Starship Troopers (AH) Variants Collection

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    STARSHIP

    TROOPERSAvalon Hill 1976

    Variants collection

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    Dragon June 1979

    AND WHAT OF THE SKINNIES?Ed Note: The author play-tested the game in question for AH and so is eminently qualified to write this.

    Starship Troopers (AH) is one of the most popular Science Fiction game on the market now, and with good reason. Good rules, great graphics and a large uncertainty factor keep everygame interesting and fun. The Arachnids and Humanoids (known as Skinnies to you Earth folks) present alien psychologies as well as alien names and shapes. In the game, as in theRobert Heinlein book of the same name, the major battles are between the Terrans and Arachnids, with the Humanoids being a pushover for an experienced Terran player. While this wasthe case in the overall strategic conflict, there must have been some cases where the Terrans got more than they bargained for on a Skinny planet. I dedicate this variant to all you eightfoot tall yellow nudists living in the interstellar commune

    First, some additional Humanoid units, then rules to cover them in existing scenarios as well as a scenario designed just for them.

    1.Heavy Weapon- Nuclear Missile Launcher (NML). *Attack: six missiles with a range of 10 and an effect of a Terran NUC rocket launcher.

    2.Ground Effects Troop Transport (GEV) - may carry 3 Humanoid Warriors or Workers. Loads and unloads as a Terran Air Car (see New Rule #l). May be attacked byDAPs and DARs.

    3.Scout Ship (SCT)- must start game on spaceport hex, and may not attack until after leaving spaceport.Attacks: Beam (as in Humanoid Heavy Weapon) or ONE Nuclear Missile (range: 15, effect: as Arachnid Scale 3 NUC demo).*Moves 25 but not less than 10 PLUS a second movement of 12 and not less than 5 at the end of the turn as in Terran Extended Jump Phase.May carry one Warrior or Worker as GEV. Not subject to DAPs or DARs unless loading or unloading.

    4.Warship (WRSP)- in spaceport hex only. Increases odds ratio by one for space defenses (New Rule #2). Each Warship contains 2 Scout Ships, l GEV, and 12 Warriors.

    Any or all of these units may be released at any time.

    5.Transport Ship (TRSP)- in spaceport hex only. Each Transport Ship holds 1 Scout Ship, 8 Warriors, 16 Workers, l GEV, l NML, l Heavy Weapon-Beam and 1 HeavyWeapon-Missile. They release as in the Warship.Note: Spaceships take damage as Terran Retrieval Boats and are worth twice the victory points as heavy weapon units. GEVs are considered Heavy Weapons for victory points.Transports and Warships may unload GEVs and/or Scout Ships loaded with Warriors or Workers. There is a 1 in 6 chance that they are holding only half the normal amount ofHumanoids and equipment (if only one type of unit is called for, there is a 50% chance it is there). Roll separate die rolls for each ship.

    NEW RULE #l:Humanoid Workers and Warriors may capture an immobilized MI and load the captured unit into a GEV. Only two Humanoids may be carried with the captive. The MImay be kept in the GEV or unloaded in any hex. If the GEV is eliminated in close combat, the MI is rescued on a roll of an l or a 2, otherwise it is destroyed with the GEV. Subtract l foreach odds ratio over 6 to l (ex. 8-1: subtract 2).

    NEW RULE #2:Spaceports have a ground to air defense and a ground to space defense. Any MI unit that drifts within 10 hexes of a spaceport hex is attacked at 3 to l odds at the start ofthe Humanoid turn by the space defense. Terran Retrieval Boats suffer a 2 to l attack. Any Air Car that flies within 3 hexes of a spaceport hex is attacked at 4 to 1 odds by the air defense.Note: NUCed spaceport hexes do not count as spaceport hexes.

    NEW RULE #3:In Scenario 1 and in all other scenarios where the Terran player gets -l victory points for eliminating a worker, the Terran is awarded -3 points for each spaceport hex

    they NUC, and -10 points for each city hex they NUC.

    How many of these new units should be used? There are two answers: number one and number two.The first adds Humanoid units for each scenario thusly:SCENARIO ONE: l NMLSCENARIO THREE: l NML, l GEV, and l WRSP (full to capacity)SCENARIO FOUR: 1 TRSP (halved capacity) and delay Terran entry one turn.The Second Way: For each scenario with the Humanoids, roll for extra units at the start of the 1st Humanoid turn after Initial Drop. Any space defense attacks are then rolled.

    Die Die

    Roll UNITS Roll SHIPS1. 1 GEV & 3 Warriors 1. Scout Ship

    2. 1 NML 2. Scout

    3. 1 NML & a GEV & 3 Warriors 3. Scout

    4. 1 Ship 4. Warship

    5. 1 Ship 5. Warship

    6. 2 Ships (separate rolls) 6. Transport

    AND NOW "EAT DIRT EARTHMAN," THE NEW SCENARIO!

    Terrans tried to forget the day when 1

    st

    Platoon, C Company, 1

    st

    Battalion, 2

    nd

    Regiment hit Skinny-8 in the Terran offensive vs. the inner Humanoid systems. They were forever known asThe Lost Platoon.

    FORCES:Terran: 1 Platoon of Mobile Infantry with 12 DAPs, 6 DARs, 12 HE launchers, and 4 NUC launchers.Humanoid: Force A: 24 Warriors, 6 HW-beams, 6 HW-missiles, 2 NMLs, 9 Workers, 12 Strong Points, 8 Decoys, all six Critical Installations, and 3 GEVs.Force B: l Warship and l Transport (both full to capacity).

    SET UP:Humanoid set up first. Force A: anywhere on board. Force B: spaceport. Move second.Terran set up second via Initial Drop Procedure . Move First, must be retrieved by end of game.

    GAME LENGTH:14 Turns.

    VICTORY CONDITIONS:Terran: Destroy all Critical Installations.Humanoid: Prevent more than 10 Terran units from being retrieved.NOTE: if neither or both of these conditions are met, victory is awarded to the player with the most points. Tie goes to the Terran.

    Humanoid Victory Points: Terran Victory Points:HVY Damage WIA/KIA Eliminated Not Eliminated

    Scout 1 2 Warriors 1 -Marauder 2 4 Heavy Weapon 3 -Commander 3 7 Ship 6 -for each unit so damaged at the game's end. Power Source 5 -5

    Communications Center 7 -7Water Supply 15 -15

    *64

    10

    0715

    9*1725*

    6*

    0410

    0340

    NML

    GEV

    SCT

    WRSP

    TRSP

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    SCENARIO FOUR AND A HALF: THE SKINNIES STAND ALONE2157.12.22(UC): Emboldened by the success of some Skinny outposts in defeating the Bugs (albeit with Terran help) several Humanoid cities impatiently attempt to oust the Arachnids

    prior to the arrival of Terran reinforcements. The large garrison in the spaceport of the city codenamed "Skinopolis" on the planet "Skinny 6" decided to take arms against their nearby

    Arachnid "friends" and launched a major offensive intended to clear the surface of any bugs and hold them underground until the M.I.'s heavy weaponry arrived.

    On this day the soldiers of the Skinopolis garrison hoped to free the citizens from the yoke of Arachnid oppression once and for all or would this be the day that the warriors of Queen

    Chtel-ha'r-ztl would show the Humanoids who's boss?

    AVAILABLE FORCES:

    Arachnid

    Humanoids

    SET UP:

    Arachnid: Construct tunnel complex. No tunnels within 5 hexes of city/spaceport hexes. Move first.Humanoid: Set up after Arachnid tunnels are constructed. Move second

    GAME LENGTH:15turns.

    ORDER OF TURN:

    1. Arachnid: a. Special Function Phaseb. Ranged Weapon Phasec. Movement Phased. Close combat Phase

    2. Humanoid: a. Movement Phase

    b. Ranged Weapon Phasec. Close combat Phase

    SPECIAL RULES:

    1. Rules for scenarios 1 through 4 are in effect.2. All map terrain features are in effect.3. Both players can use inverted counters.4. Both players attack with the Terran Attack Table.5. Arachnid Warrior, HW, and Worker units can destroy critical installations (per scenario 1 rules).

    VICTORY CONDITIONS:

    The bugs need to occupy the city to assert their dominance, and if possible block the spaceport to prevent reinforcements landing by spaceship. Property damage is also an objective.The Skinnies need to clear their city and keep the spaceport open, hopefully Terran or Humanoid troops will arrive soon.The side with the most points at the end of the game wins. A tie is a tie!Victory Points are awarded as follows:

    Arachnids receive:2 points at the end of every Humanoid turn in which there are undisrupted Arachnid Warriors or HW unit(s) in the city.5 five points at the end of every Humanoid turn in which there are undisrupted Arachnid Warriors or HW unit(s) in the spaceport.3 three points for every critical installation destroyed.

    Humanoids receive:1 point at the end of every Humanoid turn in which there are no undisrupted Arachnid Warrior or HW units in the city.2 points at the end of every Humanoid turn in which there are no undisrupted Arachnid Warrior or HW units in the spaceport. Make this Five points if the last turn.1 point for every Arachnid Warrior or HW unit destroyed.

    PLUS: HE Demo x25631 011 1883

    25 25 5

    6

    232 984 1244 012

    25 11 6 14 11 3 8

    6 10

    2 1

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    THE GENERAL Volume 13 Number 6

    SAGA OF THE BUG WARBy Richard Hamblen

    The story of the First Interstellar War, 2156-2161 A.D.

    (also known as the "Bug War"), is actually many stories,

    not all of them covered in the book and or game

    STARSHIP TROOPERS. It is the story of Grand Strat-

    egy, of great troop movements and competing societies,

    and it is the story of individual mobile infantry troopers

    such as Juan Rico, all within the context of a clash of al-

    ien races.

    One of these stories is the story of the Mobile Infantry

    platoons, the story of the teams of troopers that had to

    win the war in thousands of small actions - victories and

    defeats. This story is one of the major themes of the book

    STARSHIP TROOPERS, and is the basis for the same

    game. In the book, however, the story is told as the

    platoon evolves during the course of the Bug War, losing

    troopers in combat, developing new leaders and officers,

    and adding recruits to make up their losses. The Mobile

    Infantry platoon is a living entity that loses efficiency

    with its casualties but gains it back with experience, new

    leaders and transfers.

    This variant is designed to simulate these fluctuations

    and follow a platoon - the "Roughnecks" - through the

    course of the Bug War, by stringing the scenarios in

    STARSHIP TROOPERS together into a campaign game,

    with the "Roughnecks" progressing from scenario to

    scenario, and with new rules that cover the problems of

    losing leaders and troopers and having to replace them

    with new leaders and untried recruits.

    VARIANT RULES

    I. THE CAMPAIGN GAME

    The players play Scenarios 1,2,3,4,5A,6 and 7, in thatorder, with the same player playing the Terrans for allseven scenarios. Scenario 5B is skipped. (I know, Iknow, the "Roughnecks" were not at Sheol nor Skinny-5,but these battles represent the battles the" Roughnecks"did take part in but which are not described in the book.)A.The Victory Conditions of each Scenario are used todetermine the winner of that Scenario, as usual. Theplayer who wins a majority of the Scenarios wins theCampaign Game.B.Between Scenarios, the Terran player must replace allhis KIA and WIA losses with recruits, as explainedbelow.C.All rules and Scenario Addenda are in effect and, in

    addition, Special Variant rules have been included, asexplained below.

    II. CASUALTIES AND RECRUITS

    At the end of each Scenario, the Terran Player must

    replace all of his WIA and KIA casualties with"recruits," representing the addition of untried StarshipTroopers fresh from training camp.A.When making out a new Terran Control Sheet for thenext Scenario, indicate with an "R" each unit that wasKIA, WIA, or non-retrieved during the last Scenario.Thus, if Marauder F7 was WIA, an "R" would be writtenin the "F7" location on the Terran Control Pad for thenext Scenario.1.If a SCOUT is KIA or WIA, place an "R" in the box

    of any other non-recruit Marauder in the Scout's squad,instead; never place an "R" in a Scout's box (it isassumed that Scouts are elite troops, and that lossesamong Scouts will be made up by shifting a Marauderinto the Scout slot - but then a recruit must replace thetransferred Marauder). lf there are no non-recruitMarauders in that squad, then use any non-recruitMarauder in that Section; if there are none in the Section(boy, are you in trouble!), any non-recruit Marauder inthe platoon.2.Similarly, if a Command unit has been KIA or WIA,place the "R" in a Marauder's box in the appropriate unit:within the Section for a Section Commander (ifpossible), or any Marauder in the Platoon if a PlatoonLeader is lost. It is assumed that the new Commander hasbeen made available either by promotion within the

    ranks, or through transfer, but at the expense of aMarauder who must be replaced. (However, changing

    Commanders has an important effect in other ways - seethe next section of the rules.)B. When a "recruit" first attacks or is attacked in anyway, the Terran Player must roll a die and consult the

    table below:

    ROLL COMBAT VALUE

    1-3 4-6-6 (full value - use no recruit counter)4 3-6-55 4-6-6 (full value - use no recruit counter)6-7 3-6-5

    8 3-5-49-10 2-5-3

    1. It is assumed that he attacks or is attacked, theunpredictable quantity that is the recruit will have a"moment of crisis" that will determine how well he willfight for the rest of the Scenario. For the rest of the Sce-nario, that recruit will have the attack, defense andmovement allowances indicated above under "COMBATVALUES" - these values are also used in the attackwhich triggers the "moment of crisis."2. When a recruit undergoes his "moment of crisis,"place a "RECRUIT" counter with the combat valuesindicated by the die roll on top of the recruit Marauder'scounter. The factors on the recruit counter are the factorsthat Marauder has for the remainder of the Scenario. Atthe same time, circle the "R" in that Marauder's box, toindicate that the recruit has already undergone his "mo-ment of crisis" and does not have to roll again, ever.3.When rolling the die, add 1 to the die roll for eachPlatoon Leader, Assistant Platoon Leader, SectionLeader (in the Recruit's section) or Assistant Section

    Leader (in the recruit's section) who is either KIA, WIAor "incompetent" (see below) at that moment.B.At the end of the Scenario, roll for each of the recruitswho have not yet had a "moment of crisis," place the

    appropriate RECRUIT counters and circle their "R's".DO THIS FOR ALL RECRUITS WITH THEPLATOON AT THE END OF THE SCENARIO,WHETHER THEY TOOK PART IN THE SCENARIOOR NOT.C.After all recruits already with the platoon have hadtheir "moment of crisis", and before the next Scenario'srecruits are added, replace each RECRUIT counter withthe next highest RECRUIT counter (to indicate theseasoning the new Marauder has gained by experience).Recruits that survive will thus gain one level eachScenario until they are full-strength Mobile Infantrymen.1. When making out the control sheet for the nextscenario, indicate the surviving recruits by a circled "R"

    and write down their combat values for that scenario. Astested recruits, they will not have to roll for a "momentof crisis" in the new Scenario.2. When a recruit becomes full strength, whether bygaining levels between Scenarios or because he rolledwell at his "moment of crisis," the RECRUIT counter isremoved and he is a full strength Marauder again; no "R"is placed in his box subsequently (unless he is lostagain).3. Marauders remain "recruits" until they reach fullstrength; an "R" cannot be placed in a box if there isalready a circled "R" in that box.

    D.Each Marauder is at full strength the first time it isused in the Campaign Game.E. Recruits cannot be transferred between Squads andSections except as required to replace Scouts andCommanders.F.In Scenario 4, the Terran player may choose either of

    his sections as his strike force; similarly, the Terran may

    select any of his Squads to be "Force B" in Scenario 5A.G.In addition, the Terran player should keep track of allthe WIA he manages to recover (retrieve) during eachScenario. For every WIA he retrieves, he gets one full-strength Marauder, instead of a recruit, to replace avacancy between Scenarios.

    III. COMMANDERS

    A. The Terran player must roll one die every time aLeader or Assistant Leader must be replaced. If a "6" isrolled, the leader is "incompetent," and this is noted onthat Commander's box on the control sheet for the nextScenario. This is done at the same time that new recruitsare being brought into the Platoon.1.At the end of each Scenario, the Terran player mayturn one of his "incompetent" Leaders into a normal,competent Leader; the Terran player may choose which,if he has a choice.

    B. EFFECT OF LEADERS:

    1.As explained for recruits, above, a recruit must addone to the die roll for each incompetent (or KIA or WIA)Section Commander in his Section and 1 for each incom-petent (or KIA or WIA) Platoon Commander in hisPlatoon at that recruit's "moment of crisis."2.In addition, each turn that ALL of the Command units

    in a Platoon are KIA, WIA, "incompetent," or captured,

    the Terran player must roll a die for that Platoon. Thenumber that he rolls identifies the Marauders in thatPlatoon that CANNOT MOVE THAT TURN! Forexample, if he rolls a "6", counters A6, B6, C6, D6, etc.in that Platoon cannot move in that turn. These countersmay still attack normally. (If they couldn't move anyway,then there is no penalty; he does not have to roll again.)

    IV. SPECIAL RULES

    The above rules will affect play balance drastically, sothe following rules have been added to aid the Terranplayer - and, incidentally, to introduce a little more of theTerran Weaponry mentioned in the book.

    A. NEODOGS

    Add the "NEODOG" counters to the Terran forces inScenarios 3, 4, 5A, 6 and 7.1. NEODOGS move through terrain paying the

    HUMANOID terrain penalties; however, NEODOGSmay travel on AIRCARS at no cost, in addition tonormal AIRCAR capacities.2.NEODOGS land using the INITIAL DROP procedure;each NEODOG must land with a M.I. unit specified

    before the start of the Scenario (example: the Terranplayer indicates that one of the NEODOGS will landwith Marauder F3; during the drop, the NEODOG landsin the same hex as Marauder F3.)

    3.NEODOGS cannot destroy Critical Installations, butthey do cause enemy units in the same hex to be turnedface up at the end of the Terran turn.

    B. THE HEAVY WEAPONS BRIGADE

    Lacking any firm descriptions in STARSHIPTROOPERS about the "Heavy Weapons Brigade," wecan only guesstimate:

    1. HEAVY TANK. Treats terrain like Humanoidinfantry. May not enter tunnels.

    2. ARTILLERY. Ranged weapon; moves throughterrain like Humanoid units. May not enter tunnels.

    3. BORER. This unit may move on the surface orthrough tunnels. On the surface, it pays terrainmovement costs like Humanoid infantry. The BORERenters and moves through tunnels like Mobile Infantryexcept:a. A BORER may move through enemy occupied tunnelsat the normal rate - it does not have to stop; andb. A BORER can move through and, re-open collapsedtunnels at its normal movement rate. When a BORER

    enters a new tunnel hex, the Arachnid player mustannounce the orientation of all open and collapsed

    tunnels entering that hex; the BORER can move througheither open or collapsed tunnels, and as soon as theBORER has passed through a collapsed tunnel, thattunnel is open for all subsequent Terran and Arachnidmovement.

    4. BREACHER. This unit pays terrain costs likeHumanoid units while moving. It cannot enter tunnels,but it can make breaches exactly like Combat Engineers:in effect, it is a heavily armored Combat Engineer unit.5.Each Heavy Weapons Brigade comes equipped withtwo retrieval boats (use blank counters for these, ifrequired). Heavy Weapons units must land via the "softlanding" technique, no more than four units per retrieval

    boat; the retrieval boats need not land in the same hexnor at the same time.6. The Heavy Weapons Brigade is available forScenarios 5A, 6, and 7 only.

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    C. SPACESHIPS1.This rule re-creates the effect of spaceships in orbitpassing over the battlefield during the battle.2. Before the start of the Scenario, the Terran playermust write down the path and turn number that thespaceship will use when passing overhead.a. The path must be a straight line directly along thegrain of hexes, crossing each hex side at a 90 degreeangle like tunnel segments. The route must be a straightline extending from one edge of the board to anotheredge; the route may be in any of the six directions thatfollow the grain of the hexes. The player should drawthis route on his control pad map.b. The Terran player must also indicate the turn thespaceship will pass overhead, and which end of its routeit will enter the board.c. The spaceship may enter the board one turn, stop

    along its route, and then finish its pass the next turn.(This indicates that the turn ended before the spaceshipactually completed its path; the spaceship does notactually stop in orbit.) If the Terran player wishes for thisto happen, he must indicate the hex the spaceship willstop in on his control sheet before the start of the Sce-

    nario.3.Effects of spaceships:a. Each enemy unit in a hex the spaceship passes'through or passes adjacent to is turned over at the end ofthe Terran turn (orbital reconnaissance).

    b.Each spaceship may fire nuclear rockets that attacklike Arachnid demos into any hex along their path or intoany hex adjacent to their path, as they pass overhead.Each spaceship has a total of 3 Scale-3 nuclear demosand 3 Scale-6 nuclear demos: they must be fired whilethe moving spaceship is in or adjacent to the hex to beattacked. These demos may be used regardless of thepresence of Terran units in the hexes affected.4.The spaceship enters the board and moves and attacksat the end of Terran movement that turn, but beforecombat or extended jumps.5.The Terran player gets one spaceship pass in each ofthe following Scenarios: 1 (no nuclear attacks from spaceallowed), 4, 5A ,6 ,7.

    D. BUG SPACESHIPS1. Bug spaceships must be pre-recorded like Terranspaceships. They enter the board, move and fight at theend of all other Arachnid movement, before CloseCombat.2. Arachnid spaceships reconnoiter from orbit likeTerran spaceships, only on the Arachnid turn.3. Arachnid spaceships may NOT fire nuclear demos;they execute their attacks in a different fashion.

    a. Each Bug spaceship carries 6 "scrambler" missiles,which it may launch in any hex it moves through, one ormore per hex.

    b.The "scrambler" missiles do not move nor attack onthe turn they are launched.

    c. On every turn after they are launched, each"scrambler" missile moves during Arachnid movement.It must always move towards the closest Mobile Infantrycounter on the board, (with the Arachnid player choosingdirections in case of ties), and as soon as it enters a hex

    with a non-KIA Mobile Infantry unit (Marauder, Scout,Leader, or Assistant) it must stop.d. During the Arachnid Close Combat phase the"scrambler" missile must execute an attack against thetop Mobile Infantry unit in its hex (if any).e.A "scrambler" missile may be attacked normally byRanged Combat or Close Combat. Ignore "DISRUPT"results - they have no effect.f.Each scrambler unit is removed from the board when itattacks or is eliminated by enemy attack. Otherwise, itremains on the board.4.The Arachnid player gets one spaceship pass, in eachof the following Scenarios: 2,4,5A.

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    THE GENERAL Volume 13 Number 6

    AND NOW A WORD FROM YOUR LOCAL PLAYTESTERSTARSHIP TROOPERS EXPANSIONby David Fram

    There are good jobs and there are bad jobs, butplaytesting must be characterized as 'bittersweet'.To an avid wargaming fan, it is invigorating to beinvolved with a game on a very close and personal levelfront the roughest beginnings to a finished product. Whileunobvious to other wargamers, a playtester can see thefruits of his labor in many small refinements in thefinished game. Playtesting is also a lot of hard work. Inthe Avalon Hill developments system, the emphasis inplay testing is on TESTING. That's quite a bit differentfrom simply playing the game. And for the most part,except for a small mention in the game's credits, it isthankless work. But playtesters make games work.For that, gamers all over the world owe them a generoustip of the hat. Let us go better than that by shedding somelimelight on one stalwart playtester, Dave Fram, adisplaced Interest Group Baltimore veteran who didyeoman service in developing SST.Let's see what Dave would have added had HE been thedesigner of record:

    Rules Addition for Scenario Tourney-3:

    "III. C. 4. (optional) Final Fire for Alien Heavy WeaponsUnits:a. During the Terran movement phase or extended jumpphase, if the Terran player wishes to move into a hexwhich contains an Alien Heavy Weapons unit, he muststop and announce his intentions before completing hismovement for that unit. The Alien player has the optionto fire on that unit about to enter its hex.b. If the Alien unit has fired in the previous turn's RangedWeapons phase, before it fires, it must roll a single die onthe HW Final Fire Chart to determine what happens to theHeavy Weapons. If disruption is indicated, the unit isdisrupted before it undergoes any type of Terran attack. Ifundisrupted, it may attack the Terran unit normally. If theunit did not fire in the previous RW phase, it may alwaysfire normally.

    c. If the Alien player can fire in the Terran movementphase, he may then attempt to fire again in the next Alien

    Ranged Weapon phase, with the following addition: TheAlien player must subtract one from the die roll for everyadditional consecutive Terran Movement of AlienRanged Weapons phase he attempts to fire that unit.Thus, the Alien player may try to fire in succession for asmany times as he thinks his luck will hold out. Note,though, that the Alien player may only fire once per phasefor any one Heavy Weapons unit."

    H. W. Final Fire Chart

    Unit Type Die Roll EffectH.W.-Beam 1-2 DisruptionH.W.-Missile 1-3 DisruptionH.W.-Arachnid 1-4 DisruptionDisruption effects: the disruption lasts until the end of thenext phase that could possibly allow Ranged Weaponsfire. i.e. if an Beam fires in its Ranged Weapons phase,then attempts to fire again in the next RW phase, and rollsa 3, it will be disrupted till the end of the succeedingRW phase.

    Scenario Tourney-3: Harassment of the Skinnies

    2157.09.07 (UC): After 'Bughouse', the Terrans decided to mount an offensive against the Humanoids (see Scenario 3: Skinny-5). While the main attack came against the inner home

    planets, several platoons were detached for raids to tie up communications and possible reinforcements. Terran intelligence discovered that the Skinnies had started a pair of bases in a

    system which was uncomfortably close to Sanctuary during the Terran hiatus following 'Bughouse.' Since Sanctuary was of such importance and secrecy* the High Command decided

    that both bases must be destroyed, but with a minimum of force, for any excessive force might alert the Skinnies that they were close to something very important to the Terrans. It was

    decided to use the coming offensive as a cover for Operation 'Cleanup'.

    The plan was not easy, it required that one section of a platoon be soft landed out of sensor range of the first bases planet, with the M.I.'s 'legging' it in to attack at the same time as theother section dropped on the other planetary base. As H-Hour approached, 1stSection, 3rdPlatoon, F Company, 3rdBattalion, 3rdRegiment, 2ndM.I. Division (Mc Farland's Highlanders)

    prepared for the most strategically important (and secret) "diversionary action of the First Interstellar War:

    AVAILABLE FORCES:

    Terran: Humanoids:

    PLUS: HE Launcher x8

    NUC Launcher x2

    SET UP:

    Humanoid: Set up first, within the restrictions of the special rules, move second.

    Terran: Set up second, as per Initial Drop Procedures. Move first.

    GAME LENGTH:10 turns.

    SPECIAL RULES:

    1. The Heavy Weapons Final Fire optional rule is in effect, along with all regular and optional rules which are pertinent.2. Critical Installations and City/Space Port hexes may be destroyed by firing a NUC launcher into the hex.3. Only the following hexes are City hexes: II 6-9, JJ 5-9, KK 3-10, LL 2-9, MM 3-5, 8, 9.4. At least one Power Installation must be placed in Rough terrain with a clear LOS/F to any City hex which must be designated after the Terran player has completed his Dropprocedures. (This power station is a geo-thermal unit which is temporarily supplying the power of the small base while a fusion plant is being built. It transmits its power by way of a highpower laser which is collected at a special receiving complex in the 'city'.) Within an area of 6 hexes from the receiving hex, the Humanoids may use the power plant as a Heavy Weaponsunit, with these characteristics:a) The Range is unlimited.b) The Attack Strength is 20.c) The following die rolls are necessary to destroy the unit:

    Attacking Weapon Die Roll

    HE launcher 1DAP 1-3DAR 1-4

    NUC launcher Automatic

    VICTORY CONDITIONS:The player with more points at the end of 12 turns wins.

    Terran: Terran receives points for each of the following:1 pt. for each city hex destroyed.2 pts. for each city hex controlled.*5 pts. for each spaceport hex controlled.*6 pts. for each communications center destroyed.5 pts. for the nonspecial power station destroyed.13 pts. for the special power station destroyed.4 pts. for each HW-Beam destroyed.6 pts. for each HW-Missile destroyed.

    Humanoid: Humanoid player receives points for the following:2 pts. for each spaceport hex controlled.*1 pt. for each city hex controlled.*3 pts. if the special power unit is undestroyed.

    Unit type HEAVY/WIA KIA

    Scout 1 3Marauder 2 4Command 3 6

    *NOTE: A controlled hex is one which is occupied or last occupied by a friendly functional unit.

    2322610 466 2310 984 1244 012

    3 21 3 4 3 14 4 4 6

    10228

    6 10

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    THE GENERAL Volume 13 Number 6

    SOLITAIRE TROOPERSBy Jay Reese

    STARSHIP TROOPERS is an excellent game for solitaire play, provided certain random factors are introduced into the game.In the suggestions given below, it is assumed that the solitaire player will take the side of the troopers.

    Introducing Random Factors into Tunnel Complexes.

    Step l. Draw five or more tunnel complexes on as many master sheets, using various locations.Place mines. Use colored pencils or pens and give each separate brain a different colored tunnel (for instance A yellow, B blue, C red, and so on).Step 2. Turn the master sheets over, mix them up, and pull out one at random. Put the rest away sight unseen for future games.Step 3. Before turning the chosen master sheet over, place an opaque sheet of paper or light cardboard under it, and turn them both over at once so the tunnel complex is completelyhidden.Step 4. Cut a sheet of 8-1/2/11 opaque paper to fit the master sheet. At random, cut a circle in it, about the size of a quarter.Step 5. After you have begun the game, and the troopers have made their initial landing, place the sheet with the cut-out circle on top of the master sheet, pull out the middle opaque sheetthat was on the map, and you will have a view of a small portion of the master map. Secure with paper clips. There may or may not be an Arachnid tunnel showing. If there is, place aBreach counter on the corresponding place on the board, and mark the master sheet as well. If not, cut another circle in a different location.Step 6. Each turn when the Arachnids move, enlarge the circle by cutting a square three hexes on a side along each end of the tunnel that is showing. Make more breaches as necessary.Step 7. To randomize the Arachnid entry from the Breach, turn all of the counters for that tunnel face down. Roll a die. The number is the number of Bugs emerging from the Breach thatturn.

    Rules for Arachnid movement and combat.

    Warriors always move toward the nearest trooper counter. (Exception: One Warrior must always remain within the tunnel or on the Breach.)Automatic Weapons fire at Command troopers first, scouts second, and others taking the lowest number first. Workers shield Automatic Weapons first, Warriors second. Arachnids neverretreat (Exception: If troopers are ready to enter a Breach or have already entered it, all Warriors from that tunnel immediately head for the Breach and give battle to any troopers foundinside.). A mine will automatically fire whenever a Trooper counter is on it .Automatic tunnel extension: Arachnid engineers automatically enlarge tunnels that are visible by extending them further into the visible areas, toward the nearest troopers.

    Introducing Random Factors on the Trooper Side.

    To guard against a subconscious recollection of possible Arachnid tunnel locations, randomize the drop location(s). Choose six or more possible drop locations and write the hex numberof each on a small piece of paper. Take one piece at random and without looking at it, place it in an envelope.

    Destroy the others without looking at them. (This can be done either before or after the tunnel complexes are drawn). When the game starts and a drop is to be made, open the envelopeand use the designated location as the center point of the drop.If there is to be a second drop or soft landing, choose a second piece of paper before destroying them and place it in another envelope.Randomize the pickup location the same way, to guard against subconscious movement of Arachnid counters toward (or away from) a pickup hex before the turn in which the beacon is

    to be dropped.

    Final Comments.

    Enlarging the circle on the paper precludes the use of Special Talent or Listening Devices. It assumes the presence of LD or ST at the circle itself.If you want to make use of ST and/or LD, do not enlarge circles until an ST or LD is present within the circle area. (I have found, however, that doing this works to the detriment of theArachnids).Should a tunnel be entered by a trooper, then the circle will automatically have to be cut in the direction the trooper goes.If you should find that despite these random factors, the Arachnids always lose, alter the victory conditions. For example, in Scenario Five-B, give the Arachnids two points (instead ofone) for each MI or CE unit KIA or destroyed.By using the above ideas, a solitaire player can have an exciting and interesting game. STARSHIP TROOPERS is an excellent game for either the solitaire player or a number of players.It introduces new concepts and is an imaginative and very playable game. AVALON HILL is to be congratulated for the new format for the rule booklet, which makes the game easy toplay. If you haven't bought one yet, do so when you can.

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    THE GENERAL Number 1 Volume 15

    MISSION SCENARIOSBy Arnold Hendrick

    Lieutenant, you're detached to the Corvette Novgorod,with the 3rd Platoon. Sealed mission orders are waitingfor you on board. Don't forget to requisition the specialequipment and support you'll need after you read theorders." The Colonel stood up, "Good luck, son, andbring'em all back!"

    One of the real tests of military judgment is being able toaccomplish the mission assigned.Furthermore, this mission must be accomplished inrelative ignorance of the enemy strength. The "missionscenario" system presented here approaches this ideabetter than the simple straightforward scenarios given inthe STARSHIP TROOPERS game, and provides for over100 variations, so that it is almost impossible to get thesame mission on the same planet, and even less likely tobe facing the same enemy.The operation of the system is very simple:1) The Terran player draws one card, secretly and atrandom, from a deck of 52 playing cards (no jokers). Thiscard indicates his mission, and the type of planet he willbe landing on.2) The Terran player informs his Arachnid enemy of thetype of planet, and may be obliged to inform him of

    certain restrictions, in the case of some missions. Fromthis information, the Arachnid can narrow down thepossible Terran missions, but the exact Terran mission

    won't be revealed until the end of the game. Furthermore,only the Terran player knows the time limit of the game,which can range from ten to thirty turns. (The planettype/mission code letters should be jotted down secretly

    and the card returned to the deck.)3) Both players now select their forces. Players havemuch greater selection ranges than in actual scenarios, sothat the Terran player can equip himself as needed, whilethe Arachnid player can form "incomplete" hivecomplexes (with fewer than the full number of brains,workers, warriors, heavy weapons, and/or engineers).Play balance is maintained by a point system, whichcompares the "value" of the player's initial force to whathe accomplished, and relates this to the enemy forces.Although opposing sides don't know what the enemyselected, if it turns out you have twice the force theenemy does, to just draw the game, you must do twice asmuch damage as you suffer, etc. In other words, if a

    player selects a big, powerful force, he must do acorrespondingly superior amount of damage to theenemy, or he will lose. In game terms,the net result is that it is easier and safer to command asmall force than a large, providing a balancing factor onthe impulse of every commander to fit himself out withevery weapon he can find.

    4) These scenarios assume that the primary opponents arethe Terrans and Arachnids. In the "Early War" period, theHumanoids are considered Arachnid allies, and in mostcircumstances can fight with them, or instead of them. Inthe "Late War period, the Humanoids are Terran allies

    instead. A few rule changes and additions are necessaryto maintain balance throughout these mission scenarios.

    Point Values

    Before the start of the game, each player must calculatethe overall value of all the forces he has selected. This isthe "initial army value" for that side, and includes the

    value of any Humanoid allies serving with a player.At the end of the game, each player tabulates his "finalvictory value," based on the damage he inflicted on theenemy (and any enemy allies). This includes damage,wounding and killing enemy units, prisoners, destroyedinstallations, etc.Overall victory levels are determined by the followingequation (see below). In the equation "TI means Terraninitial army value, "TF = Terran final victory value, "AI"= Arachnid initial army value, "AF = Arachnid finalvictory value.

    (TF) x (AI)-------------- = Victory Level(TI) x (AF)

    Victory levels use the following scale to determine thetype of victory won:2.00 or more Terran decisive victory1.50 to 1.99 Terran recognizable victory1.15 to 1.49 Terran marginal victory0.88 to 1.14 draw

    0.67 to 0.87 Arachnid marginal victory0.51 to 0.66 Arachnid recognizable victory0.50 or less Arachnid decisive victory

    With many missions, the Terran player has a secretvictory requirement. He must accomplish certain goals, orhe is unable to win a victory. If he fails therequirement(s), the best he can do is accomplish a draw.The Terran player also has an indication of whether hemust "retrieve" his forces by boat, or get them into a safe

    planetary perimeter. Forces that are not retrieved or

    within a safe perimeter by the time limit are consideredcaptured by the Arachnid.EXCEPTION: Any Humanoid allies with the Terransneed only be retrieved if the scenario requires retrieval.

    Extend Multi-Scenario Play

    Players may wish to maintain a "Combat File" forthemselves, recording victories and defeats, just as a real

    officer would. A decisive victory is worth +5, arecognizable victory +3, a marginal victory +1, amarginal defeat -1, recognizable defeat -3, and decisivedefeat -5. A player should keep a running total of his "filepoints," and the number of "missions" he has performed.The overall total indicates his current rank, while theaverage score indicates his general combat ability.The Terran player should assume that the platoon leader(PL) man represents himself, and the PL should alwaysbe used. The Arachnid player should select any onemaster brain, and consider that to represent himself (exactmaster brain should be listed when planning out the hivecomplex). If a player is only using Humanoid allies, he isrepresented by the Humanoid Leader. If a player'spersonal representation is killed or captured, he isconsidered "out of the war" and a new record must bestarted. If a Terran suffers a WIA, he must roll a die:1,2,3 he is so badly wounded he can never return to

    combat; 4,5,6 he recovers.For those who like a specific rank representation, forevery +4 total file points accumulated, a Terran playeradvances one level in rank. Rank levels are: 3 rdLieutenant, 2ndLieutenant, 1stLieutenant, Captain, Major,Lieutenant Colonel, and Colonel. A total of 50 pointsmust be accumulated before he advances to General, thehighest rank. The Arachnid player can conjure upequivalent ranks for himself.

    Optionally, the amount of forces a player may use couldbe related to the rank he has achieved so far. A Terran 3rdLieutenant is represented by only a section leader, andcannot command more than three squads, and no morethan two engineer squads. A 2nd Lieutenant is allowedone full MI platoon, and up to one Engineer section. A 1stLieutenant can use up to nine squads of MI, but no morethan one full Engineer section. A Captain may use anyquantity of troops, limited to those available in thecounter mix.

    Similarly, an Arachnid player would have to have a rankequivalent to 1stLieutenant before he could use two hivecomplexes, and equivalent to a Captain for three hivecomplexes.There would be no limits on use of Humanoid allies,regardless of rank, but the overall number of heavyweapons units allowed to the player could not exceed his

    current number of file points, save that a minimum of

    four heavy weapons would be allowed regardless of thefile number.If a player reaches down into the two-digit negativenumbers (-10 or worse) it is likely he would be cashieredand replaced with a new "personality."Actually, any player who drops below zero should beallowed to drop that personality and start a new one.

    TERRAIN TYPES:

    Planetary Geoforms

    - Type A Planet:

    (Arachnid). No Humanoids allowed. All terrain considered Savannah, no roads.

    - Type B Planet:

    (Barren, modified). Barren terrain only costs aliens 1 MP to enter per hex. In late war scenarios only, no Humanoids allowed, roads do not exist, and city/port hexes are consideredSavannah.- Type D Planet:

    (Desert). Rough terrain is considered barren instead, does not affect ranged weapons. City is considered ruined, equivalent to rough terrain, but the four space-port hexes are still intact

    city/port hexes. No more than 100 points of Humanoids allowed, and no water, power or communications installations, or Humanoid fortresses, are allowed.- Type G Planet:

    (Gas Giant). Thick and totally poisonous atmosphere. All terrain considered rough ground, no roads. All Terran MI drops and beacon drops must roll twice each for individual unit drift.All Terran WIA are automatically considered KIA instead, as atmosphere kills any men whose suits are opened. Special talent may not be used on this planet.- Type H Planet:

    (Humanoid). Humanoids MUST be used. No terrain modifications.

    - Type M Planet:

    (Mountainous Mining). All savannah and city/port hexes are considered barren terrain, no roads.Arachnids allowed one extra engineer per queen, assigned to any combat brain in that queen's complex (allowing one brain per complex to have two engineers). Engineers must workseparately, and individually.Terrans lose their extended jump movement phase, may not use extended jump movement.Terrans must roll twice for each individual unit drift, for MI initial drop and beacon drops.

    - Type O Planet:

    (Ocean). Barren ground is actually the "great red ocean." Ocean costs 3 MP for aliens to enter, 6 MP for Terrans, and blocks ranged fire similar to rough ground, since "Ocean" operationsactually occur on the floor of the ocean (not the surface of the "water"). Note that MP costs prohibit the Terran from making an extended jump move into an ocean hex, but do permit himto jump out into a non-ocean hex. Ignore all roads in ocean hexes.Arachnids may tunnel freely under the ocean, but cannot open a breach in the primary tunnel segment. All Terran HNG bombs are rendered useless in the ocean, unless exploded with anEngineer demolition charge. Humanoid installations and fortresses may not be deployed in the ocean, and no Humanoids may start in ocean hexes (although their heavy weapons may

    enter it) .- Type R Planet:(Rolling non-mountainous ) All rough ground costs 2 MP for all units to enter, instead of 3 MP.- Type T Planet:

    (Terran). No Humanoids are allowed. Barren terrain is considered savannah instead.

    - Type W Planet:

    (Wet). Non-road savannah hexes are marsh, cost 2 MP for aliens or Terrans to enter. Roads are dike transportation lines, and block ranged fire between marsh hexes (do not block rangedfire if the firer and or target is in a non-marsh hex).

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    Barren terrain is considered highland jungle, 2 MP for all units to enter, and blocks ranged fire like rough or city/port terrain. Roads in the "red jungle" increase movement rate for aliensto normal road rate, but do not affect firing or Terrans. RAD areas demolish jungle, and the RAD hexes are considered Savannah instead.

    EARLY WAR MISSIONS

    A. Raid

    1. Terrans must destroy at least one Humanoid installation, or one Arachnid Brain or Queen, or they cannot win, regardless of points.2. Terrans are not allowed more than three MI Squads, and no more than one engineer section. Terrans must arrive by drop or soft landing, and must retrieve all forces by the end of thegame. Time limit 12 turns unless Terran player is attempting to kill brain or queen, in which case he is allowed 16 turns.

    B. Diversionary Attack

    1. No specific victor requirements.2. Terrans not allowed more than three MI Squads, and no more than one engineer platoon.Terrans must arrive by drop or soft landing, and must retrieve all by the end of the game. Time limit of 10 turns.

    C. Occupation

    1. At the start of the first turn, the Terran must place one or two perimeter markers within 10 hexes of V17: if both markers are used they must be at least 8 hexes apart. Terrans scorebonus of 50 points for each turn there are no alien units on the surface within 8 hexes of each perimeter marker placed (thus Terran could score 100 for each turn marker is in place).2. Terrans may arrive by drop, soft landing, and/or enter overland via any one edge. Must retrieve any units that are not within 8 hexes of a perimeter marker at the end of the game. Timelimit of 15 turns.

    D. Assault

    1. Terran must clear city of all surface units, installations and fortresses at the end of ANY Terran segment, or the Terrans cannot win regardless of points. In addition, Terrans must clearone of the four spaceport landing hexes, and have it clear of alien surface units on the last Terran segment of the game (turn 18).2. Terrans may arrive by drop, soft landing, and/or via the west or south edge overland. Must retrieve any units that are not within 8-hex perimeter of a city port hex at the end of thegame.Time limit of 18 turns.

    E. Capture

    1. Terrans must capture Humanoid leader or Arachnid Brain, and retrieve it from the surface in a landing boat, or they cannot win regardless of points.2. Terrans arrive by drop and or soft landing.All Terrans and captives must be retrieved. Time limit of 16 turns.

    LATE WAR SCENARIOS

    F. Defend Humanoids

    1. Arachnids are on offensive, and may only use offensive demolition charges (no defensive). Arachnid player must be so informed.2. Terrans must maintain at least one operational water, power and communication plant within 15 hexes of the city throughout the game, or kill all Arachnid Queens; otherwise he cannot

    win the game.3. Terrans allowed one MI squad or one engineer unit in city/port hex(es) at the start, plus Humanoids. Other Terrans can arrive by drop, soft landing, or spaceport landing on the 5th turnor any later turn.Terrans need not retrieve units, entire surface of map considered a secure perimeter.

    Time limit of 15 turns.G. Evacuate Humanoids

    1. Arachnids are on offensive, and may only use offensive demolition charges (no defensive). Arachnid player must be so informed.2. Humanoids MUST be used. Arachnid scores no points for destroying any power, water, or communications installations, but is not informed of this until the end of the game. AnyHumanoids, including heavy weapons and fortresses, left on the surface at the end of the game are considered destroyed. Humanoids may be evacuated only in special landing boats,which arrive by beacon or spaceport landing, on the 5th turn or any later turn.

    3. Terrans may arrive by drop, soft landing, and/or spaceport landing. Must retrieve all forces, no secure perimeter on map. Time limit of 12 turns.H. Raid

    1. Arachnids must be informed that there are no Humanoids in this scenario, and that they must have one prisoner cell per brain in each hive complex.2. Terrans must destroy or capture at least one Arachnid Brain or Queen, or they cannot win regardless of points.3. Terrans arrive by drop and/or soft landing. They must be retrieved by the end of the game. Time limit of 16 turns.

    I. Assault

    1. Arachnids must be informed that there are no Humanoids in this scenario, and that they must have one prisoner cell per brain in each hive complex.

    2. Terrans must destroy all queens, or they cannot win regardless of points.

    3. Terrans arrive by drop and/or soft landing. Terrans may either consider the entire map a secure perimeter and use a 20 turn time limit, or have no secure perimeter and retrieve force,and use a 26 turn time limit. Terran must make selection before the start of the game.

    J. Occupation

    1. Arachnids must be informed that there are no Humanoids in this scenario, and that they must have one prisoner cell per brain in each hive complex.2. All other conditions same as the early war mission.

    K. Recover prisoners

    1. Arachnids must be informed that there are no Humanoids in this scenario, and that they must have one prisoner cell per brain in each hive complex.2. Terrans must recover all surviving prisoners from cells, or they cannot win.3. Terrans may arrive by drop, soft landing, and/or overland via any one edge. Map is considered secure perimeter area, but recovered prisoners must be retrieved from the surface vialanding boat before the end of the game, or Terran cannot score victory points for them. Time limit of 30 turns.

    ADDITIONAL SPECIAL RULES

    A. Terran Arrival

    1. MI INITIAL DROP: each MI platoon dropped uses a separate direction of launch and individual unit drift procedure. If parts of a platoon are dropped on different turns, each new turnrequires a new direction of launch, as well as individual unit drift. The exact turn of drop must be specified before the start of the game, in writing (may be kept secret from the Arachnidplayer). Location of MI drops need not be specified.2. SOFT BOAT LANDING: one or more landing boats may transport ANY Terran forces to the surface, using the soft landing procedure, including beacons. Each new turn, a newdirection of launch is required for landing boats, but two boats landing on the same turn use the same direction of launch. The original target HEX and turn of landing for each boat mustbe secretly noted in writing before the start of the game.

    3. OVERLAND: any troops may arrive overland, over any ONE of the four map edges, ONLY if the scenario permits. The edge selected must be noted in writing before the start of thegame. Exact quantity of troops arriving on any turn is at the option of the Terran player.4. SPACEPORT LANDING: in some scenarios, landing boats may use a "Spaceport Landing" instead of normal soft landing procedure. In a spaceport landing, only the turn of arrivalmust be specified. The boat will AUTOMATICALLY land on that turn, without use of beacons, on either hex FF5 or EE7, as the Terranplayer desires. Landing is impossible if anyArachnid demolition charge or Terran demolition charge or nuclear rocket has exploded in the spaceport hex. Ifboth hexes are knocked out, no spaceport landings are allowed, and allboats scheduled to land cannot, for the ENTIRE game. There is no direction or launch or drift in spaceport landings.

    5. BOAT LOADING: the Terran player must specify exactly what troops are loaded into each boat before the start of the game, as well as specifying the exact contents of each drop.Drops and landings may be cancelled, or boats landed but their cargo cancelled (left behind), but plans cannot otherwise be altered. Cancelled forces still count toward initial army value,but are considered surviving fully operational troops, and thus donot count toward the enemy final victory value.B. Aircar Transport

    1. Aircars may carry up to five MI instead of an engineer squad. A special talent may be loaded with either. An aircar cannot carry both MI and engineers simultaneously.2. MI transported by aircar are reduced to 2 MP when loading, and 2 MP when unloading. MI may not load using extended jump movement, but may use extended jump on the turn they

    unload from the aircar. MI transported by an aircar cannot use any of their weapons, and like engineers, defend as one unit, using the defensive value of the aircar.C. Humanoid Leader

    1. If any Humanoids are used, at least one worker must be included. Any one worker is secretly recorded by the player controlling the Humanoids as the "Leaderof the Humanoids (usethe worker ID numbers).2. If a Humanoid leader occupies a fortress, no other Humanoids are allowed within that same fortress.3. A Humanoid leader will automatically surrender if in a hex that contains a fully operational enemy, but no friendly units (fortresses, other installations, disrupted, WIA or KIA friends

    do not count). When the leader surrenders, he is "captured" and remains in possession of the captor as long as surrender conditions continue to exist. Stunned or disrupted or WIA MIcannot capture a Leader, but an MI with heavy damage can make a capture.4. A captured Leader can be carried by MI like a wounded man. He can be carried by any Arachnid worker or warrior without penalty. A player may not voluntarily direct any weapons atthe captured leader, including ranged weapons firing into the hex, which would affect the leader, or explode demolitions that might kill the leader. This limit ONLY applies as long as theleader is in a captured state. Capture is permanent whenever the Terran player loads the leader aboard a landing boat and the boat leaves the surface, or whenever the Arachnid player getsthe leader into a prisoner cell.

    D. Arachnid Offensive Demolitions

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    1. The Arachnid player may store demolition charges, in a non-explosive mode, in a brain cell. During the game, that brain's engineer can carry them into any hex of the tunnels, or setthem into any hex adjacent to the tunnel net of the brain. This is a special function, and prevents the engineer from opening a breach, building or repairing a tunnel, or performing anyother special function. The engineer can move after emplacing the charge, during normal movement. An engineer can only lay one charge per turn, maximum.2. Once the engineer lays the charge, it is considered active at the end of that special function phase, and can be set off any time.

    E. Arachnid Cell Creation

    Whenever the Arachnid player carries a Terran MI or Humanoid Leader underground, he will immediately create a prisoner cell in that tunnel system to hold the captured man, even if itis a KIA casualty (Arachnids are so unfamiliar with Terrans, they have a difficult time distinguishing WIA from KIA). No special engineer work is necessary, the cell is presumed readyand waiting, but is only drawn on the map when it is put into use.

    TERRAN POINT VALUES

    Initial Army Value

    Points of the initial army value are determined by adding up the value of each of the following units or groups of units:

    140 each MI (mobile infantry) squad of eight men.20 each MI commander, no more than one per squad allowed.20 each Engineer unit (squad), maximum of 6 allowed.500 Special Talent, maximum of 1 allowed.4 each DAP charge.6 each DAR charge.10 each HNG bomb, maximum of 8 allowed.9 each HE launcher.25 each NUC launcher with four rounds.7 each Listening Device (LD), maximum of 6 allowed.10 each HE demolition charge.40 each NUC demolition charge.30 each Air Car, maximum of 6 allowed.50 each Landing Boat arrival-departure.2 each Capsule for MI initial drop landing (one capsule per man dropped necessary).

    Army Choice Limits

    l. The Terran player must purchase MI by whole squads, he cannot select individual men. MI commanders may be selected individually, in addition to squads, but the number ofcommanders cannot exceed the number of squads. Normally the Terran player is limited to one platoon of MI, and one section of Engineers. However, he is allowed two of each in an

    "assault," "occupation," or "recover prisoners" mission.2. No more than two landing boats may be scheduled to arrive over any three-turn period, but an unlimited number of boats may be used throughout the game, provided each plannedarrival is valued at 50 points more. Loss of any landing boat does not jeopardize future landings.

    Final Victory Points

    The Terran player scores victory points for destroying Arachnids, and for destroying Humanoids in the early war scenarios only.

    Arachnid: Humanoids:

    1 each Worker destroyed. 1 each Worker destroyed.24 each Warrior destroyed. 3 each Warrior destroyed.50 each Engineer destroyed. 18 each Fortress destroyed.80 each Heavy Weapon destroyed. 18 each Heavy Beam Weapon destroyed.75 each Combat Brain killed. 25 each Heavy Missile Weapon destroyed.125 Master Brain killed. 100 each Communications plant destroyed.225 Queen killed. 150 each Power Plant destroyed.200 Brain captured. 300 Water Plant destroyed.50 each Prisoner recovered. 100 Humanoid Leader killed.

    200 Humanoid Leader captured.

    ARACHNID POINT VALUES

    Initial Army value

    Points of the initial army value are determined by adding up the value of each of the following units or groups of units:

    350 each Queen and Master Brain (pair), maximum of 3 allowed.75 each Combat Brain, maximum of 10 allowed.80 each Heavy Beam Weapon, maximum of 1 per combat brain.50 each Engineer, maximum of 1 per combat brain.25 one Warrior and one Worker, as a pair, maximum of 5 pairs per combat brain.10 each Defensive Demolition point.7 each Offensive Demolition point.-4 each Prisoner Cell (with one prisoner).

    Army Choice limits

    l. Each complex requires one Queen and Master brain, and must have at least one combat brain, and no more than five combat brains. Complex must be either a straight line of brains andqueen, or a queen with brains adjacent.2. Each combat brain must have at least one Heavy Weapon, Engineer, Warrior or Worker. It need not have the maximum allowance.

    3. An entire hive-complex may not have demolition points exceeding five times the number of combat brains within the complex (i.e. a complex with the maximum of five combat brainscould not have more than 25 demolition points). Points may be offensive or defensive, or a mixture.4. Prisoner cells may be added to a complex to REDUCE its value. A complex may not have more prisoner cells than it has brains (including the master brain).

    Final Victory Points

    The Arachnid player scores victory points for causing damage to the Terrans, and for destroying Humanoids in late war scenarios only.

    Terrans:

    10 heavy damage to MI (but no worse damage inflicted), per man.20 each MI suffering WIA, but ending the game retrieved by boat or within perimeter.75 each MI suffering WIA, and captured, or ending the game outside boat or perimeter.30 each MI suffering KIA, but ending the game retrieved by boat or within perimeter.60 each MI suffering KIA, and captured or ending the game outside boat or perimeter.35 each Engineer squad destroyed.500 Special Talent destroyed.30 air car destroyed.100 landing boat destroyed.1 each HE launcher, NUC launcher, or Listening Device lost (destroyed).

    Humanoids:

    1 each Worker destroyed. 100 each Communications Plant destroyed.3 each Warrior destroyed. 150 each Power Plant destroyed.l8 each Fortress destroyed. 300 Water Plant destroyed.l8 each Beam Weapon destroyed. 100 Humanoid Leader killed.25 each Missile Weapon destroyed. 200 Humanoid Leader captured.

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    HUMANOID POINT VALUES

    Initial Army Value

    Humanoids may be added to Arachnid initial army value in early war scenarios, or to the Terran in late war scenarios. Add up the value of each of the following units:

    1 each Worker, maximum of 11, must use at least one3 each Warrior, maximum of 2518 each Fortress, maximum of l418 each Heavy Beam Weapon, maximum of 1125 each Heavy Missile Weapon, maximum of 640 each Decoy Station, maximum of 8

    The real communications, power and water plants add nothing to the initial army value .

    Special Limits

    1. Each Heavy Beam and Heavy Missile weapon must be matched by one Warrior. Number of Fortress may not exceed the number of Warriors.2. One worker is required. Any one worker is secretly designated the Humanoid Leader, see special additional rules.3. All three communications stations may be combined into one giant super-station, represented by only one marker; if destroyed the super-station counts as the loss of all three stationsBoth power plants may be combined into a similar giant super-plant .4. Communications stations may not be placed in rough terrain, nor may the water plant be placed in barren terrain. No more than one installation may be placed in a city/port hex. Noinstallations may be placed in EE7 or FF5 (landing pad hexes), marsh hexes (type W planet only), or ocean hexes (type O planet only).

    Final Victory Points

    Compute based on normal final victory points allowed to that player (see Terran or Arachnid points, as appropriate).

    MISSION SELECTION KEY - EARLY WAR

    SPADE HEARTS DIAMONDS CLUBS

    ARaid, planet A (AA).

    Diversionary Attack, planet G (BG). Occupation, planet M (CM). Assault, planet O (DO).

    K Diversionary Attack, planet H (BH). Occupation, planet O (CO). Assault, planet R (DR).

    Q Raid, planet B (AB). Diversionary Attack, planet M (BM). Occupation, planet R (CR).

    Assault, planet T (DT).J

    Raid, planet H (AH).

    Diversionary Attack, planet O (BO). Occupation, planet T (CT).

    10 Diversionary Attack, planet R (BR).Occupation, planet W (CW).

    9 Diversionary Attack, planet W (BW). Assault, planet W (DW).

    8 Raid, planet M (AM).Occupation, planet A (CA).

    Assault, planet A (DA).

    Capture, planet A (EA).

    7 Raid, planet O (AO). Capture, planet B (EB).

    6 Raid, planet R (AR). Occupation, planet B (CB). Capture, planet D (ED).

    5 Raid, planet T (AT). Occupation, planet D (CD). Assault, planet B (DB). Capture, planet H (EH).

    4 Raid, planet W (AW). Occupation, planet G (CG).

    Assault, planet H (DH).

    Capture, planet O (EO).

    3 Diversionary Attack, planet B (BB).Occupation, planet H (CH).

    Capture, planet R (ER).

    2 Diversionary Attack, planet D (BD). Capture, planet W (EW).

    MISSION SELECTION KEY - LATE WAR

    SPADE HEARTS DIAMONDS CLUBS

    A Defend Humanoids, planet A (FA). Evacuate Humanoids, planet W (GW). Assault, planet D (ID). Occupation, planet H (JH).

    K Defend Humanoids, planet B (FB). Raid, planet A (HA). Assault, planet G (IG). Occupation; planet M (JM).

    QDefend Humanoids, planet H (FH).

    Raid, planet B (HB). Assault, planet H (IH). Occupation, planet O (JO).

    J Raid, planet D (HD). Assault, planet M (IM). Occupation, planet R (JR).

    10 Defend Humanoids, planet O (FO). Raid, planet G (HG). Assault, planet O (IO).Occupation, planet T (JT).

    9 Defend Humanoids, planet R (FR). Raid, planet M (HM). Assault, planet R (IR).

    8 Defend Humanoids, planet W (FW). Raid, planet O (HO). Assault, planet T (IT). Occupation, planet W (JW).

    7 Evacuate Humanoids, planet A (GA). Raid, planet R (HR). Assault, planet W (IW). Recover Prisoners, planet A (KA).6 Evacuate Humanoids, planet B (GB). Raid, planet W (HW).

    Occupation, planet A (JA).5

    Evacuate Humanoids, planet H (GH). Assault, planet A (IA). Recover Prisoners, planet B (KB).4 Occupation, planet B (JB).

    3 Evacuate Humanoids, planet O (GO)Assault, planet B (IB).

    Occupation, planet D (JD). Recover Prisoners, planet H (KH).

    2 Evacuate Humanoids, planet R (GR). Occupation, planet G (JG). Recover Prisoners, planet T (KT).

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    THE GENERAL Volume 15 Number 5

    STARSHIP TROOPERS EXPANSIONSCENARIO EIGHT: SEARCH & DESTROY

    By Bill Maclaren

    The Terrans are at war with the Arachnids. This is theobvious idea behind Avalon Hill's great spiff wargameSTARSHIP TROOPERS (based on the book by theillustrious Robert Heinlein). The 'skinnies' were knockedout of commission early in the war, before they droppedtheir Buggy allies and joined the Terrans. So, the war ismainly between the Terrans and the Bugs. The Terranshave finally gained the initiative in the war and are taking

    the fight to the Bugs. The only problem is, where are thebugs located? Sure, Space Navy could destroy everyplanet they weren't sure of, but, why waste a perfectlygood planet for no reason? Enter the Mobile Infantry.Their job, drop on a strange planet. Find out the locationof bug tunnel complexes on said planet (if any), and withthe aide of Combat Engineers create as much havoc aspossible before retrieval. The mobile infantry is going to

    have a slight problem in this scenario. They won't be surewhere the tunnel complexes will be located to begin with,but, they also won't know how many tunnel complexesthere are on the planet . . . Most scenarios use one or twocomplexes with an equal number of units in each. Butwere all Arachnid Complexes set up in such a form? Asusual, it's up to the MI to find out

    Arachnid Terran

    Force A

    Force B

    Force C

    *See appropriate special rules.

    SET UP

    Arachnid: Construct one or two tunnel complexes onalien control pad prior to play. Move second. See specialrules no. 1 & 3.Terran:Force "A" enter via initial drop procedure. Unitsmust be positioned West of hexrow V prior to drop.Move first. Force "B" enter via initial drop procedure, onturn one, East of hexrow V before drop. Move first.Force "C" enter via Soft Landing procedure any time afterturn one. Move first. (* Note: Force "A" enter on turn 1.)GAME LENGTH:20 turns.

    SPECIAL RULES

    1. Arachnid Tunnel Complexes: The Arachnid playerhas a unique choice to make in this scenario. He has theoption of building one or two tunnel complexes. He doesNOT have to inform the Terran player how manycomplexes he has built until after the game. No matter ifthe Arachnid player decides to build one or two tunnelcomplexes, he still receives THE SAME AMOUNT OF

    UNITS. If he decides to build two sets of tunnels eachbrain would control the normal number of units. But if hedecides to build only one complex, then each brain wouldcontrol DOUBLE the normal number of units. (Tenwarriors, ten workers, and two heavy weapons). Note thateach brain would still have only ONE engineer no matter

    how many other units are in that complex, and thenumber of demo points available for use remains thesame for both variables (one or two complexes).2. Retrieval Boats:There are three retrieval boats used inthis scenario. The first boat is used to soft-land force "C".It may then be used to retrieve casualties. The secondretrieval boat must be used before turn 12 and the last

    retrieval boat may not be used until after turn seventeen.Basic retrieval boat rules are used with the first tworetrieval boats (each, of course, with its own homingbeacon). But rules change slightly for the third boat. Itlands on the homing beacon for one of the first two boatsand may remain grounded for one OR TWO turns, at theTerran player option, before lifting off.3. Reaction Time:The bugs had no way of knowing thata Terran attack was about to be made. This sometimesslowed their reactions to the Terran drop.To check if Terran reaction time is slowed, roll one die:1-4 Arachnid reaction time delay5-6 reaction time normalIf the Arachnids reaction time is slowed, they may notmove on turn one. If it remains normal they movenormally on turn one.4. Effects of Master and Queen cells: In the game theMaster and Queen brain cells were given no definitepurpose except that they were worth victory points ifcaptured or killed. But the Master and Queen cellsactually do hold a position of significance. The Queenwould be in control of all units and all other brain cells.The Master brain would coordinate the combat cells intheir attack and defense. The Queen cell affects the

    complex in a powerful way. If a combat brain cell isdestroyed, instead of all of that combat cell's units beingdestroyed, one half of the units would be controlled bythe Queen and only half the units would be destroyed.Ex.: Combat brain 'A' is destroyed. It has three workers,six warriors, and one heavy weapon left. The Queenwould take over one worker, three warriors, and theheavy weapon. The other units would be destroyed. If

    there is only one of a unit type it is kept, otherwise oddunits (three, five, etc.) are destroyed. If the Queen cell isdestroyed, the combat factors (attack factor and defensivefactor) of all Arachnid units are reduced by two. Workerunits would be eliminated and would count for victorypoint purposes. The Master brain cell operates in the

    same manner as the Queen except in a reduced way. Itcan only control three units from any one Combat celland only one of these may be a heavy weapon. If it isdestroyed the Attack factor ONLY of all units in thatcomplex is reduced by TWO.

    5.Treat all hexes on mapboard as savanna hexes.6. Use Combat Engineer Breaching and MI MultipleDamage optional rules along with regular rules.

    VICTORY CONDITIONS

    Terran: Accumulate more victory points than theArachnid player at the end of the game.Arachnid: Accumulate more victory points than theTerran player at the end of the game.

    Draw:it is a draw if both sides have an equal amount ofvictory points.

    Arachnid player receives two victory points for everyBrain Cell, no matter what type, surviving at the end ofthe game. Additionally the Arachnid player receivespoints for the damage/destruction of Terran units asfollows:

    HVY WIA/KIA

    Scout 1 2Commander 3 7Marauder 2 5Combat Engineer - 2

    Special Talent - 4

    Terran player receives ten points for every Queen andMaster brain cell destroyed and five points for everyCombat Brain Cell destroyed. Terran receives one pointfor every tunnel hex destroyed. Additionally, the Terran

    player receives points for the elimination of Arachnidunits as follows:Each Warrior unit eliminated: 2Each Worker unit eliminated: 1Each Heavy Weapon unit eliminated: 5

    631

    50011 1883

    50 102610

    6

    6

    6 3* 2* 6 6 12 2

    466 2310

    466 23102610

    42

    42 6 6 12 12 6

    1212126

    232 0180 0620 012

    6

    HE NUC

    6

    1 or 2 tunnel complexes*

    PLUS: Demo Points x45

    PLUS:

    Nuc Launchers x6

    HE Launchers x18

    PLUS:

    Nuc Launchers x12

    HE Launchers x18

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    THE GENERAL Volume 15 Number 6

    SCENARIO 4: SKINNY CIVIL WARBy Charles D. Maisen

    The problem with variants based on variants is that theypresuppose the reader is familiar with the originalvariant. This one makes reference to such new features asneodogs, breachers, and heavy tanks which firstappeared in Richard Hamblen's variant "Saga of the BugWar" in Vol. 13, No. 6. The latter is no longer availablebut for those late subscribers in love with STARSHIPTROOPERS who feel they must have it, our customerservice dept. will provide xerox copies of the article for$2.00. Address your inquiries to Ron LaPorte, c/oCustomer Service.

    After events related to Scenario 4, the Terrans, believingall of the Arachnid garrisons destroyed, resumed theoffensive against the Arachnid home planets. However,unknown to the Terrans, or even the Skinnies whonegotiated the peace treaty, the three Humanoid capitalplanets had double garrisons secretly built by theArachnids. A Master Brain of one of these doublecomplexes convinced large numbers of Skinnies to rejointhem. Soon all Humanoid planets were locked in civilwar, which forced the Terrans to dispatch platoons tovarious planets. This scenario portrays a Terran reliefforce landing on the capital home planet where the Master

    Brain who started the uprising is located.

    Rules Additions for Skinny Civil War

    1. Neodogs have an attack strength of 2 against workers.2. K-9 Corps (Neodog units) were actually attached toplatoons and as such were separate units. ThereforeNeodogs will not land with marauders but will drop withthese units, 3-3-10. They may drop with 9 man sticks oralone. If a specified Neodog's man counterpart is WIA orKIA it may not turn over enemy units but may still killspotted workers. If a man's Neodog is killed a die isrolled, if a 6 is rolled he may not attack for the rest of thescenario and must go to the retrieval area, any other resultand he may still function as a marauder.K-9 units may not carry or deploy SW & E.3. After the devastating effect of the M.I. on the looselyorganized Skinny infantry, Humanoid Scientists went towork and developed an armor piercing grenade whichproved to be very effective against the M.I. armored suits.At the start of the scenario each Skinny warrior carries

    one armor piercing grenade. Warriors may exchangethese in the same manner as Terran SW & E. EachWarrior may carry two grenades at a time. A Warrior mayfire a grenade during either the ranged weapon phase orclose combat phase or one each phase.Each grenade has an attack strength of 6. This attack

    strength is used instead of the regular attack strength and

    the range is the same hex as the firing unit. The targetreceives no benefit for terrain.Grenades can be combined with each other in attacks butwith nothing else. Neodogs and Combat Engineer Squadsare not affected by grenades. If a Warrior is eliminated, adie is rolled on the Terran SW & E loss chart, using theWIA table. If he does not lose his grenades the unit isinverted and remains that way for the rest of the game,even if it had no grenades at the time of elimination.Terrans and Arachnids may not use Skinny grenades.Strongpoints are supply depots as well as fortifications.Warriors who move into or through strongpoints are

    immediately carrying two grenades no matter how manythey had before they entered the hex. Workers may act as"grenade carriers." Each worker may carry one grenadeper strongpoint visit to any Warrior. They may not usethe grenade themselves or carry more than 1 at a time.Humanoid workers lose any carried grenades wheneliminated.Humanoid players keep track of number of grenadescarried on a piece of scratch paper in a similar manner tothe Terran control sheet.

    AVAILABLE FORCES:

    Terran:

    Arachnid:

    SETUP: Terran Force B enter any turn after turn 3. CEsand Heavy Weapons land by soft landing.Terran Force A and Pro-Terran Skinnies set up second,move first.Pro-Arachnid Forces set up first, move second.GAME LENGTH:15 turns.

    SPECIAL RULES:

    1. Pro-Arachnids and Pro-Terrans can stack and attack

    together regardless of race. Pro-Terran Humanoids maynot be inverted.

    2. There are two Arachnid complexes. One was largelydestroyed by Skinnies and Terrans and has only 3functional brain cells. One has full complement ofWarriors, Workers, and Heavy Weapon-Beam, anotherhas only Warriors and Workers, and the third has only aHeavy Weapon Beam. The 3 functional brain cells mustbe adjacent in the complex and other tunnel systems inthe complex cannot have more than 4 hexes of

    uncollapsed tunnels in a row.3. The repair engineer is a mutation produced by theQueen before she died. During the course of the game the

    repair engineer can connect the damaged tunnel systemsto the others in the same complex as part of their tunnelsystems. The units in the complex must still return totheir respective cells upon entering the tunnel systemhowever. The repair engineer may build 5 tunnels andmake a breach or repair 2 tunnel segments. Only therepair engineer may connect the tunnel systems and onlyto the damaged complex. Other engineers must still

    remain in their respective tunnel systems.4. C.E.s and Heavy Weapons Brigade must be retrievedbefore the end of the game.

    VICTORY CONDITIONS:

    Terran: Accumulate more victory points than the Arachnid Player at the end of the game.Victory points are awarded as follows:

    Terran player receives points for destroying the following: Arachnid player receives points for the following:HVY WIA KIA

    Master Brain 15 Skinny Warrior 1 Marauder 2 4 5

    Communication Installation 10 Skinny Beam 2 Scout 1 2 3Brain or Queen 5 Skinny Missile 3 Commander 3 5 7Repair Engineer 4 C.E. 4Arachnid Heavy Weapon-Beam 3 Heavy Tank 7Skinny Warrior 1 Borer 7Skinny Missile 2 Breacher 5Skinny Beam 3 Artillery 5Engineer 2 5 for each undestroyed communications installation

    Arachnid Warrior 1 3 for each unretrieved, undestroyed C.E.4 for each unretrieved, undestroyed part of the Heavy Weapons Brigade

    If you find that the Arachnids win too much or wantfurther realism use the following optional rule.

    At the start of the scenario each M.I. unit is equipped withone Psychological bomb. During the movement orextended jump phase, this bomb may be dropped like

    DAP and DAR in any hex already containing enemy unitsbut does not attack them until the next ranged weapon

    phase. The Skinny units are free to move in and out of thehex in their turn, but if they do move out of the hex no

    Skinny units may enter that hex for the rest of thescenario.

    If they stay and accept the attack the hex may still betraversed normally by Humanoid units. Only one unit hasto stay and accept the attack to fulfill this condition. The

    4662610 2310 3310

    2 14 2 4 2023

    232 984 1244 01210 4 2 6 2

    4662610 2310

    4 28 4 1 8012

    6 4 4232

    30620

    3 9 2

    HE NUC

    1 1

    3310 023

    3 3

    K-9

    K-9

    4 HE Launchers

    8 HE Launchers

    8 Engineers1 1 1 1

    3102

    631

    232

    011 1883

    984 1244 012

    35 35 7

    15 7 4 8 9 2 8

    1 Repair Engineer25 Demo Points

    4 NUC Launchers24123 1862 062

    Force A

    Force B15

    6

    6 10

    6 10

    Pro-TerranSkinnies

    Pro-ArachnidSkinnies

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    "Psycho-bomb" attacks all skinny personnel units with anattack strength of 12. Units in strongpoints, HeavyWeapons, and Arachnids are not affected by Psycho-bombs although Arachnid Warriors and Workers in the

    target hex at the time of detonation are subject to theattack of the bomb. Psycho-bombs are lost if a roll on theSW & E loss chart destroys all SW & E. They may betransferred among M.I. units but each one in addition tothe normal amount of one carried counts against theamount of DAP, DAR, and HNG that may be carried bythat unit.

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    THE GENERAL Volume 17 Number 4

    BUG FORTS AND TERRAN TANKSby Stephen Sanders and Jimmie Long

    One of the biggest Bug problems is that once he gets above ground, Terran Firepower blows him away. The Arachnid can always blast somebody and move on top of him to avoid rocketattacks, but eventually the Bugs will get close assaulted to death.In order to give the Bugs some surface staying power, the Bugs may build Bug forts. The idea that the Bugs finally get smart and begin to build forts assumes that the Terran-Bug Wardrags on quite a long while. After a couple of encounters with the forts, the Terrans would get smart and build a tank to destroy forts. While a tank would be slow, it would be less likelyto be destroyed by the fort than a trooper would. In designing scenarios, including forts and tanks the Bugs would get a maximum of two forts. The Terrans would get three or four tanks.While more would be fun, only three or four could be brought along due to weight and space considerations on the Terran spaceships. A Bug fort would have a force field (probablystolen from a Bug spaceship) capable of absorbing energy and deflecting projectiles. The field could be suppressed if enough energy was absorbed by it. After being suppressed, the fieldwould come back up at less power because of the strain on the generator. Inside of the fort would be a Heavy Weapon Gun Emplacement with its own fortifications (a tank turret). TheTerran tank would have an unlimited NUC capability in the game. This is justifiable because the longest games are only 15 turns. Firing only one NUC per turn amounts to only 15rockets. Hopefully, the Terrans would design their tanks to carry more than 15 rounds.For the future tank freak, the Terran tank would probably look just like a tank from this era. A turret (why turn a whole tank when you don't have to), a heavy chassis (protection of thecrew and drive systems only makes sense), and treads (which go over almost anything). About the only radical change would be an anti-gravity unit or a very compact hovercraftassembly.To emplace a fort, the Bug engineers would create a breach and remain in it for two special function phases. In the second special function phase, the fort is emplaced and may beginfiring. This setup time represents the time it takes to get the gun emplaced and get the force field working. The takedown procedure is much the same as the setup procedure. The Bugengineers would move under the fort for two special function phases and in the second, the fort would go underground. A fort defends with 100 which decreases 25 every time the field issuppressed. The Terran NUC rockets attack a force shield with a strength of 24. HE rockets are ineffective against the shields. A fort is destroyed by suppressing the shields with NUCfire and then subjecting the gun emplacement, which defends with 8, to rocket attacks, HE or NUC. A disrupt roll suppresses the shields while an elimination roll destroys the fortcompletely.The gun inside the fort is a hijacked Heavy Beam Weapon inside of its turret but without the equipment to move. This gun is a slightly modified version with an attack of 18 and a rangeof 9. Tanks must be soft landed with the Terran engineers. Because of their weight and size, an entire landing boat must be designated to carry nothing but tanks. As mentioned, the tankfires unlimited NUC's and attacks the force field at 24. Its movement would be 3 and its defense would be 12. A roll of WIA would damage the tanks. They would not move but theycould fire their weapon; also, they would be dispersed for one turn. A KIA roll would destroy the tank. Anything else is ineffective. A tank's gun would be a long range form of the MINUC rocket. The rocket would be no larger because these are slapped together tanks. In the game, the range is 9.

    In closing, the rules provide for interesting games. For reasonably good players, introduction of forts and tanks will not throw off play balance. However, the only way for you to find outis to get someone and try out a game or two with tanks and forts. We highly recommend you do.

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    THE GENERAL Volume 20 Number 4

    ALONE AGAINST THE BUGSA Solitaire System for STARSHIP TROOPERS

    By Rick Mathews

    What with all the discussion on solitaire play recently, it

    was inevitable that a few articles concerning such come

    across my desk. As skeptical as I am, I gritted my teeth

    and played every one. Surprisingly, in terms of the game

    system, Mr. Mathews' solitaire version of SST can be

    quite enjoyable. And he's right it is tough to beat the

    bugs.

    Necessity, they say, is the mother of invention. It issimply not always possible to find an opponent to play agood competitive game whenever I desire. For thisreason, I set about designing solitaire systems for some ofthe games I own. With the expectation that otherwargamers find themselves in a situation similar to mine,this article will attempt to share the results of my effortsto design a solitaire system for Avalon Hill's STARSHIPTROOPERS. Using this system, the player as thefuturistically armed Terrans may battle the subterraneanArachnids without making any decisions for theopposition. The system is competitive - it has beaten memore often than not.Before this system is explained, perhaps a few wordsabout STARSHIP TROOPERS and why it was chosen for

    solitaire treatment would be in order. Gamers generallyinterested in historically based wargames often turn uptheir noses at STARSHIP TROOPERS, regarding it as

    little more than a fantasy "trip" undeserving of a secondlook. They are making a mistake. First, SST is in manyways a very conventional wargame. Second, and moreimportant, SST captures like few other games on the

    market the intensity and elusive "feel" of individualsoldiers locked in desperate, raging combat. This is partlybecause the game is most often a wild melee with nostatic fronts. Also, each counter represents but one manand not an "abstract" group. While playing, one can easilyimagine oneself as the lone trooper standing on a desolatefuture battlefield with awesome blasts exploding in tooclose proximity, deadly energy beams flashing overhead,and hideous giant spiders boiling out of their holes andmadly charging without regard for the hand flamercutting down their companions.At first glance, STARSHIP TROOPERS may seem to beone of the least likely to lend itself to solitaire play. TheArachnid hidden movement system looks to require a live

    opponent. It is this very hidden movement, however,which makes a solitaire system possible for it. In a two-player game, a good Arachnid will try to appear asrandom as possible to his Terran opponent. A predictableBug is a dead Bug. Consequently, it is possible to designa system whereby the Arachnids really do move and fightsemi-randomly, while the solitaire player controls theTerrans.In the following system, it is assumed that since theArachnids would have little knowledge of the Terranmission, they will react in basically the same manner toany Terran invasion. Thus, they will try to maintain

    access to the surface, protect their hive, and kill Terrantroopers. Even though the Terran player may choose fromthree possible missions, only one set of rules is needed tocontrol the Arachnids. They are, after all, alien and theirthoughts beyond our ken. This results in a very playablesystem.

    All regular rules for STARSHIP TROOPERS are in

    effect unless amended by the following:

    Battling the Bugs

    1.The sequence of play is somewhat altered. Refer to thegame tables for the revised Sequence of Play. The rules inthis section generally follow that sequence. Steps onethrough