Avalon Hill - Warame Boardgame - Starship Troopers
Avalon Hill - Warame Boardgame - Starship Troopers
Avalon Hill - Warame Boardgame - Starship Troopers
:t
DESIGN
CREDITS:
Game Research and Design: Randall C. Reed Original Book. and ldea: Robert A Hclmeln Components Design and Exeeutlcn: Ran.dall C. Reed
Prnduction
Production Artwork:
Asslstane
Cocrdlnarur:
Richard. Hamblen
Thomas N. Shav,
Hamblen
Desmond. Arvin
Michael Creekcn. Murk Nicholson.wnlrer Mings, Larry Robbins. John Marvin, Btu Larsen. The Universiry of Pennsylvania wargemers. and members or lnrercn Group Baltimore,
I)pesening; Colonial Composition
For current replacement paris p nce list. send a stamped selfacdressed envelope to': Parts Dept .. The Avalon HiU Game Company, 4511 Harford Road, 6.11"" Md .... 1214. 2
REPLACEMENT
PARTS COST
OUR DESIG
'DEPARTMDIT will be happy to take Ih< limClQ answer qLlen~s rega.rdrng plHy or this game but ONLY when accompanied hy a sell-addressed envelope conadning MUll class postage.
Starshin Troopers is based upon the popular novel of the same name written by the dean of science fiction writers. Robert A. Heinlein. In the novel, Heinlein describes a futuristic-war involving homo sapiens from our Earth (Terrana) against a Humanoid race (nicknamed the 'Skinnies' for obvious physical attributes) and their cobelligerents. the totally alien Arachnids. Since this is a story of future wars and future advances in technology, much is changed in the fields of weaponry and tactics and strategy, One thing remains the same, however: the 'fighting still rests on the shoulders of the individual infantryman. Although great starships has shuttle men between the distant solar systems and the power of individual weapons has risen to awesome heights, wars still cannot be WOn unless men venture onto the face of alien planets and fight the enemy on their home ground. As Juan Rico, the protagonist of the novel. relates: "We are the boys who go to a particular place, at H-Hour, occupy a designated terrain, stand on it, dig the enemy out of their holes, force them then and there to surrender 'Or die. We're the bloody infantry, the doughboy, the duckfoot, the foot soldier who goes where the enemy is and lakes him on in person." Although the mission remains the same, future inventiveness has changed the method considerably. In a galaxy-wide war, manpower is at. a premium. Platoons fight where entire armies once Ired, But these platoons possess the firepower equivalence of a Twentieth-Century mechanized division, More importantly. each man in the platoon is provided with a piece of hardware that allows him to fight and survive in the holocausts of future combat-c-his powered armorsuit, As Rico describes it: "A suit Isn't a spacesuit-although it can serve as one. A suit is not a spaceship but i,t can ny-a little ... Suited up, you look like a big steel gorilla, armed with gorillasized weapons, But the suits are. considerably stronger than a gorilla, If a Mobile
Infantry man in a suit swapped hugs with a gorilla, the gorilla would be dead, crushed; the man and the suit wouldn't be mussed ... The real genius in, the design is that you don't have to control the suit. you just wear it, like your clothes. like skin, , , Even riding a bicycle demands an acquired skill. very different from walking. But a suit you just wear." With the suit lind the incredible array of weaponry that go with it, the Mobile Infantry soldier is an exceedingly formidable opponent. He had better be. The enemies he faces ate the mose awesome adversaries in the galaxy. Of the two extraterrestrial races fighting the Terrans, the Humanoies are the le,ast revolting. Rico' describes them as .. , . , humanoid. eight Of nine feet tall, much skinnier than we are and with a higher body temperature; they don't wear any clothes and they stand out in a set of 'snoopers' like a neon sign." But thc'Sldnnies' were mild looking in compa:r-
"The 'Bugs" are not like us. The PseudoArachnids aren't even like spiders. They are aruhropods who happen to look like a madman's concept of a giant. intelligent spider, but [heir organization, psychological and economic, is more like that of ants or termites; they are communal entities, the ultimate dictatorship of tile' hive.. But don't make the mistake of thinking that they aCI purely from instinct ... their actions arc as intelligent as ours (stupid races don't build spaceshipsl) and were much better coord i nated. It takes a minimum of a year to train II private to tight and to mesh his fighting with his mates; II Bug warrior is hatched able to do this. Warfare in the Twenty-second Century is the ultimate test of survivability of the human race. It was a very near thing.
2'
NTRODUCTION
S f'ARSHII' f'ROOPERS re-creates the tactical level uction described in the novel of the same name, Since this is science tiction, the game doc, nut attempt t(1 simulate reality. Rat her.fhi, design i, it "tr:ttghtl'orwHrd attempt 10 bring to lire the political-military system described in the novel. It is NOT necessary tn/have read the novel before pla~ ing the game, Reading it. however. will give the game player a better appreciation of t he game system. however, STARS H I f' I ROOI'ERS b played in turns, with each turn reprcscruing 12 minutes of real time. One player tukcs the side or the Terrans and the other player takes the side 01" the Aliens, either the Arachnid, or the Humanoids, During each turn or the game. players alternate movement and com hat in an attempt to uccomptish their victory conditions which arc outlined in each or the eight different scenarios, The victory conditiuns range l'rnm occupying a specific area of the map boa rd to destroying enemy lorces while rninimi/ing friendly casualties, I n keeping \\ ith the unusual subject matter 01 thi, game, the Terran player will find himself dealing with an elusive enemy ernploylng hit-and-run tuct ics as the Arachnid player. moving his unit, along hi, subterranean tunnel system, auernpts to strike where the Terran is weakest. STARS HIP rROOPERS uses the Programmed Instruction (or P.!.) 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 wca pons used in the game more accurately reflect their usage and availability in the novel. Due (0 the serial construction of the rules. each scenario builds upon the rules presented in the preceding scenarios. It is ,HmI1KI,I' recommended that players play each scenario in order. before advancing to the more complex scenarios. Approached in this manner. STARSHI P TROOPERS will become a very simple game. system to learn,
l'ruucd on each counter is the pertinent tion needed to rlay the game:
informa-
idcnnueninn
number
runvcmcnt i.lllo\\an<.:~
E. UNIT COUNTERS
lhc (W(1 ~ct, 01 die-cut playing pieces, variously called units, unit counters, or counters, represent individuals. groups 01 Tcrrans or Alien" and arc uvcd H!-. indicators or various game functions, I-Ot' rule, purpose" the different tyre), of unit, the game can Ill' grouped it, [ollnw«:
n:RRAN
Muhile
UNITS:
I M ,I.): Combat
Infantry:
[!J~~
Command Marauder Special Weapons and Equipment: Delayed ActionProximity (M.l.) Miscellaneous Delayed Remote "'nits:
Scout
Comhat
Eng.ineers:
(CL):
Air Car
Special
-I alent
~~~[!J~L!J
Action(M.I.) Heavy Nerve Gas (M.L) Boat Rocket Beacon Captured Arachnid Brain
Retrieval
NO E: l-or the Arachnid and Terran units. the darker shaded counters represent a second rnajur unit organization and :-:01 a duplication of the lighter shaded unitx
ALIEN UNITS:
Humanoid:
A. THE MAPBOARD
The rnapboard represents a generalized planet surface containing .cvcral 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 hexcenter. The letter-number code written within each hex is II grid-coordinate system which enables players to locate and describe each hex on the mapbnard. This coordinate system is basically a playing aid to assist the Alien Control Pad (see below),
~ ~~
Warrior Installation Worker Counters: Heavy
lle,1I11
Weapon-
l:iNll ~ [!]~
Power Communications Water
Critical
Strong
Point
Deco),
Warrior
Iml
Worker
INDICATOR
COlJNTERS:
B. CHARTS
The two charts provided in the game are used to resolve combat. Various other charts are provided as player aids and will be found in the back of this rules manual. Perimeter Damage marker Breach Indicators: marker Radiation ('RAD) area marker
C. SCENARIOS
The scenarios referred 'to in the rules arc located in thi, booklet. at the end of the rules sections,
Heavy
000~
Damage Wounded-l Killed-In-Action n-Action
Disrupted
but
0 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.
B. SEQUENCE
TURNS
OF
may not enter a hex of a particular terrain type unless it has sufficient movement points available to expend in doing so.
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 stepby-step sequence is outlined below: I Terran Player Segment:
5, Where more than one defending unit is ina hex with several attacking units, the attacker may divide combat into more than one combat situation, at his option. EXA M PLE: Two Terran unus ill the same hex with 111'0 Alien units could divide combat as follows: Two Terran units against both of the Alien un irs; rwo Terran units against one of the Alien units; aile Terran against each of the A lien units. or one Terran against IWO Alien units. 6. Not all friendly units in a hex. must attack and no! 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). 7 .. Each combat situation and the results applied involved in this manner: is resolved individually to the specific units
a. Movement Phase: Ferran 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. 2. Humanoid
a.
Player Segment: EX AMPLE: A Marauder unit, moving as itlustrated. expends movement points in the following manner: I MP (savanna to so vannaroad hex} +1 MP (from road hex to another contiguous road hex) +3 MP (moving into city hex) z; 5 M P 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.
Movement Phase: Humanoid player moves his units in the same manner as the Terran player. Humanoid player in the same manner
b. Close Combat Phase: initiates and resolves attacks as the Terran player.
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 aitarks (J Humanoid Warrior unit. Four attack strength points compared to three defense strength points yields a simplified odds ratio 0/1-1 (4 10 3 rounded down). (f IWO Marauder units attack (he Warrior unit, the odds would be 8 to J, rounded d01l'1I 10 2-1011 the Terran Attock Table, c, IMPORT ANT;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 roU number with the proper odds column to determine the result of the attack, e. Apply the result to the defending specific combat situation. units in that
C. MOVEMENT
During the movement phase of a player's segment, he may move none, some, Dr 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: I, Each unit counter is moved by tracing the path of movement through each separate hex, 2. The number of hexes through which a unit may move in one [urn 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, 3. In any given movement phase, a player may move as many Dr as few of his units as he chooses, Movement is always voluntary, never mandatory. 4 .. A unit counter may be moved in any direction or combination of directions. A unit may expend some, none, Dr all of its movement allowance each turn, Un-used movement points may not be accumulated from turn to tum nor transferred from unit to unit 5, 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.
4. Stacking limits apply only at the end of the movement phase, not during it. 5. Stacking limits are unaffected of enemy units in the same hex, by the presence
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. 8. 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:
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 A TTACKER, the other player is considered the DEFENDER. I, Durmg 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. 2. All types of Terran units may initiate dose combat. Only Alien WARRIOR units may
a, Three Marauder units attack one 0/ the Warrior units and the remaining Marauder unit attacks 111'0 of the other Humanoid units. The fourth Humanoid unit is not attacked. b. The odds ratio 0/ the first attack is 4-/ (/2 Terran attack strength points lIersus 3 Humanoid defense strength palms). The second auack is resolved as a 1-2 attack (4 Terran attack strength: points versus 6 Humanoid defense strength points). (" Using the TERRAN ATTACK TABLE, the die IS rolled once lor each of the / .... attacks. The ·0 result ing number is then cross-indexed with the proper odds column 10 find the result of the (II lack. The results are applied to the defending units immediately. d. For illustration purposes, .Hlppose that a die roll or']' "'as rolled on thefirs! at/ark and a '5' was rolled on the second A 'J' on the 4-/ odds column produces an ELI M result and the defending Humanoid unit is rem oiled/rom the game, A '5' on the 1-2 odds column produces a DIS R resutt and a DISRUPT marker is placed an tap of bath deji'l1r/inf!, Warrior units.
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. 7. Strongpoints do not affect Terrain Chan modifications in any way, Effects
containing eight men commanded by a section section leader and the manded by a lieutenant
each. Each section is leader and an assistant entire platoon is comand a sergeant.
2. On the Terran Control Sheet, each M.1. counter is represented by a counter diagram and a box. These boxes will be used in subsequent scenarios to organize and control vanous types of equipmentcarried by M.1. units. Furthermore, the Terran Control Chart is a schematic diagram which shows exactly which individual umt counters belong in each squad, section, and platoon.
I. HUMANOID
ORGANIZA nON
The Humanoid Ground Forces organization is not as rigid as the Terran organization, Rather, the organization encompasses those ground forces and noncombatant 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.
F. STRONGPOINTS
Strongpoints are defensive fortifications that the Humanoid player may use to increase the defensive strength of his units: I. Strongpoint counters are positioned on the map board prior to the commencement of play. No more than one strongpoint counter may be placed in each hex, Strongpoinr counters may NOT be placed in city/spaceport hexes. 2. Each strongpoint counter may protect a· maximum of FOU R 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 HUMANO,ID units may be placed under strongpoint counters.
J. CRlnCALINSTALLA COUNTERS
'critical installation'
TlON
Scenario one uses a special type of counter called a 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. I, Prior to the commencement of play, the Humanoid player may place his alloted Critical Installation counters on the map board subject to scenario set-up restrictions. if any.
2. Critical
Installation counters may not be placed in city/spaceport or rough terrain hexes, They may not be placed in hexes containing strongpoinis. 3. 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.1. 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. 4. 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.
J. Strongpoiru
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.
4. 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 0['9'; they may OT be attacked individually. 5, Units under a strongpoint ly, may attack normal-
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, I, A full-strength Mobile Infantry platoon contains 54 fighting men and officers organized into two sections, Each section has three squads
6. If units under a strongpomt are eliminated as a result of combat, the strongpornt is immediately
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 following diagram;
2. 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. 3. 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 SECON DARY TUNNEL SEGMENTS connected to it: I) 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, I) 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 runnel segment added to the primary tunnel segment mUST be drawn 011 the map pad as a straight rol<' of runnel hexes. five hexes tong, connected to the primary runnel segment:
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 110t required to be connected 'end-to-end', hut may be added anywhere along the length of an existing tunnel; either connected 1.0 or intersecting an existing tunnel segment. IMPORTANT: The tunnel segments that make up the tunnel system of one Combat Brain cell may NEVER connect or intersect the tunnel systems or other Combat Brain cells. Each cell's tunnels are. in effect, a 'closed system', 8. Only the primary tunnel segment may connect with its parent Combat Brain cell. Other tunnel segments of the system may NEVER connect Dl RECTL Y to the cell.
h. Tunnel
function phase thereafter. Arachnid Warrior, Worker. andv 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 [rom the same breach hex, 5. 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 ina breac h hex 0 R a. breach hex must be crca t ed in the hex that the Arachnid unit occupies. If one of these conditions exists, the Arachnid. unit may reenter the tunnel system. Units that re-enter a tunnel system are simply removed. from the rnapboard.
6.
r.
Master
I
to the
See the Examples of Play section for an illustration ofa completed Arachnid complex and tunnel system.
NOTE:: Units of one Brain cell may not re-enter Brain cell.
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 HALFtheir normal movement allowance (see below). 2. Arachnid
8.
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Player Segment:
2) IMPORTANT: Tunnel segment lines may only cross (intersect) hex sides at a 90 degree angle. Therefore. tunnel segments must follow thegrain' of the hex rows:
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. 3. Players game, repeal 1. and 2. for each turn of the
I. Arachnid Engineers may create passageways from any intact tunnel hex to the surface of the same hex. This is called 'breaching'.
2. 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. 3. 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. 4. Immediately after the placement BREACH marker, or in any Alien of the special
4. 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: I. 'Ranged weapons' are those weapons with a range greater thanzero 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 I nfantry units. may be equipped with various types of weapanry in addition to their basic persona! armament. These various devices fall under the general category ofspecial 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 si x hexes. c. Other types of ranged weapons and SW&E will be introduced in subsequent scenarios, 2.. Ranged weapons may attack units that are within the number of hexes stated in the weapon's range. Anyone hex within range may be attacked subject to the following limitations: a. A ranged weapon may no! attack. units that are within the same hex it occupies. b. Terran units may not attack enemy hexes containing other non-Kl A Terran units in units.
c. Blocking terrain does not apply to either the firing unit's hex orthe target unit's hex, but only to hexes between those two locations .. 4. Unlike close combat, ranged weapon fire affects ALL units in a hex individually. That is, the combined attack strengths of all ranged wea.pons firing into a target hex are totalled and applied to each individual target unit in the hex, in turn, as a separate attack. EXA MPLE: Ali Arachnid Heavy Weapoll unit fires at a Slack of M. l. units containing three Marauder units and one Seoul unit, The attack is resolved on the Alien Arrack Table as/our separate attach: Three 3-/ attacks against the three Marauder units (1810 6) and one 6-/ at lUck against the Scout unit (i8 to 3). The die is wiled onci' for each attnrk and the results applied to the units individuallv:
c. For some types of SW&E, up to four units of each type may be carried by one M.l. unit, To indicate the exact number carried, CI RCLE the correct n umbered square next to each S W&E type on the unit's Contra'! Box: 2. Loss and Expenditure-Changes in the status of eq uipment ca rried by M .1. 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 ils 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 EXPENDITUREofSW&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 remainmg. 3. Transfer-SW&E counters may be transferred from one M.L unit to anorher whenever both units occupy the same hex at the beginning of the Terran player segment:
R..
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. J. Blocking Terrain: Rough terrain and cityl space port hexes block the path offire of ranged weapons at ranges greater than one hex:
i!.
5. 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 hex, 6. Each hex may only be fired upon ranged weapon phase. once per
7. Heavy weapon units may only attack in the ranged weapon phase. They may NEYER attack in the close combat phase. 8. Terran units may attack in hoth the close combat phase and the ranged weapon phase of the same player segment provided they are equipped with ranged SW&E.
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
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 map board 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:
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: .I. Units that suffer 'HVY' damage results on the Alien Attack Table may NEVER execute extended jump. 2. Extended jump is separate from and in addition to any movement executed during the regular movement phase.
the South of .
movement or extended Jump phase by Simply crossing off one square on the M.l. 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 c.nemy units, it is activated as soon as the carrying unit leaves that hex. TI1C DAP attacks all enemy units (or a strorigpoint) 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 resol v ed 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. TD activate the DA R charge, the carrying unit must be within ten hexes of the DAR and in a functional state (nonSTU , -WIA, -K I.A). More than one DAR may be placed in a hex but they must all be activated at the same time. The DAR attacks A LL 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 OAf' and DAR charges must combine their attack strengths when detonated simultaneously. e. Once placed on the rnapboard. DAPand DAR may not be picked up, carried, or otherwise moved from their location. J. Refer to the Special Weapons and Equipment Inventory Chart for a complete listing of all SW&E types and their capabilities.
4. After all units have been dropped and scattered In the special function phase, all movement for dropped units in ENDED. They may not initiate any further movement or attacks during the initial drop turn. 5. SPE,CIAL: Any M.l. unit that is forced to move off of the edge of the map board 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.
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: I. 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 tire 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 wit.h high explosive missiles, Each Heavy WeaponMissile unit may fire an attack strength of '12' to a range of ten hexes. 2. Terran SW&E: Mobile Infantry units may carry special 'delayed action' high explosive munitions which then may drop in any hex they pass through: a. Delayed Action Charge-Proximity (DAP): The DAP charge' is an SW&E counter than an M.l. unit is signified as 'carrying' by making the appropriate notations on the unit's Control BDX. The DAP may be 'dropped' by that unit in any hex: that it occupies or passes through during the
CE.
unit.
The Combat Engineer unit may not move or attack during the turns of emplacement or detonation. g. Once the demolition counter has been placed 011 the mapboard. it may not be shifted, carried or otherwise moved from its initial location,
without
!. Demolition munitions must bc 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.
2. 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. 3. A maximum ofONEdemolition emplaced in each hex. charge may be
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 rnaphoard. e. Units on the surface of the demolition unaffected. hex are
C. AIR CARS
I. Air Cars arc general-purpose utility aircraft used to transport Combat Engineers and their equipment. Each Air Car may transport one Combat Engineer unit. 2, 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 LOA DED into the Air Car during the special function phase, A unit is indicated as being loaded by being placed UNDER the Air Car unit. 4. 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.
4. 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 thai hex, If a Combat Brain is eliminated, demolition charges adjacent to its tunnel system may NOT be detonated.
5. Each demolition
once per game,
6.
only
defending. attacks against Combat Engineers are resolved on the Alien Attack Table as usual. When a Combat Engineer unit suffers a 'H VY' outcome. it autornatical'y loses all attached equipment INCLUDING any demolition charges it may be in the process of cmplacing. Additionally, a Combat Engineer unit is removed from play whenever it suffers a 'WIN or 'KIA' result and considered destroyed. 'LGHT' and 'H:VY' results are treated as ·STUN·. 2. 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 dernolition charge per turn in any hex it occupies at the beginning of the tum. b. Demolition charges are emplaced during the Terran special function phase. Emplacement consists of placing the demolition counter facedown 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 crnplacing Combat Engineer unit must occupy the demolition hex in an uri-stunned condition at the time of demolition. After detonation, the demolition counter is removed from play. e. NOTE: If the cmplacing 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 resllmed at the point at which it was interrupted whenever the umt becomes unstunned or returns to the hex. A Combat Engineer cannot continue an emplacement sequence that
otation-Placement of lition charges is indicated triangle A in the proper Control Pad. A detonated indicated by filling-in the angle A .
high explosive demoby drawing a small hex on the Alien demolition charge is interior of the tri-
7. 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 destroyed. c. Any Arachnid unit occupying hex is immediately destroyed. hex are
5. 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. 6, 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 Slacking limit. 7. An Air Car. and the unit it is transporting. are treated as one unit for combat purposes. When attacked. only the defense strength of tile 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. 8. SPE'CIAL: When an Air Car is being attacked. STU N outcomes have no effect. Additionally, any other result except NO EFFECT and STU causes the elimination of the Air Cat and any unit it may be transporting.
a tunnel in the
d. Any breach in the hex is automatically destroyed and the breach counter removed from play. H. 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 tu any units occupying the hex. Likewise, Arachnid demoliti.on charges automatically detonate any Terran demolition charge that may be on the rnapboard in the hex.
and
Arachnid high explosive demolition munitions are explosive charges. secretly located on the maphoard. that the Arachnid player may detonate in
L 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 movernem 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.
into or
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 same (urn in which it is repaired. in the
the Alien map pad. a. De troyed tunnels are indicated 'x' in the proper hex (X). by placing an
b. Repairs are noted by either carefully erasing the 'x', or by drawing a box around it ([Jg).
2. Repairing
a. Each Arachnid Engineer unit may repair one destroyed tunnel hex per turn. Repairs are initiated during the Arachnid speci~1 function phase.
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. 3. Damage and Repair Notation-Changes in the status of tunnels must be very carefully noted on
v.
10
A. INTRODUCTION
Scenario five completes the Mobile Infantry dropfight-recovery cycle by introducing the Retrieval Boals. Rocket Beacons. and the retrieval procedUN!. With the addition of 'soft landing' capabili-
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: l. Prior to rhe 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. 2. At the end of the Ferran movement phase of the prescribed turn, the Rocket Beacon is placed in the intended recovery hex and scattered using the regular M.1. Initial Drop procedure. 3. In the next turn, the Retrieval Boat lands by being placed in the Beacon's hex at the end of the movement phase. 4. 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 offand is removed from the mapboard along with those units that were loaded into it. 5. A Retrieval Boat has an unlimited loading capacity. All types of Terran units may be carried aboard a Retrieval. Boat.
2. Units must debark from the Boat in the turn after it lands. They may move normally in the same turn.
3. Other units (usually casualties) may be loaded aboard the Retrieval Boat in the same turn in which other units debark. 4. The Retrieval Boat takes off and is removed [rom the mapboard at the end of the movement phase in which it loads Iunloads.
1. Any Mobile Infantry unit that i~ WIA may be captured by any type of Arachnid unit that is in an undisrupted state. 2. 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. 3. Upon entering a breach hex (and thus being removed from the mapboard), the M .1. unit is considered to be captured. 4. If the carrying Arachnid unit is destroyed in close combat, the WIA may be recovered by Terran units.
5. Captured
E. CASUALTY RECOVERY
non-KIA Terran units that are OT retrieved via the Retrieval Boat procedure are automatically worth THREE TIM ES their KIA victory point value to the Alien player, where applica ble.
I. All
uccessfully
2. Immobilized Mobile Infantry ( OT Combat Engineer unitst) may be carried by nonimmobilized M.I. units in either of two ways:
a. One-Man
a pick-up
units are worth three times their normal KIA value to the Alien player, where applicable.
I) 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 U DER the carrying unit. 2) The carrying unit may then move normally the following turn. in
G. TUNNEL CONSTRUCTION
Not only may Arachnid Engineer units repair tunnel egments, they may construct new ~nes: I. Each Arachnid Engineer unit may construct a tunnel segment of one or two hexes in length during each Arachnid special fu~ction phase. 2. 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. 3. 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. 4. Engineers may move normally in the same turn in which they construct new tunnel segments.
3} If the carrying unit suffers a combat result other than 'No Effect', the casualty automatically becomes 'KIA'. b. Two-Man Carry-Two M.1. units may make a pick-up on a single casualty as follows: I) Both carrying units must begin the movement phase in the immobilized unit's hex. They may then load the casually 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.
2. 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 rnapboard. Any other result has NO EFFECT.
5. ew tunnel segments may be used for movement in the same turn in which they are constructed.
6. Engineers may not repair tunnel segments and construct new ones in the SAME special function phase.
10
7. Tunnel containing
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; to exist for LD detection purposes. they cease
[0
be activated
in the tunnel
hex
H. GROUND DEVICES
LISTENING
Ground Listening Devices (LD's for short) enable the Terran player to determine the general location of Arachnid tunnels as follows: I. Only Mobile Infantry units may carry Listening Devices. Each unit may carry ONE LD. 2. Listening Devices are distributed on the Terran Control Sheet in the same mannsr as other types of SW&E. Whenever an M.1. unit activates a Listening Device that it is carrying, an LD counter is physically placed on top of that unit. 3. Listening Devices arc carried and transferred in the same manner as other types ofSW&E.lfthe 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. 4. 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. 5. 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 FOU R hexes. If there are any tunnel segments within this detection radius, the Arachnid player mustsignify such as follows: ,I. If there are any tunnels within four hexes of an LD's location, the Arachnid player must stale how far away the NEAREST tunnel is from the LD's hex. The Arachnid player simply states thai there is a tunnel Iour, 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
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 i assumed to permeate the wreckage thus making tunnel repairs impossible. c. EXCEf'T10N: if the HE demo charge is exploded by or explodes an Arachnid demo charge by premature detonation, the H G bomb has NO effect on that tunnel hex. 4. Place an H NO counter on the rnapboard in each hex containing an activated H G bomb. 5. Effects
<1.
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 Construct ion=-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 [he same manner as previously described above. This is announced during the same special function phase in which it occurs.
6.
e.. (NOTE:
of Activution->
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 H NG counter would be removed. c. SPECIAL: If an H NG 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 mapbourd. d. H NG Arachnid Arachnid cells. bombs have absolutely no effect on units on the surface. They only affect units in tunnel hexes and Combat Brain
Infantry
units
may
2. H NG Bombs only affect Arachnid units in TUNNEL HEXES. Arachnid units on the surface are unaffected by H NG bombs,
in tunnel
hexes
A. INTRODUCTION
a. They
automatically destroy all target units in the detonation hex. NOTE; CE. UC demo charges destroy subterranean units 0 L Y. to the target
b. They affect the six hexes adjacent. 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 effects of each weapon type. Chan for specific
area hexes, but they must immediately undergo an 'attack' at I-I odds. lfthev survive the attack in an undisrupted state. they may continue out of the hex normally. If t.hey 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 (his 1·1 attack. Units must undergo this I-I attack each and every turn in which they remain in the HAD hex. c. RAD areas remain the game. effective for the duration 01
B. NUCLEAR WEAPONS
Nuclear S W&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: I. There are three types of nuclear launchers. munitions. munitions. SW&E:
3. Radiation Areas (RA.D·s)~The effects of nuclear radiation and fallout are reflected in the following: a. Whenever a nuclear rocket launcher or Arachnid demo charge in detonated a. RAD marker is immediately placed in thai hex. b. RA.D areas inhibit movement.depending the type of unit. as follows: upon
4. If a target unit suffers an 'attack' by more than one adjacent N UC demo charge, the total attack strength of the demo charges arc applied' to the target as a single, combined, 'attack'. 5. 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 or whether it is emplaced or simply being carried. 6. Notation-The Arachnid player may record the location and detonation of nuclear demofinon charges as follows;
fl. Indicate an emplaced nuclear demo charse drawing 11 small circle in the hex (0). -
rocket
demolition
nuclear
demolition
2. 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:
I) Terran surface units may not enter hexes containing RAD area markers. Air cars may enter but may not remain in RAD hexes, 2) Humanoid unit may not enter ing RAD area markers. 3) Arachnid hexes containin RAD
by
nuclear
charge
by filling.
11
c. Indicate a RAD area by drawing parallel lines in the affected hex (/ Iff).
C. MOBILE INFANTRY
ARACHNID TUNNEL MOVEMENT
AND
d. An M.1. 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 10 Brain cell. The Arachnid player must inform the Terran player whenever one of his units enters it Brain cell. e. M.l. units may exit a tunnel system by erucring a breach hex. announcing an exit, removing the TUN EL marker. and ending all movement. At this point, the unit is presumed to be on the surface. 5. Arachnid Tunnel Movement: As a special case, an Arachnid unit may remain in a tunnel after the special function phase in read of automatically moving to the surface if: a. It enters tunnel hex containing Terran units and initiates an attack. b. It is disrupted Terran attacks. in a tunnel functional
due to the fact that the M.1. units may never enter Master Brain or Queen cells. I. Destruction Brain and Queen destroyed in the following ways: may be
a. By detonating Heavy erve Gas in an adjacent. contiguous tunnel hex. either through a breach or with an HE demo charge as previously described. b. By detonating same hex.
To capture Master or Combat Brains, the Mobile Infantry had to descend into Arachnid tunnel complexes and dig them OUl. Many times this led to pitched battles against defending Arachnid Warriors. Implementation of hex- by-hex ubterrancan movement is more complex than regular movement, but the basic mechanics remain the same: I. Hex-by-hex tunnel movement is executed ON the mapboard. To differentiate subterranean movement from surface movement, place a TU NEL marker an all units that execute and end their movement in the tunnels or Brain cells. 2. Unlike surface movement, friendly units must STOP and end all movement for that turn whenever they enter a subterranean hex containing FUNCTIONAL enemy units. 3. Terran Tunnel Movement-Only Infantry units may enter or move through all ather Terran TION: prisoners, unit are prohibited scenario seven): Mobile tunnels; (EXCEP-
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. EXCEPTJON: An M.l. unit that destroys a Brain may NOT also attack other Arachnid units in the same turn. 2. When a Queen or Master Brain is destroyed, other Arachnid units are not affected. 3. When Warrior. belonging from play a Combat Brain is destroyed. all Worker, and Heavy Weapons units to that Brain are immediately removed and considered destroyed. player must inform the Terran a Brain or Queen has been
hex as a result of
E. COMBAT
IN TUNNELS
a friendly a FUNC-
TIONAl enemy combat unit. it MUST stop, end all movement, and initiate an attack. 2. Only CLOSE COM BAT may be initiated in tunnels. Ranged weapons may NOT be u ed. a. Only Arachnid Warrior and Terran Infantry units may initiate combat. Mobile or
5. Combat Brain Capture-Whenever an M.l. unit enters a Combat Brain cell, it has the option of attacking other enemj 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.1. 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.1. 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 (STU N or worse) also destroying the captured Brain. d. Captured Brains may be carried and transported in Air Cars and Retrieval Boats like regular Terran 1I nits, e. Units belonging to a captured Brain may still function normally unless the Brain is subsequently destroyed. in which case they are eliminated.
a. M.1. 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 EIGHT units in a single tunnel hex. of
b. Heavy weapons may not engage in combat enter tunnel hexes occupied by Terran units.
4" M. L Movement Sequence-The Terran player moves his M.L units through tunnel hexes while being 'guided' by the Arachnid player who informs him of what his units 'see': a. An M.I. unit enter a tunnel by beginning its movement phase in a breach hex. The Terran player announces which units are entering the tunnel and places a TUN EL marker on top of them. • b. The Arachnid player must indicate to the Terran player the OR IENTATION of the tunnel his units are then entering. EXAMPLE: "In the
c. Heavy Nerve Gas (H NG) is the only type of SW&E that may be used in subterranean combat. 3. Close combat in tunnels is resolved in the same manner as surface combat. 4. An Arachnid unit may remain IN tunnel hexes at the end of its special function phase ONLY ifit initiates a close combat attack in the close combat phase. 5. An Arachnid unit may move [rom 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. 6. If an Arachnid unit cannot. attack and cannot move along an unobstructed path of tunnel hexes from its parent Brain cell 10 the surface (or vice versa) then it MUST remain in. its current location. 7. When attacked in tunnels, Mobile Infantry units defend at HALF (do NOT round off fractions) their regular defense strength. Their attack strength remains unchanged. B. Whenever a Mobile Infantry unit enters a hex occupied by an Arachnid ENGINEER, the Engineer ~ unit IS automatically destroyed. The ~ __ ._~. ~
hex )'0111" units now occupy. the tunnel runs northsouth. ,. The Arachnid player must also inform the Terran player whenever the tunnel shifts direction.
EXAMPLE: "From the hex your units now occupy. the funnel 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 r-__ ~oc~c~u_r~s_:
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: I. Special Talents. n"!?ye and function
M--h.!..._,t.ooe.............
like other
"'_u::o..t:.,
breach and cell hexes wirhin a TEN HEX radius of the Special Talent's hex. 5. A Special Talent and defense strength result or worse, it except when loaded the defense strength has an attack strength of '0' of T. If i1 suffers a STUN is automatically eliminatedinto an Air Car in which case of the Air Car is used.
through
the same hex. units enter or exit the breach. Talent is within ten hexes of the
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. 2. For those scenarios requiring more than one Mobile lnfamry platoon, simply use two different Ferran Control Sheets-one for each M.l. platoon. 3. The second higher-echelon unit is differentiated by the darker-colored unit counters.
2. Whenever any of the above occurs, a breach marker must immediately be placed in that hex.
H. HmDEN
BREACH
HEXES
Instead of automatically placing a breach marker in a hex whenever R. breach is, created, the Arachnid player has the option of not disclosing its location: I. When a breach is created, a breach marker does not have 10 be placed in the hex unless: a. A functional Terran unit enters or passes
STOP.
READ NO FURTHER.
PLAY SCENARIO SIX.
EFFECTS OF DETONAT]ON
TYPE COSTIO BUILD in detonation
in adjacent
hex:
hex: HE Demo
Scale 1 NUCDemo Scale 3 NUCDemo Scale 6 Nue Demo
A.E./RADI
AS=12
no effect
5 Demo Points
A.E./RAD
A.E./RAD
AS=24
AS=12
_KEY:
1 A.E./RAD:
2
All tunnels
and subterranean
strength
a. The row of cells may be constructed in any order provided there are five Com bat Bra in cell s, 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 stra ight line rows of hexes. 2. In all other respects, linear tunnel/cell complexes must. be constructed within the previously cited rules of tunnel/complex construction.
3. Effects of Detonation-As shown on the chart, above, t he large r N U C de rno charges ha ve a rad ius of effect of several hexes from the detonation hex. The effects of detonation are summarized in the examples of play section. 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 detonationhex of all NUC Demo charges. With Scale 6 NUC Demo charges, however, !I. RAD area is created in the detonation hex AND in each of the six. surrounding adjacent hexes. 4. Placement: Variable Demo charges function within all of the previously described rules regarding placement limitations. 5, Sympathetic Detonaticn=Wheneverthedetonation 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 causea 'chain reaction' of adjacent demo charges which would be resolved
against. common
targets
as one attack.
6. Notation-Indicate the size of NUC Demo charges on the Alien Control Sheet by writing a 'I', '3',. or '6' inside the open circle indicating the demo charge's position.
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. I.. 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. .EXAMPLEAn M./. unit is STUNNED ill the Arachnid's ranged weapon phase. If attacked in the close combat phase of the same segment aI2·/ odds, a die roll oj '4' would' become a '5' and the Terran unit would receive H V Y damage.
1. 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 dernoli tion charges. Prio r to the
1'3
2. MOBILE INFANTRY MULTIPLE DAMAGE: In actuality, the amount of damage done to an M.l. 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 = WtA HVY + WIA = KIA WIA + WIA KIA
d. No Arachnid demolition charges of any type may be positioned within TWO H EXES 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.
The Arachnid player M lJST inform the Terran player whenever an M.1. unit or a prisoner unit executing subterranean movement move into a tunnel hex which is thejunction of a regular tunnel and prisoner cell connector tunnel. g. Whenever Arachnid units attack Terran prisoner units, resolved combat on the TERRAN ATIACK TABLE and apply the results to the prisoner unit in the same manner as Alien units.
r.
2. SPECIAL:
Only Terran prisoners (see below) and M.1. units may occupy or enter a prisonercell. Arachnid units may nOI enter or pass through a prisoner cell. 3. 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.
EXA M PLE: A Mobile tnfantry unit which already has suffered H V Y damage is subsequently attacked again ami receives another H V Y damage result. Because the target unit was already HVY damaged, hOIl'eller, the second H VY becomes Q WIA and the unit suffers all of the effectsof a W/A 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': I. Each Arachnid complex is allotted a specified number of prisoner cells which function in the same manner as Brain or Queen cell 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' 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 Bra.in cell's tunnel segment. The prisoner cell may only be directly attached (and therefore acces able through) to ONE primary tunnel hex.
phase. the Terran player announces that a breach has been created and place a breach counter in that
hex.
3. SPI£OAL: 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 [act. ttl this case, there is ab olutely no effect and no breach counter is placed in that hex. 4. Terran Engineers may create breaches in tunnel hexes AND prisoner cell hexes. They may NOT create breaches in Brain or Queen cells. 5. Breaches may be used in the same turn in which they arc created. Arachnid units may freely use breaches created by Terran Engineer units.
c. Once on the surface, Terran prisoner units may be transported by Air Car (one prisoner unit per Air Car) andJ or removed from the game via Retrie al Boat. connector tunnel segment
THE SCENARIOS
Each of the scenarios is a COMPLETE, selfcontained game. Each scenario creates its own game situation with its own distinctive unit mix, SCI-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 imrod uction, Each scenario is organized in the following format: I. Historical Capsule: Briefly state the ituational background, when and where it occurred and the units involved. 2. 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 .. 'x I'). 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 Tcrran forces. unless used for orne purpose other than retrieval.
A. ORGANIZATION
5. Special Rules: Rules applicable ONL Y to the scenario in question are outlined in this section. 6. 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.
a. All placement limitations are I CL SIYE. 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 rnapboard as being hex V-I? i defined
14
AVAILABLE
Terran:
FORCES:
Humanoid:
z!to
xl
4t
x7
2.ho
xl within 18 hexes port hex. Move on For each Marauder unit: Scout unit: Command unit:
2~'2
xl2
Ot2
~6
.. '<D
,
x6
Q x4
,.,c0'"
1iIl
x2
~
x3
1
xl
SET UP:
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 uri-destroyed at the end of the game: For each POWER SOURCE counter: For each COMMUNICATIONS CENTER counter: For WATER SU PPL Y counter:
Ferran: Enter mapboard (urn one, anywhere the southern edge of map board. Move first.
NOTE: Points awarded for one category only. Damaged units that are subsequently WIA/ KIA, count for WIA/ K IA points only. TER RAN player receives damage as follows: For each WARRIOR unit eliminated: For each WORKER unit eliminated: points for inflicting
point -I point
'BUGHOUSE'
] 157,02.16(U(,); The first ail-out offensive against the Arachnid home planet, Klendathu, was Operation 'Bughouse'. Conceived as a multi-divisional size in liaSion, the operation was designed I<J bring the enemy 10 their knees and end the Fir" lnterstellar War. It didn't work our that way, Struck. by stronger-than-anticipated space defense and ground forces. the Terral! attempt at establishing a beachhrad degenerated into a shambles. Only the desperate commitment oj the M, I, reserve pia/DOllS permitted the extrication of the r"mllunts oftpe invasionforee. Scenario 111'0 portrays part of the initia! assautt "'ith Ihe 1sf pia/a U.n. C company, lSI bauaiion, 3d Regiment (Willie', Wildcats) establi.I'iJ;rJK a beachhead perimeter shortiv before Ihe first A rachnid counterattock.
AVAILABLE FO.RCES:
Terran:
Arachnid:
x6
x42
x6
m
xIS.
complex)
,.
0-1'1
x2S For each 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 oft he Terran player segment. Additionally, the Terran player receives points for the elimination of Arachnid units as follows: For each Warrior unit eliminated: For each Heavy Weapon unit eliminated:
lIlS
(one complete
SET UP:
~ Terran: Enter anywhere on southern rnapboard on turn one. Move second. edge of
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 a t 'the end of the game. Victory points are awarded as follows:
Arachnid' Construct tunnel complex anywhere on Alien Control Pad prior to play. Move first.
10 turns
L The Terran player must establish a DEFENSIVE PERI METER with a radius of II hexes (diameter of 23 hexes) on the rnapboard. The center of (his hexagonal area must be positioned withi.n five hexes of the center hex of the rnapboard (hex V-l7). Prior 1.0 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 hexes; ignore all roads. port hexes as Savanna
ARACHNID player receives fivepoints 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.1. units as follows: For each Scout unit: For each Marauder unit: HVY D' _a:ml!ge 1 point 2 points W" lA/KIA 2 points 4 points
point
3 points
15
A VAILABLE
Terran:
FORCES:
Humanoid:
J.o
,,6
PLLlS:
4t
x42
2.ho @
x6
x12
x6
2t.2
x24
)-.. 9"'4
x6
!"-..
12·4-4
x6
O~2
x9
(D
x12
0' ....
fo,c Q
x8
li11
x2
M 1x3
xl
HE Launcher
x12 anywhere as per Initial on the Drop 2. OTE: Unlike scenario one, Critical Installation counters may be placed in rough terrain hexes. Terran: Terran player wins by fulfilling at least one of the following conditions without suffering 25 or more H VY. WIA, or KIA casualties. I. Destroy ALL Critical Installation before the end of turn 1,2. OR counters 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 [he Terran victory conditions OR by inflicting 25 or more HVY. WIA. or KIA casualties on Terran units. (NOTE: H VY casualties that are subsequently WIA or KIA count as only one casualty).
SET UP:
Humanoid: mapboard.
VICTORY
CONDITIONS:
GAME LENGTH:
I. Critical Installation scenario one rules.
12 turns.
SPECIAL
RULES:
counters
function
as per
SCENARIO
FOUR: REVOLT!
2157.12. /(J( Ue): Savag« raids agains: thetr inner planerary '}'STeln< ami intense covert negotiations had convinced the Humanoids tu abandon rheir erstwhtle A rochnid nlties. lmplementatlon of a Humanoid disengagement, however, was vomptirated hy the Ararhnld occupation of several kpy Humanoid planets. These 'watchdog' garrisons would have prevented a peareful terminatian of hostilities, OI1I_~' guarantee of arrive Terran intervention finally persuaded the the Humanoids to attempt to regain control of their occupied systems. As Ihe Humanoid revolt began. small sask forres of Mohile Infantry and Combat Engineers were dispatched deep into enemy space 10 aid the hard-pressed Humanoid Iorces, Violml. puched battles. witnes ing same of the most desperate combat of the lI'ar, were/ought on every occupied planet. Scenario four pori rays filii' of these ferocious encounters with a battle group buil: around the 3d ptatoon. B Componv, 41h Batriiun. lSI Regiment (Smith's Centaurs) aiding (J Humanoid garrison:
A VAILABLE
Terran:
FORCES:
zto
x3
"LLIS:
HE Launcher
4'
x21
2.ho @
AP
,,)
x6
,,6
2,3,2
,,6
rii
...
0-6·20
x6
Arachnid:
'7'
xI8
m
x25
~~3 .
x5
,.
0·1·1
,,25
x9
PI.US.
tI E Demo x25
Humanoid'
2f'2
xl8
!-.. !"-.
9·8·4
xJ
12,4-4
x2
0~2
,,9
<D
x6 on map-
SET UP:
Arachnid: Set up first. Con truer tunnel complex anywhere on the rnapboard before Humanoid player sets up. Move second. Humanoid: Set up second. boa rd. Move first. anywhere
immobilized
as a result of
Terran: Enter any turn alter game turn four on a die roll-of 'I' 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 BARR EN terrain hexes prior to drop. Engineer and Air Car unit enter the game in the same turn by moving onto rnapboard from any hex on south edge. Move first.
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 Lise the Terran Attack Table when attacking Arachnid units. and vice-versa. 2. Arachnid demolition charges may not be emplaced within two hexe of any city or space port hex. Tunnel segments, however, may be placed and function normally anywhere on the rnapboard.
1-1 urnanoidj Terran player receives the following points for each of the unit types listed below occupying a city/space port hex at (he end of the game:
point
2 points
Arachnid player receives the following points for each enemy unit WIA, KIA. or destroyed:
I. 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
VICTORY
CONDITIONS:
15 turns.
Hurnancidj Terran: Accumulate more victory point than the Arachnid player at the end of the game. Arachnid: Accumulate as many or more victory points than the H urnanoidj Terran player at the end of the game. VICTORY POINTS are awarded as follows:
point
2 points
NOTE: Humanoid/Terran units that are KIA. WIA or disrupted do not count for H urnanoid (Terran victory point purposes.
CORKSCREW'
(lr
AVAILABLE FORCES:
Terrane Force A;
l-to
xS
rLLS: HE Launcher d2
4'
x3S
x7
2·3·10
x:;
,r
x4
Arachnid:
@
AP
x6
~6
..
6·H
x25
;~3
xS x25
.0·1,1
x2S
r-t.us.
HE Demo
Ato
xl
PLUS: HE Launcher
4'
2'~O
xl x4
r
x2
x2
2-3,2
x6
rii
._
0-6-20
x6
x18
SET UP:
Arachnid: Construct tunnel complex anywhere Alien Control Pad prior to play. Move first. Terran: Force A: Enter on turn Drop procedure. Move second, in one via Initial
VICTORY
CONDITIONS:
player
receives:
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 - Terran POINTS player are awarded as follows:
M.1. unit WIA: 2 pornts. combat unit KIA or destroyTerran 9 points. combat . unit
Force B: Enterany lime after turn four via Soft-Landing procedure. Pre-record turn of arrival and Beacon location.
*DEFINITID
receives:
15 turns.
I. Reminder: 1erran player must pre-record turn of arrival and intended recovery hex for retrieval.
I) For each Arachnid Warrior or Heavy Weapon unit destroyed: I point. 2) or each Arachnid Engineer unit destroyed: 5 points, 3) For each tunnel hex. destroyed or isolated': point.
: A tunnel hex is ISOLA.TED when a continuous path of undestroyed tunnel hexes cannot be traced from that tunnel hex to its parent cell he .
AND EV ACUATION
A V AILABLE
Terran:
FORCES:
Arachnid:
Ato
x2
~\0·10
x2
#"..*
4t
x29
~
x5
~.
x4
2,3-2
x3
.. m
~* ~l~ 2.t?0 f
._
xlO
@
x2
x3
x3
m
x25
~~
x5 xii
.0'1,1
x2S
0-6·20
x4
'e7
x7 on
/*
x.2
o1t-o*
x2
PLUS:
HE Demo
PLl'S;
HE Launcher
:<1:9
·-See SpecialRules
away from other WIA units. c. No other units may be containing WIA units, placed in hexes
SET UP:
Arachnid: Construct tunnel complex anywhere Alien Control Pad prior to play. Move first. Terran: Set up all units within an [ l-hex perimeter as previously explained in Scenario Two's Special Rules. Move second.
VICTORY
CONDITIONS:
as many or more victory
player at the end of the as follows:
Terran: Accumulate more victory pomts than the Arachnid player at the end of the game, Arachnid: Accumulate points than the Terran game. VICTORY Arachnid POll player
15 turns.
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,
I. 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 W1A unit must be at least four hexes
-Fpr each M,1. or C.E. unit KIA or destroyed: J point. -For each non-Kl Aj destroyed M.1. or C,E, NOT retrieved: 3 points, Terran player receives one point for each nonKIA/destroyed M,1. or c.E. unit retrieved before the end of the game,
17
~ROYAL Y'
"lllII"'"
2158,Q4,02(VC): Trooper for Warrior, the Mobile lnfamry could /lOW defeat the Arachnids on the sur/ace, Yn,lhe Terran High Command still knew lIer), lillie about the enemy, Psychologically, socially, and lechnologil'o/l)', the A rachnids were a mystery, Until more was known about Arachnid motivation and behavior, a ""'/)1 strategic war rould no! be waged. The only way 10 learn about the Arachnids was 10 ask <I Brain-a captured Brain. Talking 10 one "'a, a job/or the Psychological Warfare experts. Capturing aile wo" ajob [or the Mobile Infantrv. Scenario six I'il.< a from Blackie's Blackguards, augmented by a company 0/ Combat Engineers, against a twtn-complex A rochmd advanced base on Planet P:
A VAILABLE
Tenan:
FORCES;
Force A:
zto 4t
x6
x42
2.ho
x6
r
x4
Arachnid:
@@
.
~
,,6
x6
x6
m ;~3 .,,25 x5
0'1-1
x.25
Pl.lIS:
Puree B:
PLUS;
rii
2-]'2
x6
.._
1)06.20
x6
"V
,,6
'fj
xl2
~T
xl
O'N
m
x25 PLUS:
~~3
xS HE Demo xrs Nue Demo x6
.O'H
x2S VICTORY POINTS are a arded as follows: For each Mobile lnfantry unit KIA = 2 points. For each Mobile Infantry unit WIA = I point. For each Engineer unit destroyed > J points. For Special Talent destroyed= 5 points. (Also, points accumulated for non-retrieved UOlt.S as pCI' rules).
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.
2. The two Arachnid complexes must be positioned at least Z! 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 bel are the end of the game. Arachnid: Avoid Terran victory conditions OR accumulate 40 or more victory points at the end of the game.
15 turns.
21.5Y.()5.18(VC): Svstem-by-system, ouadmnt-by-quadmm, Terran Federation forces gradually beat bac]: the Ararh nids into their Qwn /illle corner vj 'he galas v, Armed with planet-crocking Nova bombs and (1 vast armada of ."0'>''';".\', n{Jlhilll( stood between the Terra". and the A rarhnid home planet uJ Ktenduthu=excem th« prisoners. The ;I rod",;,!]' hdd Terral! prisoners; those "'11111"111.\' of stranded lind IU.>IM.I, platoons of darker days ill (iJe Bug War. Th".I' had", he rescued: the M"hi'" /,[(anlr.l' a/wow' moke.' Ihe pick-up! Therefore, the planet had to be reduced (he hard il'OY, inrh-bv-inrh. h.,' Q sintultoneous drop ofsix Mohile- lnfontrv Divisions and mmu'rVU.fi support groups. Scenario ,'<'1','1/ 111'1';('1., a r<'Scue auac« on UIIP l~( the Arachnid prison complexes by lire 3d p/UIOOll. G company (Kamperman's Kossorks) and the Znd pkuoon, G cumpol1,l'./lJrel'ef after known as Rico's Roughnecks ...
A V AILABLE
Terran'
FORCES:
Arachnid;
Force A'
zlo
x6 Force B'
"
x42
2.ho @ @
x6 x6 Pl.llS:
,
.~
x8
x6
~O
,,6
4t
x42
m
xZ5
Force A .
~~3
,.
0'1-1
2'~0
x6
@@
x9 x9
r
x6
2-]<2
x6
rii
.._
!H,2O
x6
~~3
xS
,.
0·1·1
x25
PUIS;
'q
,,6
'7
xl.S
~T
xl
0,1,2
/ xl
o-~ x2
SPECIAL RULES:
as savanna for each M.1. platoon
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. MOlle lim, Force C: Enter via Soft Landing procedure any time after turn one. Move first. (See special rules #2 and #3).
I. Treat ALL hexes on the rnapboard hexes, 2, Roll Scauer .eparately and each Retrieval Boat.
GAME LENGTH:
20 turns.
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.
18
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 casualtie and released prisoners any time after tum 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 FOU R of the seven prisoner cells; OR b. eutralize 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 Terran victory conditions. the
SCENARIO ADDENDA
The Programmed Instruction method has present" ed the rules to STARSHIPTROOPERS 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 charge, 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 exlsting scenarios. The following listing describes changes and additions which incorporate the entire rules package: Terran: Combat Engineer: Air Car HE Delllo UC Demo Special Talent Arachnid: Demo Points" xJ x3 xl2 x6 xl
23
Set Up: Terran: M.l. 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: points. For each Brain, Queen, eliminated: 12
25
scs
Set Up: C.E. enter via Soft Landing procedures. NO die roll for C.E. entry. Pre-record (urn of entry for Retrieval Boat prior to start of game.
DAP
DAR Humanoid: Heavy Weapon: Heavy Weapon: Set-Up: Beam Missile
x2 x3 x6 x3
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.
SCENARJO
FIVE-A: Forces:
xl x2
launcher
x2
Force B: NUC Demo x6 Arachnid: SCENARIO Arachnid Demo Points FrVE-B: Points
e e
Set-Up: Terran units must be retrieved before the end of the game.' Special Rule: Critical Installation counters may be destroyed by firing N UC rocket launcher in same hex.
25
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.
Demo
13
SCENARIO
SCENARIO Arachnid
Add to Available
SCENARIO
TWO:
Terran: NUC Rocket Launcher Listen ing Device HNG NUC Demo
SCENARIO No additions
SEVEN: or changes.
19
EXAMPLES OF PLA Y
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 segmentsto the priscner cells. The positions of Ihe Arachnid Engineersare indicated as ofturn # I.
.J
MOBltE INFANTRY DROP AND SCATTER: This diagram illustrates the scatter procedure for a nine-man 'stick' during the Inilial Drop, Final positions are indicated by the black squares,
\n
~
/
cale
6: NUC
\ I
Dem~
\ ,
VARI.ABLE ARACHNID DEMOLITION CHARGES: Notice that the NUC Demo charges ha ve anattack strength that affects, units in hexes one, two and even three hexes away from the detonation hex. For example, a Scale Six NUC Demo chargeaffects each hex at '3 two hex radius with an attack strength of 24.
20
AND EQUIPMENT
INVENTORY
CHART
type M.L
M.l.
attack strength:
9
range: 6 6
Special Effects: -Ranged combat resolutiun. -RAD area in target hex. -Affects 3.11 units on surface in adjacent hexes with AS=6 -Ranged combat resolution. -Auto attacks enemy units in same hex. -Ranged combat resol utio n. =Activated by M.1. within 1.0 hexes. -May be dropped in breach or exploded with HE demo.
- Destroys
Restrictions: -May not fire into own hex. -Affects only. surface targets
A.E. (surface)
M.l.
12
same hex
M.1.
18
same hex
M.1.
-Affects units in tunnels and cells only. =Requires two turns 10 emplace. -Affects subterranean units only. =Requir es two turns to emplace. =Af'fects subterranean units only. -No RAD area in target hex.
C.E.
all un iIs and tunnels in hex .. -Does no! affect cells. -Destroys all tunnels, cells, and subt errunea n units in target hex and six adjacent hexes.
C.E.
ARACHNID
name Heavy Weapon Beam H.E. demo charge NUC demo charge type H.W.
ng,
uttuck
strength:
18
24
(surface) Eng.
-Ranged combat resolution. -Destroys tunnels and subterranean units in target hex. -RAD area 'in target hex. -DestrOYS all tunnels and units in target hex. -Affects all units on surface in adjacent hexes with AS= 12.
-Must be placed adjacent tunnel prior to play. -Must be placed adjacent tunnel prior to play.
to a
HUMANOID
Heavy Weapon Beam Heavy Weapon Missile H.W. H.W. unlimited unlimited
9 6
-Ranged -Ranged
combat combat
resolution. resolutlon,
-May -May
not fire into own hex. not fire into own hex.
12
10
Key:
M.1.
= Mobile Infantry.
C.E. HE NUC
= Combat
= Automatic
elimination unit.
21
,~o.
TABLE of ORGANIZATION
FIe<!'I General
6® 6
P~n:io
J,.,'
~
rio.
~
~rl----LI--~
lranspart
13
Combal fled
fleel Adm',.'
FLEET ----~
OPERATION
"ena
TfCT168
23
,,
" ',UPPEIt,
t."E1.~
1-3
MISS M1SS MISS MISS MISS MISS DTSR DISR
1-2
MISS MISS
4-1 MISS
DlSR
DISR DISR ELIM ELIM ELlM EUM
5-1
DISR DISR
o
1
2 3
4
MISS
MISS MISS DISR DISR ELIM
D1SR
EUM ELlM
ELIM
ELLM ELLM EUM ELIM
EUM
EUM ELL'vI
as 6-L.
EUM
---,
effects on defending
units:
or engage in any I ype 01" attack dunng the next Alien
No effect.
Target may not move, re-enter as
3
player segment.
Place a DISRUPT marker on unit; remove at end of next Alien player segment.
and eliminated combat force. unit from mapboard; it may not enter pia}' for the remainder
EUM
TERRAIN
EFFECTS
Terrun none.
CHART
EfFECTS ON MOVEMENT FOR: Ferran
Cost l MP to enter each hex. Alien Alien none.
ROUGH
none.
hex.
CoS"!3 MP hex.
10
enter each
BARREN
none.
none,
COSI
I MP to enter each
hex.
CITY/ SPACEPORT
Humanoid:
Cost 3 MP hex.
10 enter
each
Humanoid: cost ~'.z MP to enter each he", rae niil: cost I \iP to enter each
hex,
ROAD
terrain
Cost I MP
same road.
Cost Y1MP to enter each hex when entering from contiguous road hex of same Toad.
NOTE:
terrain
terrain
the effects
8027
]-3
MISS MJSS M[SS MISS MISS MISS
STUN
1-2
MISS MISS MISS MISS MISS
1-1 MISS
4-1
MISS
STUN
5-1
STUN LGHT
6-1 +
LGHT
o
1 2 3 4 5 6 7
NOTE;
MISS
MISS MISS STUN
HVY
LeHT HVY
HVY
WIA
STIJN
LGHT
Combat Combat
LGHT HVY
HVY WfA
LGHT
HVY
WlA
WIA KIA
units:
KIA KIA
HVY
KEY:
MISS
No Effect, Target unit is stunned: Target unit may not move or engage in any type of attack during the next Terran the unit to indicate its STUN condition. Tum face-up a! the end of the next Terran player segment. Target suffers light, superficial damage: 1, Target unit is stunned for one turn, 2, Additionally, roll one die on the SW&E tOSS CHART player segment. Invert
STUN LGHT
to determine
SW&E,
HVY
Target suffers extensive, heavy, damage to armor protection: L Target unit L~stunned for one turn, ) Unit loses extended jUI)LP capability and may not attack in the close combat phase for the remainder of the game. 3. Additionally. roll one die an SW&E tOSS CHART to determine if the target lases any of its attached SW&E. 4. Place a !IVY damage marker On unit. Target is Wounded In Action; armor protection penetrated: L Target unit may not move or attack for remainder of game. 2. Additionally, fall one die on SW&E LOSS CHART to determine 3. Place a WIA damage marker on unit.
WIA
SW&E.
KIA
Target is Killed In Action: 1. Target may not move or attack for remainder or game. Do NOT remove unit from play. 2, Additionally, roll one die on the SW&E LOSS CHART to determine if the targut loses any of its attached 3, Place a KIA damage marker on unit.
SW&E.
ROLL
1
LGHT
HVY
X X X
WIA
X
X
x
X
2
3
4
X X
5 6 KEY: X
= AU attached = No effed~all
X X X X X
SW&E belonging
10 the target
unit Isdestroyed.
Remove
BQx.
0[1 this chart whenever a Mobile Infantry unit suffers a tGHT. HVY. WlA, or KIA result on lhe Alien Table, Each unit is rolled for separately with the results applied to the unit immediately.
-----
OR
A.to
LDO
HE Nue , DAP ,
34 4
23
DAR 1 2 3 4 HNG , 2 3 4
zto
LDO
Platoon leader
HE Nue' DAP , DAR 1 HNG, 234
2 2 23' 34 34
Platoon Sergeant
lo
LDO
Ato
LDO
SECOND SECTION
D SQUAD
HE
lo
LDO
Ato
LDO
1 1 1
2 2 2
34 3 4 34 34
12
Section leader
Section leader
BSQUAD
4~
toO HE Nile 1 234 DA'P 1 234 DAR 1 2 3 4 234 HNG' HE Nue DAP DA:R HNG
CSQUAD
4~
LDO HE Nue 1 2 3 4 DAP 1 2: 3 4 DAR 1 2 3 4 HNG' HE Nue , DAP I DAR I HNG,
134
ESQUAD
FSQUAD
4tl
wO HE Nue I 2 DAP I 1 DAR' HNG I 2
34 34, 34 34
4~
LDO
4~
LDO
HE 234 Nue' DAP 1 2 3, 4 234 DAR' HNG 1 2 3 4 HE Nue DAP DAR HNG, HE Nue DAP DAR HNG
"
4~
lOo
4t3
1 1 1 1
34
234 134 2 34
4f.t
wO
1 1 1 1
4~
LDO
2 2
34 3, 4
234 234
4~
wO
toO
4~
LDO
HE Nue I 2 3 4 DAP I 2 3 4 DAR I 2 3 4 HNG I 234 HE 234 Nue' DAP I 2 3 4 DAR I 2 3 4 HNG, 234 HE
4t
2 2 2 2
:I 4
J
I
I I
4~
LDO
,
1
34 34
4t
11 1 1 1 2 2
34 3 4
234 34
,
LDO
LDO
LDO
LDO
4t' .t5
HE
13 Nue' DAP 1 2 3 DAR 1 2 3 HNG, 23 4, 4 4 4
4t'
wO
4,4
wO
12 12 1
34
J
1 234
13<1
wO
.t6
HE Nue 1 2 314 DAP I 2 J. " DAR I 2 3 4 HNG 1 2 3 4 HE Nue, 234 DAP 1 2 3 4 DAR 1 2 3 4 HNG 1 234 HE Nue , 1 3 4 DAP I 234 DAR 1 2 a 4 HNG'
2 34
4~
LDO
.,5
LDO
LDO
HE NUe. , DAP,
34
234
4,6
wD LDO
wO
4,7
LDO
.~
2.h~ 2-3·2
4,6
LDD
4t 4t5
HE 134 Nue' DAP 1 234 DAR 1 2 3 4 HNG I 234 HE Nue I 1 3 OAP , 234
wO
<I
LDO
4,6
LDD
DAR 1 1 3 4 HNG 1 2 3 4 HE Nue 1 2 3 4 DAP I 2 3 4 DAR. I 234 HNG I 234 HE Nue 1 2 3 4 DAP 1 234 DAR HNG 1 234 HE Nue, DAP I
, 2 34
wD
4~ 4t4 4t5
1 1 1 1
2 2
234 :I 4 234
I
4ft mD 4t3
LDO LDO
HE
Nue DAP DAR HNG HE Nue DAP DAR HNG HE Nue DAP DAR HNG
I 2 :I 4 4 4
,
I 1
23 234 2,3
I234
1 I 13 134 •
I134
2 2
34 34
.,6
~s 2· 0
DAR , 2 3 4 HNG 1 234 HE Nue I 2 J 4 DAP , 234 DAR 1 2 3 4 HNG, 234 HE Nue DAP DAR HNG
46 .t5
~
I234
I 134 12 1 2 3
<I
34
LDO
4,7
~s 2·3 0
LDD
mO
4t6
2 2 2
3 3
4 4
34
HE
Nue 1 2 3 4 DAP 1 234 DAR HNG 1 1 3 4
I 2 34
4(/
LDO
DAR I HNG 1 2
LDD
4~l
wO LDD
1 1 I 1
34
4t7
wO
234
2'~
wO
wO
HE Nue, DAP ,
234 234
2-3-10
~s
234 234 2 2 34 3 4
LDD
LDD
DAR
HNG
I I
34 34 34 3"
2·3 ~
wO
I Jr::pl. I em
FIRST SECTION
AI HE I' 121
ffiB
HE Nue
,
,
TIME' RECORD
1
5J& 516
21341516 21341 l
2·3-2
[Nue11121314
ss
23 4 1
, 12 314
SECOND SECTION
AI HE 11 121 314 INuel' 12 [3[4 51 1 5[6
2-3·2
2-],2
mB
HE
NUC
, ,
HE Nue
I[ 2
2 314 3\4
516 sis
2 3 4 5
6 11 7 112 8 13 9 14 10 15
16 17 18 19
20
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CENTURY
COPYRIGHT 1976 THE AVALON HILL GAME COMPANY BALTIMORE, MARYLAND PRINTEDIN~~U~.S:.~A~'
An adult simulation
__~~~~~==~