged that he sent five Ultra-Warriors against Lance, each of whom was either killed or captured. Xorco now resorted to trickery. He sent his right-hand man Bastilla to Arymundus disguised as a freighter captain. Bastilla waited for his opportunity, and then one day while Lance was away, he went to Lance's new bride, Lise, in the guise of an old friend of Lance's. Bastilla kidnapped Lise and took her to Sarmanix where she was imprisoned by Xorco.

When Lance returned he received the message from Xorco that he held Lise prisoner. Xorco said that he would release her if Lance would take her place in prison. Lance knew that Xorco was treacherous, but that he always kept his word, so he went immediately to Sarmanix where he surrendered to Xorco. Xorco did release Lise, (Bastilla escorted her back to Arymundus) and prepared to execute Lance in front of all the inhabitants of Sarmanix, but before the day of execution came, Lance managed to overpower the guard. As he left the stronghold of Xorco, he came upon his EC suit and weapon. With his EC suit low on power, Lance had to escape from pursuing Ultra-Warriors and steal a TIPS (Transport Inter-Planetary Ship).

  • Forces: Lance (100 Energy Points), Aramas and Golbar (75 Energy Points each.)
  • Set-up: Lance (2728), Aramas (2717)
  • Terrain set-up: 3
  • Length: The scenario will continue until turn 7 or until Lance is eliminated or has fulfilled the Victory Conditions.
  • Victory conditions: The Lance player is the winner if Lance reaches hex 1314 by turn 7. The Xorco player is the winner if this does not happen.
  • Special rules: If Aramas is eliminated and Lance has not yet reached hex 1314, the Ultra-Warrior Golbar will appear anywhere at least fix hexes away from Lance. Lance's EC suit still takes 50 points of damage.

9.4 Scenario 4 - "Island of Ice"

When Alaron and Riunité both arrived on the planet Zoomar at about the same time, each claiming to be the Sole Protector of the colony there, there was no particular animosity between the two. Years ago in the Ultra-Warrior Academy they had been good friends. However, each considered himself to be better than his old friend, so they knew that only one could stay on Zoomar.

They determined to fight a duel to decide who would stay. The loser, if he survived, would leave Zoomar forever and the winner would become the Sole Protector. Having large egos, the two decided that winning an ordinary duel on open terrain would not be sufficient, so they determined to hold the duel on the Ice Island. One or both could easily drown in his heavy equipment if the ice beneath him was suddenly turned to water by a Heat Blast. The morning dawned clear and cold on Ice Island....

  • Forces: Alaron (150 Energy Points), Riunité (150 Energy Points.)
  • Set-up: Alaron (0101), Riunité (2828)
  • Terrain set-up: 2
  • Length: The scenario will continue until the Victory Conditions have been met.
  • Victory conditions: The winner is the player who either eliminates his opponent's Ultra-Warrior, or reduces to 0 the EC suit of his opponent's Ultra-Warrior.
  • Special rules: Any Ultra-Warrior who is in an all Water hex at the END of any of his Impulses is considered to be drowned.

9.5 Scenario 5 - "Xorco's Folly"

After his narrow escape from Sarmanix, Lance landed on the planet Alcredenza where he met up with his old friend Riunité (who was now without a planet). The two then sent a long, very uncomplimentary message to Xorco, who was furious. Xorco called in his new right hand man, (Lance had since dispatched Bastilla for his part in kidnapping Lise), Gran, a Ceptel Ultra-Warrior. (See Scenario 8). Xorco and Gran set out for Alcredenza once and for all to settle the argument between Lance and Xorco. Both sides had their suits and weapons charged to maximum. Among the four of them they had enough firepower to lay waste to the entire planet but destroying a planet was the last thing on their minds.

  • Forces: Lance and Xorco (300 Energy Points), Riunité and Gran (200 Energy Points).
  • Set-up: Lance (1301), Riunité (1401), Xorco (1428), Gran (1528)
  • Terrain set-up: 4
  • Length: The scenario will continue until the Victory Conditions have been met.
  • Victory conditions: The side with the last uneliminated Ultra-Warrior is the winner.
  • Special rules: Lance has his 50 damage point EC suit. Gran is a Ceptal with 12 Life Levels.

Note: "Lane" in the source's Special Rules is corrected to "Lance"; "Ceptel" and "Ceptal" are both transcribed as printed.

9.6 Scenario 6 - "Man Against Machine"

After the death of Xorco at the hands of Lance, his army of Ultra-Warriors left Sarmanix; not wishing to face the wrath of Lance. However, years earlier, Xorco had built machines to protect his planet while he was away. One such defense was a Laser Tower which fired at any living being which came into its area. This particular Laser Tower was built on top of a building housing the Control center for all the planet's defenses. If an Ultra-Warrior could get close enough to destroy the Laser Tower without himself being killed, he could again make the planet safe for colonization. Lance was too weak from his wounds to destroy the machines so he sent his young brother Lucas, just out of the Academy.

  • Forces: Laser Tower (has unlimited Energy Points, use an inverted counter), Lucas (75 Energy Points).
  • Set-up: Laser Tower (1414), Lucas (0404)
  • Terrain set-up: 3
  • Length: The scenario lasts 5 turns.
  • Victory conditions: If, by the end of 5 turns the Ultra-Warrior has destroyed the Laser Tower and entered hex 1414, the Ultra-Warrior is the winner. If, however, by the end of turn 5 these conditions are not met, the Ultra-Warrior has lost.
  • Special rules: The Laser Tower will fire every other Impulse in the direction of the Ultra-Warrior. The player will roll for possible hits from the Laser Tower on the Heat Blast column of the Weapon Fire Table (7.2). However, the Laser Tower has an unlimited range so the last column will be from 11 hexes to the edge of the mapsheet. If the Laser hits, it will do the same amount of damage as a Heat Blast. To determine what the Laser has hit, imagine a straight line from the center of the hex containing the Laser Tower to the center of the hex containing the Ultra-Warrior. The Laser will hit the first blocking terrain hex the line crosses between the Laser Tower and the Ultra-Warrior, or, if there is no blocking terrain between, it will hit the Ultra-Warrior. The Laser Tower will be destroyed after it has taken 72 points of damage. The Ultra-Warrior must then enter the hex the Laser Tower is in, in order to disconnect the entire defense system.

9.7 Scenario 7 - "The Energizer"

It was necessary for Ultra-Warriors to re-energize their weapons after use, therefore Energizers became an extremely valuable piece of equipment. The average Energizer would last about a year. Ultra-Warriors would then have to somehow obtain a new one or they would become weaponless. When it became known that a new Energizer had fallen from a TIPS (Trans Inter-Planetary Ship) on the planet Alcredenza, four Ultra-Warriors arrived to claim it.

  • Forces: 2, 3 or 4 Ultra-Warriors, each with 100 Energy Points.
  • Set-up: Energizer (1414, inverted counter), Ultra-Warriors (0101, 0128, 2801, 2828)
  • Terrain set-up: 4
  • Length: The scenario will continue until Victory Conditions are met.
  • Victory conditions: The first Ultra-Warrior to exit the map with the Energizer is the winner.
  • Special rules: The first Ultra-Warrior to move into the hex with the Energizer may announce he is picking up the Energizer. It will cost an Ultra-Warrior one Action Point to pick up the Energizer. The Energizer may be dropped by an Ultra-Warrior, or picked up by an Ultra-Warrior assuming there is no one in possession of it and the Ultra-Warrior is in the same hex as the Energizer, at any time in the game. If an Ultra-Warrior is carrying the Energizer on the last Impulse of any turn, he will receive 5 extra Energy Points at the beginning of the next turn. This will apply for every turn an Ultra-Warrior has possession of the Energizer in his last Impulse. If the Energizer was not in the possession of an Ultra-Warrior on the last Impulse of any turn, none of the Ultra-Warriors will receive any extra Energy Points on the subsequent turn.

9.8 Scenario 8 - "Aliens"

As man moved through space colonizing the habitable planets, he encountered many alien life forms. Many of these life forms were unintelligent; at least by the standards man uses to judge intelligence. However, some were on an intellectual level with man and were able to communicate with him. As a rule, man did not attempt to exterminate alien life-forms on a planet (although there were instances of this) but attempted to co-habitate with the aliens wherever possible. Man was able to learn much from many of these aliens, and in turn taught the aliens much. Some of these aliens ultimately became Ultra-Warriors, and, like man, some were good and some evil.

  • Forces: Two Ultra-Warriors. See Special Rules for aliens. 150 Energy Points each.
  • Set-up: (1501), (1628)
  • Terrain set-up: 1
  • Length: The scenario will continue until the Victory Condition has been met.
  • Victory conditions: The player who either eliminates his opponent's Ultra-Warrior or reduces his EC suit to 0 is the winner.
  • Special rules: The aliens should be chosen from the following list. Each alien will function as a human Ultra-Warrior in every way with the exception that each will have his own special ability.
  1. Ceptel - This being comes from the Dromoid Sector and is found mainly on the Twin Planets. Due to their large size and their stamina and endurance, the Ceptel have a Life Level of 12 rather than 6. A Ceptel Ultra-Warrior loses 1 Action Point for each 2 Life Levels lost.
  2. Velthron - Found mostly on the planet Gordia, these aliens, while rather small in stature, have great agility and coordination. This natural ability allows them to be much more accurate when firing a weapon. When calculating the range for a Velthron firing a weapon, calculate it as three hexes closer than it actually is. However, the range cannot be modified to less than 0.
  3. Mophek - At one time one of the most plentiful races in the Sigma Taurus Subsector, they were all but exterminated by the Hornoks who hunted them for their thick fur. Through a process of evolution, the Mophek developed fast reflexes and great speed which enabled them to avoid extinction. Later the Hornoks were driven from their subsector by Man, who befriended the Mopheks. To simulate their reflexes and speed, give the Mophek Ultra-Warriors 8 Action Points rather than 6. Players will need to adjust slightly for a Mophek. He should be given one Impulse before any other Ultra-Warrior has his first one. He will also receive one extra Impulse after all of the other Ultra-Warriors have completed their last Impulse.
  4. Jajoz - The Jajoza come from Helmicus Sector and have the ability to Teleport. A Jajoza Ultra-Warrior may, at a cost of 2 Action Points, teleport (be moved immediately) to any clear terrain hex up to 5 hexes away.
  5. Wahn - The Wahn are a highly technological race found on one small planet in the Andromedan Sector. Their scientists have developed a very small lightweight battery which will plug into the EC suit and give their Ultra-Warriors reserve Energy. After a Wahn Ultra-Warrior has used all of his initial Energy, he may use up to 25 extra Energy Points.

Section 10.0 (Credits) of the source, which lists the designers, editors, artists and playtesters together with publisher and copyright boilerplate, is not transcribed, per the house rule on credits. The source's "Copyright Note" about the distribution of these rules is likewise omitted.

2
(see 7.42)
Smoke32(see 7.43)
5
Disruptor111110101076---
Energy Disk8888776655
Electron Bolt1211109876543
Implosion Dart97554-----
IceWater---
Barrier---Clear