Download - Starship Troopers Rules

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  • DESIGN CREDITS:

    Game Research and Design: Randall C. ReedOriginal Book and Idea: Robert A. Heinle inComponents Design and Execution: Randal l C. ReedProduction Assistant: Richard HamblenProduction Coordinator: Thomas N. Shaw

    Artwork:Logo Design: Emily MarchBox Cover and Mapboard: George GoebelCharacter Illustrations: Emily MarchMontage: Richard HamblenCounter Art: Randall C. Reed and Richard HamblenSculpture: Richard HamblenPhotography: Looking Glass Photographies

    Play-testing: Dave Hram. David Govacker. John Desmond, Arvinvan Zante, Rick Archer, Timothy Wiedel. Greg Turner. JamesMichael Crockett, Mark Nicholson, Walter Mings. Larry Robbins.John Marv in . Bil l Larsen. The Univers i ty of PennsylvaniaWargamers, and members of Interest Group Baltimore.

    Typesetting: Colonial CompositionPr in t ing : Monarch Services

    Copyright. 1976. The Avalon Hill Game Company, Baltimore.Maryland

    Printed in the Uni ted States of America

    REPLACEMENT PARTS COSTFor current replacement parts price list, send a stamped self-addressed envelope to: Parts Dept.. The Avalon Hi l l GameCompany, 4517 Harford Road, Balto.. Md. 21214 .

    OUR DESIGN DEPARTMENT will be happy to take the time toanswer queries regarding play of this game but ONLY whenaccompanied by a self-addressed envelope containing first classpostage. Starship Troopers is based upon the popular novel

    of the same name written by the dean of sciencefiction writers, Robert A. Heinlein. In the novel,Heinlein describes a futuristic war involving homosapiens from our Earth (Terrans) against aHumanoid race (nicknamed the 'Skinnies' forobvious physical attributes) and their co-belligerents, the totally alien Arachnids. Since thisis a story of future wars and future advances intechnology, much is changed in the fields ofweaponry and tactics and strategy. One thingremains the same, however; the fighting still restson the shoulders of the individual infantryman.Although great starships has shuttle men betweenthe distant solar systems and the power ofindividual weapons has risen to awesome heights,wars still cannot be won unless men venture ontothe face of alien planets and fight the enemy ontheir home ground. As Juan Rico, the protagonistof the novel, relates:

    "We are the boys who go to a particularplace, at H-Hour, occupy a designatedterrain, stand on it, dig the enemy out oftheir holes, force them then and there tosurrender or die. We're the bloody infan-try, the doughboy, the duckfoot, the footsoldier who goes where the enemy is andtakes him on in person."

    Although the mission remains the same, futureinventiveness has changed the method considera-bly. In a galaxy-wide war, manpower is at apremium. Platoons fight where entire armies oncetred. But these platoons possess the firepowerequivalence of a Twentieth-Century mechanizeddivision. More importantly, each man in theplatoon is provided with a piece of hardware thatallows him to fight and survive in the holocausts offu ture combathis powered armor suit. As Ricodescribes it:

    "A suit isn't a spacesuit although it canserve as one. A suit is not a space ship but itcan flya little . . . Suited up, you looklike a big steel gorilla, armed with gorilla-sized weapons. But the suits are considera-bly stronger than a gorilla. If a Mobile

    Infantry man in a suit swapped hugs with agorilla, the gorilla would be dead, crushed;the man and the suit wouldn't bemussed . . . The real genius in the design isthat you don't have to control the suit, youjust wear it, like your clothes, likeskin . . . Even riding a bicycle demands anacquired skill, very different from walking.But a suit you just wear."

    With the suit and the incredible array of weaponrythat go with it, the Mobile Infantry soldier is anexceedingly formidable opponent. He had betterbe. The enemies he faces are the mose awesomeadversaries in the galaxy. Of the two extraterres-trial races f ighting the Terrans, the Humanoids arethe least revolting. Rico describes them as

    " . . . humanoid, eight or nine feet tall,much skinnier than we are and with ahigher body temperature; they don't wearany clothes and they stand out in a set of'snoopers' like a neon sign."

    But the 'Skinnies' were mild looking in compar-ison to the Arachnids:

    "The 'Bugs' are not like us. The Pseudo-Arachnids aren't even like spiders. Theyare anthropods who happen to look like amadman's concept of a giant, intelligentspider, but their organization, psychologi-cal and economic, is more like that of antsor termites; they are communal entities, theultimate dictatorship of the hive . . . Butdon't make the mistake of thinking thatthey act purely from instinct . . . theiractions are as intelligent as ours (stupidraces don't build spaceships!) and weremuch better coordinated. It takes aminimum of a year to train a private tofight and to mesh his fighting with hismates; a Bug warrior is hatched able to dothis . . . "

    Warfare in the Twenty-second Century is theultimate test of survivability of the human race. Itwas a very near thing.

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  • INTRODUCTIONS T A R S H I P TROOPERS re-creates the tacticallevel action described in the novel of the samename. Since th i s is science f i c t i on , the game doesnot a t tempt to s imula te reality. Rather , th i s designis a s t raightforward at tempt to bring to life thepol i t ica l -mil i tary system described in the novel. Itis NOT necessary to have read the novel beforeplaying the game. Reading it , however, w i l l givethe game player a better appreciation of the gamesystem, however.

    STARSHIP TROOPERS is played in tu rns , witheach t u r n representing 12 minutes of real time.One player takes the side of the Terrans and theother player takes the side of the Aliens, ei ther theArachnids or the Humanoids . During each tu rn ofthe game, players al ternate movement and combatin an at tempt to accomplish the i r victory condi-tions which are out l ined in each of the eightd i f f e r e n t scenarios. The victory conditions rangefrom occupying a specific area of the mapboard todestroying enemy forces whi le m i n i m i / i n g f r iendlycasualties. In keeping wi th the unusual subjectmatter of th i s game, the Terran player wi l l f indhimself dealing with an elusive enemy employinghit-and-run tactics as the Arachnid player, movinghis units along his subterranean tunnel system,attempts to s tr ike where the Terran is weakest.

    STARSHIP TROOPERS uses the ProgrammedInstruct ion (or P.I.) method for introducingplayers to the rules of the game. This allowsplayers to gradually and easily absorb the gamesystem while the progressing complexity of theweapons used in the game more accurately reflecttheir usage and avai labi l i ty in the novel. Due to theserial construction of the rules, each scenariobuilds upon the rules presented in the precedingscenarios. It is strongly recommended that playersplay each scenario in order, before advancing tothe more complex scenarios. Approached in thismanner, STARSHIP TROOPERS will become avery simple game system to learn.

    COMPONENTSA. THE MAPBOARDThe mapboard represents a generalized planetsurface containing several different types ofterrain as well as roads and urban areas. Printedover the color terrain is a hexagonal line pattern.These hexagons, called 'hexes' for short, are usedto regulate movement in the same manner assquares on a chess board. Each hex represents ascale distance of one mile from hex-center to hex-center. The letter-number code written withineach hex is a grid-coordinate system which enablesplayers to locate and describe each hex on themapboard. This coordinate system is basically aplaying aid to assist the Alien Control Pad (seebelow).

    B. CHARTSThe two charts provided in the game are used toresolve combat. Various other charts are providedas player aids and will be found in the back of thisrules manual.

    C. SCENARIOSThe scenarios referred to in the rules are locatedin this booklet, at the end of the rules sections.

    D. ALIEN CONTROLPAD/TERRANCONTROL PAD

    As explained in the rules, the Alien and TerranControl sheets regulate many important gamefunct ions . Those control sheets are pr inted back-to-hack on the pad included in the game. Note thatthe Time Record Chart is pr inted on each sheet ofthe Terran Control Chart.

    E. UNIT COUNTERSI he two sets of die-cut playing pieces, var ious ly

    called uni ts , u n i t counters, or counters, representi nd iv idua l s , groups of Terrans or Aliens, and areused as indicators of various game funct ions.

    TERRAN UNITS:Mobile Infantry: (M.I.):

    Printed on each counter is the pert inent informa-t ion needed to play the game:

    u n i t upe

    For rules purposes, the d i f f e r e n t types of un i t s inthe game can he grouped as fo l lows:

    Combat Engineers: (C.E.):

    Command Marauder Scout Combat Engineer Ai r Car Special TalentSquad

    Special Weapons and Equipment: (SW&E):

    Delayed Action- Delayed Action- Listening High Explos ive NuclearProximity ( M . I . ) Remote ( M . I . ) Heavy Nerve Device ( M . I . ) Demoli t ion Demoli t ion

    Gas ( M . I . )Miscellaneous I ni ts :

    M u n i t i o n s(CE.)

    M u n i t i o n s (C.E.)

    Retrieval Boat Rocket Beacon CapturedArachnid Brain

    ALIEN UNITS:Humanoid:

    NOTK: For the Arachnid and Terran uni ts , thedarker shaded counters represent a second majorun i t organi/ation and NOT a dupl ica t ion of thel ighter shaded un i t s .

    Warrior Worker Heavy Weapon- Heavy Weapon- Strong Point DecoyBeam Missile

    Crit ical Instal la t ion Counters: Arachnid:

    Power Communications Water Warrior Worker Heavy Weapon

    INDICATOR COUNTERS:

    Radiation ( R A D )Perimeter markerBreach marker area marker

    Damage Indicators:

    Heavy Damage Killed-ln-ActionWounded-In-Action Disrupted

    parent unit

    a t tack strength

    defense strength

    movement allowance

    identification number

  • I. SCENARIO ONE: RAID ON THE HUMANOIDSA. INTRODUCTIONScenario One introduces the Terran MobileInfantry and the Humanoid Ground Forcesorganizations. This scenario also introduces thebasic combat and movement concepts of STAR-SHIP TROOPERS which will be elaborated andexpanded in later scenarios. The scenario onerules form a completely self-contained packagepresenting a simple yet fast moving introductorygame.

    B. SEQUENCE OFTURNS

    STARSHIP TROOPERS is played in turns. Eachturn is divided into two player segments with eachplayer segment further sub-divided into a move-ment phase and a close combat phase. The step-by-step sequence is outlined below:1. Terran Player Segment:a. Movement Phase: Terran player moves none,some, or all of his unit counters up to the limit oftheir movement allowances subject to terrainlimitations.b. Close Combat Phase: Terran player initiatesand resolves any attacks that he chooses to executeagainst those enemy units occupying the samehexes as friendly units.2. Humanoid Player Segment:a. Movement Phase: Humanoid player moves hisunits in the same manner as the Terran player.b. Close Combat Phase: Humanoid playerinitiates and resolves attacks in the same manneras the Terran player.3. Players repeat steps 1. and 2. for each turn ofthe game.

    C. MOVEMENTDuring the movement phase of a player's segment,he may move none, some, or all of his unitcounters, at his option. Each unit counter may bemoved as many hexes as desired within the limitsof its movement allowance, terrain restrictions,and other game rules:1. Each unit counter is moved by tracing the pathof movement through each separate hex.2. The number of hexes through which a unit maymove in one turn is indicated by its movementallowance. A unit's movement allowance isexpressed in terms of a certain number ofmovement points. In general, each unit counterexpends one movement point of its movement(point) allowance for each hex it enters. Quiteoften, however, terrain restrictions (see below) willrequire units to expend more than one movementpoint to enter a hex of a particular type.3. In any given movement phase, a player maymove as many or as few of his units as he chooses.Movement is always voluntary, never mandatory.4. A unit counter may be moved in any directionor combination of directions. A unit may expendsome, none, or all of its movement allowance eachturn. Un-used movement points may not beaccumulated from turn to turn nor transferredfrom unit to unit.5. Each unit is moved individually, tracing thepath of movement through each hex in turn. Oncea unit has completed its movement, it may not bechanged, repositioned or realigned. A unit'smovement is considered completed when theplayer begins to move another unit.

    6. No combat may take place during the move-ment phase. No enemy units may move during afriendly movement phase.7. Units may freely pass over or stop in the samehex with other units, enemy or friendly, subject tostacking limitations (see below).8. A complete list of all terrain features and theireffects on movement and combat is contained inthe Terrain Effects Chart.9. A unit may not enter a hex of a particularterrain type unless it has sufficient movementpoints available to expend in doing so.

    EXAMPLE: A Marauder unit, moving asillustrated, expends movement points in thefollowing manner: 1 MP (savanna to savanna-road hex) +1 MP (from road hex to anothercontiguous road hex) +3 MP (moving into cityhex) = 5 M P total expended. The unit cannot enteranother city hex because it costs 3 MP to enterEACH city hex and the unit has only 1 MPremaining in its movement allowance.

    D. STACKING UNITS(More than One Unit Per Hex)Each of the three belligerent types is limited in thenumber of friendly unit counters allowed in onehex at the same time:1. Up to six HUMANOID Warrior, Workerand / or Heavy Weapon units may stack in a hex atone time.2. Up to four ARACHNID Warrior, Worker,and / or Heavy Weapon units may stack in a hex atone time.3. An UNLIMITED number of Terran units maystack in one hex.4. Stacking limits apply only at the end of themovement phase, not during it.5. Stacking limits are unaffected by the presenceof enemy units in the same hex.

    E. CLOSE COMBATClose combat may occur between opposing unitsoccupying the same hex at the discretion of theplayer who has just finished moving. The playerwho initiates combat is said to be the ATTACK-ER, the other player is considered the DE-FENDER.1. During the close combat phase of his segment,a player may only attack those enemy unitsoccupying the same hex with friendly units. Onlyfriendly units located in the same hex with enemyunits may attack those units.2. All types of Terran units may initiate closecombat. Only Alien WARRIOR units may

    initiate close combat; Heavy Weapon and Workerunits may NOT initiate close combat.3. Units are never REQUIRED to attack, butalways have the OPTION to do so.4. No enemy unit may be attacked more thanonce per close combat phase. No friendly unit mayattack more than once per friendly close combatphase.5. Where more than one defending unit is in a hexwith several attacking units, the attacker maydivide combat into more than one combatsituation, at his option. EXAMPLE: Two Terranunits in the same hex with two Alien units coulddivide combat as follows: Two Terran unitsagainst both of the Alien units; two Terran unitsagainst one of the Alien units; one Terran againsteach of the Alien units, or one Terran against twoAlien units.6. Not all friendly units in a hex must attack andnot all enemy units in a hex must be attacked. Theattacker always has the choice of dividing combatin any manner he chooses providing that anyattack has a minimum 'odds ratio' of at least 1-3(see below).7. Each combat situation is resolved individuallyand the results applied to the specific unitsinvolved in this manner:a. For each separate combat situation, total all ofthe attack strength points of the attacking unitstogether, then total all of the defender's defensestrength points together.b. Express these two totals as an 'odds ratio'(attacker to defender). Round-off this odds ratiodownwards to conform to the simplified oddscategories printed on the proper (Alien or Terran)Attack Table. EXAMPLE: A Marauder unitattacks a Humanoid Warrior unit. Four attackstrength points compared to three defensestrength points yields a simplified odds ratio of 1-1(4 to 3 rounded down). If two Marauder unitsattack the Warrior unit, the odds would be 8 to 3,rounded down to 2-1 on the Terran Attack Table.c. IMPORTANT: The Alien Attack Table is usedonly to resolve combat when Terran units aredefending. The Terran Attack Table is used toresolve combat when Humanoid or Arachnidunits are defending.d. Roll the die once for each attack situation andcross-index the die roll number with the properodds column to determine the result of the attack.e. Apply the result to the defending units in thatspecific combat situation.f. See the proper Attack Table Key for the effectsof the combat results on defending units. SPE-CIAL: Ignore all references to 'Special Weaponsand Equipment' in scenario one.8. EXAMPLE OF COMBAT: Four Marauderunits enter a hex containing four HumanoidWarrior units. The Terran player elects to initiatecombat. The Terran player decides to dividecombat into more than one attack as follows:

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  • a. Three Marauder units attack one of theWarrior units and the remaining Marauder unitattacks two of the other Humanoid units. Thefourth Humanoid unit is not attacked.b. The odds ratio of the first attack is 4-1 (12Terran attack strength points versus 3 Humanoiddefense strength points). The second attack isresolved as a 1-2 attack (4 Terran attack strengthpoints versus 6 Humanoid defense strengthpoints).c. Using the TERRAN ATTACK TABLE, thedie is rolled once for each of the two attacks. Theresulting number is then cross-indexed with theproper odds column to find the result of theattack. The results are applied to the defendingunits immediately.d. For illustration purposes, suppose that a dieroll of'3' was rolled on the first attack and a '5' wasrolled on the second. A '3' on the 4-1 odds columnproduces an ELIM result and the defendingHumanoid unit is removed from the game. A '5' onthe 1-2 odds column produces a DISR result and aDISRUPT marker is placed on top of bothdefending Warrior units.F. STRONGPOINTSStrongpoints are defensive fortifications that theHumanoid player may use to increase thedefensive strength of his units:1. Strongpoint counters are positioned on themapboard prior to the commencement of play. Nomore than one Strongpoint counter may be placedin each hex. Strongpoint counters may NOT beplaced in city/spaceport hexes.2. Each Strongpoint counter may protect a maximum of FOUR Humanoid units. Units areindicated as being 'inside' a Strongpoint by beingplaced UNDER the Strongpoint counter. Unitsmay move into or out of Strongpoints at any timeduring the friendly movement phase withoutpenalty. Only H U M A N O I D units may be placedunder Strongpoint counters.3. Strongpoint counters do not affect stackinglimitations in any way. A hex containing fourHumanoid counters under a Strongpoint countermay still contain two other Humanoid units ontop of that Strongpoint counter.4. Units under a Strongpoint counter defend withthe defense strength of the Strongpoint, ignoringtheir own defense strengths. All units inside of theStrongpoint must be attacked as a whole at adefense strength of '9'; they may NOT be attackedindividually.5 . Units under a Strongpoint m a y attack n o r m a l l y .

    6. If units under a Strongpoint are eliminated as aresult of combat, the Strongpoint is immediately

    removed from play. An unoccupied Strongpoint iseliminated if a functional Terran unit occupies thesame hex at the end of the Terran player segment.7. Strongpoints do not affect Terrain EffectsChart modifications in any way.G. INVERTED AND

    DECOY COUNTERSAlien combat units and critical installationcounters may be positioned and moved on themapboard in an inverted manner in all of thescenarios to limit the opposing player's knowledgeof the exact strength and disposition of friendlyunits.1. All Alien Worker, Warrior, Heavy Weapon,decoy, and critical installation units may be placedon the mapboard face-down prior to the com-mencement of play.2. An Alien unit must be turned face-up wheneveran enemy unit ends movement in its hex. The unitis exposed at the END of the enemy's movementphase.3. An Alien unit must be turned face-up immedi-ately whenever it enters a hex occupied by afunctional enemy unit.4. DEFINITION: A functional unit is one that isin a non-Disrupted, non-Stunned, non-WIA, ornon-KIA condition resulting from combat.5. A face-up Alien unit may be re-inverted at thebeginning of the Alien player segment providingthe unit is in a hex un-occupied by any functionalenemy units.6. Humanoid units under Strongpoint countersmay not be examined by the opposing playerunless they attack enemy units. When they attack,such units must be revealed to the opposingplayer.7. Decoy units, as provided in the individualscenarios, function like inverted, real, units.Decoy units, however, have no combat strengthand are immediately eliminated from the gamewhenever they must be revealed to the opposingplayer. Thye do not count against stacking limits.

    H. MOBILE INFANTRYORGANIZATION AND THETERRAN CONTROL SHEET

    The Terran Control Sheet is used to record certaintypes of damage inflicted as a result of combat,and, in advanced scenarios, to determine thedistribution of special weapons and equipment. Italso shows the schematic organization of atypicalMobile Infantry platoon.1. A full-strength Mobile Infantry platooncontains 54 fighting men and officers organizedinto two sections. Each section has three squads

    containing eight men each. Each section iscommanded by a section leader and an assistantsection leader and the entire platoon is com-manded by a lieutenant and a sergeant.2. On the Terran Control Sheet, each M.I.counter is represented by a counter diagram and abox. These boxes will be used in subsequentscenarios to organize and control various types ofequipment carried by M.I. units. Furthermore, theTerran Control Chart is a schematic diagramwhich shows exactly which individual unitcounters belong in each squad, section, andplatoon.

    I. HUMANOID ORGANIZATIONThe Humanoid Ground Forces organization isnot as rigid as the Terran organization. Rather,the organization encompasses those ground forcesand noncombatant workers within the immediatevicinity of the military action. With a characteris-tic lack of specialization, the Humanoids haveonly three basic types of units; Workers, Warriors,and Heavy Weapon units.

    J. CRITICAL INSTALLATIONCOUNTERS

    Scenario one uses a special type of counter called a'critical installation' counter which represents oneof the Terran objectives for the Mobile Infantry'sraid. Each of the three types of counterssymbolizes a type of installation critical to thefunctioning of the Humanoid city; power sources,communications centers and water supply.1. Prior to the commencement of play, theHumanoid player may place his alloted CriticalInstallation counters on the mapboard subject toscenario set-up restrictions, if any.2. Critical Installation counters may not beplaced in city/spaceport or rough terrain hexes.They may not be placed in hexes containingStrongpoints.3. In scenario one, the Terran player may destroyCritical Installation counters by maintaining afunctional Mobile Infantry unit in the same hex,free of any enemy units, at the end of the Terranplayer segment. The M.I. unit must begin and endthe turn in the Critical Installation's hex to fulfi l lthis requirement. The destroyed Critical Installa-tion counter is removed at the end of the Terranplayer segment.4. Critical Installation counters may be posi-tioned face-down prior to the commencement ofplay. They are revealed in the same manner asother inverted counters.

    STOP!READ NO FURTHER.

    PLAY SCENARIO ONE.

    II SCENARIO TWO: OPERATION 'BUGHOUSE'A. THE ARACHNID

    ORGANIZATIONArachnid social organization is best typified as amilitant subterranean hive society. All produc-tion, communication, and military functions arecentrally controlled by various 'Brains' (Arach-nids bred with super-developed central nervoussystems) thus allowing swift, efficient deploymentof resourcesboth military and industrial. Arach-nid cities (called 'complexes'), communication andtransportation systems (tunnels), and life-supportsystems are entirely underground. Tunnel systemsemanating from Arachnid complexes allow unitsto move secretly and swiftly.

    B. ARACHNID TUNNEL ANDCOMPLEX ORGANIZATION

    The Arachnid organization centers around thesubterranean city-complexes and their ancillarytunnel systems. All Arachnid complexes are of theexact same geometry and composition. Eachcomplex occupies a seven-hex formation on theAlien player's map pad (i.e., the Alien ControlPad). The Alien player secretly positions anddraws his complex and it's tunnel systemsanywhere on the map pad subject to the proce-dures outlined below:1. A 'complex' consists of a 'Queen cell' sur-rounded by six 'Brain' cells, one being a 'Master

    Brain' cell and the other five 'Combat Brain' cells.Each complex thus consists of seven hexes whichare always drawn on the map pad in the shapeillustrated in the following diagram:

    5

  • 2. Each of the five Combat Brain cells containsfive Warrior, five Worker, one Heavy Weaponand one Engineer unit. These units, except for theEngineer unit , are represented by die-cut counters.NOTE: The Queen, Brain, and Engineer units arenot represented by counters. They exist only onthe Alien map pad and never appear or move onthe mapboard.3. Constructing Tunnel SystemsEach CombatBrain cell has one and ONLY one tunnelconnected to it. Depending upon how a playerconstructs his tunnel systems, a tunnel may havenumerous branches and extensions. Prior to thecommencement of play, the Alien player con-structs his tunnels by drawing pencil lines on theAlien Control Pad as follows:a. Each Combat Brain cell has one (and ONLYone) initial tunnel segment, 10 hexes long,emanating from it. This initial tunnel is called theP R I M A R Y T U N N E L SEGMENT.b. In addition, each primary tunnel segment mayhave the following number of SECONDARYTUNNEL SEGMENTS connected to it:1) One 5-hex tunnel segment.2) Two 3-hex tunnel segments.3) These secondary tunnel segments may connectdirectly to the primary tunnel segment or beconnected with other secondary tunnel segmentsthat connect to the primary tunnel segment.c. A tunnel segment is indicated on the AlienControl Pad by simply drawing a single straightline from the midpoint of one hex to the midpointof another hex.1) Tunnel segments, regardless of length, arealways drawn as straight line segments. Anindividual tunnel segment may never containbends or angles within it. EXAMPLE: A 5-hextunnel segment added to the primary tunnelsegment must be drawn on the map pad as astraight row of tunnel hexes, five hexes long,connected to the primary tunnel segment:

    2) IMPORTANT: Tunnel segment lines mayonly cross (intersect) hex sides at a 90 degree angle.Therefore, tunnel segments must follow the 'grain'of the hex rows:

    d. Tunnel segments must always be drawn toconnect with primary or other secondary tunnelsegments of the same tunnel system to form acontinuous, unbroken, path of tunnel hexesconnecting to the parent Combat Brain cell.e. Secondary tunnel segments added to a tunnelsystem may, however, intersect existing tunnelsegments of the same tunnel system. That is,tunnel segments are not required to be connected'end-to-end', but may be added anywhere alongthe length of an existing tunnel; either connectedto or intersecting an existing tunnel segment.f. IMPORTANT: The tunnel segments thatmake up the tunnel system of one Combat Braincell may NEVER connect or intersect the tunnelsystems of other Combat Brain cells. Each cell'stunnels are, in effect, a 'closed system'.8. Only the primary tunnel segment may connectwith its parent Combat Brain cell. Other tunnelsegments of the system may NEVER connectDIRECTLY to the cell.h. Tunnel segments may NEVER connect to theMaster Brain cell or the Queen cell.i. See the Examples of Play section for anillustration of a completed Arachnid complex andtunnel system.

    C. ARACHNID TUNNELMOVEMENT AND NOTATION

    1. Arachnid Brains and Queens may never movefrom their initial cell locations.2. Warrior, Worker and Heavy Weapon unitsmay only move from their parent Brain cell to thesurface via a breach hex (see below). This isaccomplished in one phase regardless of the lengthof, or distance along, the tunnel system. They mayNEVER remain within a tunnel system. Once onthe surface, they may move their full movementallowance in the same turn.3. Arachnid Engineer units may move ONLYwithin their parent cell's tunnel system. They maynever move to the surface or enter their parentBrain's cell. Engineer units may move through anunlimited number of connected, intact, tunnelhexes in any one movement phase.4. Since all Arachnid units except Engineers willalways be in their parent Brain's cell or on thesurface (and hence on the mapboard), only theposition of the Engineer unit must be recorded onthe map pad. To record the Engineer's location,simply write the TURN NUMBER in the tunnelhex containing the Engineer at the end of themovement phase. If the Engineer does not move,no number is written. Thus the highest numberrecorded will always represent the Engineer'scurrent location. Each cell's Engineer must haveits location within its tunnel system recorded onthe Alien Control Pad prior to the commencementof play.

    D. BREACHING AND TUNNEL-TO-SURFACE MOVEMENT

    1. Arachnid Engineers may create passagewaysfrom any intact tunnel hex to the surface of thesame hex. This is called 'breaching'.2. Engineers create breaches in the hex theyoccupy during the Alien Special Function Phase(see below). They may not create breaches in Brainor Queen cells.3. Indicate breached tunnel hexes on the Alienmap pad by drawing a circle around that hex.Place a BREACH marker in the proper hex on themapboard.4. Immediately after the placement of theBREACH marker, or in any Alien special

    function phase thereafter. Arachnid Warrior,Worker, and/or Heavy Weapon units may movesimultaneously from their parent Brain cell, alongtunnels of that cell, to the breach hex at nomovement point cost. They may then movenormally on the surface in the movement phase ofthe same turn. Some or all of the units belongingto the appropriate Brain cell may move to thesurface during that turn or any turn thereafter.They are not required to move to the surface at thesame time nor do they have to exit from the samebreach hex.5. Once placed on the mapboard. Arachnid unitsmay only return to the tunnel complex during asubsequent Arachnid special function phase. Theymay NOT move to the surface and return to thetunnel complex in the same turn or vice-versa. Toreturn to the tunnel complex, an Arachnid unitmust either begin the Arachnid player segment in abreach hex OR a breach hex must be created in thehex that the Arachnid unit occupies. If one ofthese conditions exists, the Arachnid unit may re-enter the tunnel system. Units that re-enter atunnel system are simply removed from themapboard.6. NOTE: Units of one Brain cell may not re-enterthe tunnel complex of another Brain cell.

    E. ORDER-OF-TURNADDITIONS

    Scenario two introduces the turn sequence forArachnid units which differs somewhat from thesequence used by Terran and Humanoid units.Also, all of the turn sequences have been expandeddue to the new functions created by the addition ofnew rules. The new turn sequences are as follows:1. Terran Player Segment:a. Special Function Phase: Terran player initiatesspecial emplacement and demolition proceduresas explained in subsequent rules.b. Movement Phase: Terran player moves hisunits to the limit of their movement allowances, asdesired.c. Ranged Weapon Phase: Terran player initiatesand resolves attacks against enemy units withinrange of his special weapon units (see below).d. Close Combat Phase: Terran player initiatesand resolves any attacks against enemy units in thesame hex with friendly units.e. Extended Jump Phase: Terran player moveshis Mobile Infantry units again, up to HALF theirnormal movement allowance (see below).2. Arachnid Player Segment:a. Special Function Phase: Arachnid playerinitiates tunnel-to-surface movement and otherspecial construction/demolition procedures asexplained in subsequent rules.b. Ranged Weapon Phase: Arachnid playerinitiates and resolves attacks against enemy unitswithin range of Arachnid Heavy Weapon units(see below).c. Movement Phase: Arachnid player moves allunits, including Engineer units, to the limits oftheir movement allowances, as desired.d. Close Combat Phase: Arachnid player initiatesand resolves attacks against those enemy units inthe same hex with friendly Warrior units.3. Players repeat 1. and 2. for each turn of thegame.4. NOTE: The HUMANOID turn sequence isexactly the same as the TERRAN turn sequenceexcept that the Humanoid units have no extendedjump capability.

    6

  • F. RANGED WEAPON COMBATHeavy Weapon units and certain types of specialweapons and equipment (SW&E) can extend theirattack strengths over a distance, as opposed toregular units which must execute attacks in thesame hex they occupy:1. 'Ranged weapons' are those weapons with arange greater than zero as indicated by the numberin the upper left corner of their counters. Thefollowing types of ranged weapons are used inscenario two:a. Arachnid: Each Combat Brain cell containsone Heavy Weapon unit. A Heavy Weaponrepresents an armored vehicle equipped with a'high-energy beam projector'. Each Heavy Weap-on unit may fire with an attack strength of'18' toa range of six hexes.b. Terran: Mobile Infantry units may be equippedwith various types of weaponry in addition to theirbasic personal armament. These various devicesfall under the general category of 'special weaponsand equipment' (SW&E for short). Scenario twointroduces one type of Terran SW&E; the highexplosive missile launcher. Each MI unit equippedwith a high explosive (HE for short) missilelauncher may fire an attack strength of '9' to arange of six hexes.c. Other types of ranged weapons and SW&E willbe introduced in subsequent scenarios.2. Ranged weapons may attack units that arewithin the number of hexes stated in the weapon'srange. Any one hex within range may be attackedsubject to the following limitations:a. A ranged weapon may not attack units that arewithin the same hex it occupies.b. Terran units may not attack enemy units inhexes containing other non-KIA Terran units.c. Alien ranged weapons may fire into hexescontaining other Alien units. Such friendly unitsundergo the effects of the attack in the samemanner as enemy units.3. Blocking Terrain: Rough terrain and city/space port hexes block the path of fire of rangedweapons at ranges greater than one hex:a. Ranged weapons may always fire at adjacentunits regardless of terrain.b. Ranged weapons may not fire at target units ifrough terrain or city/space port hexes intervene.To determine if intervening hexes block the pathof fire, lay a straight edge on the mapboard so thatit intersects the approximate center of theattacking unit's hex and the center of the targetunit's hex. If the line between these two pointscrosses any part of a rough terrain or city/spaceport hex or runs along one of its hex sides, fire isblocked and the weapon may not attack units inthat hex:

    c. Blocking terrain does not apply to either thefiring unit's hex or the target unit's hex, but only tohexes between those two locations.4. Unlike close combat, ranged weapon fireaffects ALL units in a hex individually. That is, thecombined attack strengths of all ranged weaponsfiring into a target hex are totalled and applied toeach individual target unit in the hex, in turn, as aseparate attack. EXAMPLE: An Arachnid HeavyWeapon unit fires at a stack of M.I. unitscontaining three Marauder units and one Scoutunit. The attack is resolved on the Alien AttackTable as four separate attacks: Three 3-1 attacksagainst the three Marauder units (18 to 6) and one6-1 attack against the Scout unit (18 to 3). The dieis rolled once for each attack and the resultsapplied to the units individually:

    5. Each ranged weapon may only fire at one hexper turn. More than one ranged weapon may fireat the same hex in the same turn, however,combining their attack strengths for a singlecombat resolution against each unit in hex.6. Each hex may only be fired upon once perranged weapon phase.7. Heavy weapon units may only attack in theranged weapon phase. They may NEVER attackin the close combat phase.8. Terran units may attack in both the closecombat phase and the ranged weapon phase of thesame player segment provided they are equippedwith ranged SW&E.

    G. USING THE TERRANCONTROL SHEET

    The Terran player records the distribution andexpenditure of his Special Weapons and Equip-ment on the Terran Control Sheet as follows:1. Equipment NotationThere are variousweapons, like the HE missile launcher, which M.I.units may carry and operate to give increasedfirepower above and beyond their normal attackstrengths. Some of this equipment is representedby counters which are actually placed on themapboard. Other types of equipment, like the HEmissile launchers, have no counters; they areassumed to be carried by the unit to which they areassigned. Regardless of type, however, all SW&Emust have their distribution and expenditurerecorded on the Terran Control Sheet.a. The number and types of available SW&E isstated in the Available Forces section of eachscenario. The Terran player may distribute SW&Eto his M.I. units in any manner he desires subjectto the limits stated in the Special Weapons andEquipment Inventory Chart prior to the com-mencement of play.b. POSSESSION Of SW&E by individual unitsis indicated by circling the INITIALS of theparticular type in the proper unit's Control Box.

    c. For some types of SW&E, up to four units ofeach type may be carried by one M.I. unit. Toindicate the exact number carried, CIRCLE thecorrect numbered square next to each SW&E typeon the unit's Control Box:2. Loss and ExpenditureChanges in the statusof equipment carried by M.I. units are recorded asfollows:

    a. 'LGHT,' 'HVY,' and 'KIA' results require theTerran player to roll a single die for each targetunit on the SW&E Loss Chart to determine if thetarget uni t loses its SW&E. Whenever loss ofequipment occurs, indicate this loss by crossingout the initials of all SW&E being carried by theaffected unit .b. To record EXPENDITU RE of SW&E, simplycross off the highest number indicated as that typeis used. The highest un-crossed number is thenumber of SW&E of that particular type remain-ing.3. TransferSW&E counters may be transferredfrom one M.I. unit to another whenever both unitsoccupy the same hex at the beginning of theTerran player segment:a. Transfer of SW&E is physically executedduring the Terran special function phase by simplycrossing out or erasing the circle around theSW&E entries in the one unit's Control Box andcircling the proper entries and amounts availablein the other unit's Control Box.b. Uni t s may use transferred equipment in thesame turn in which it is transferred.c. NOTE: The transfer may not be executed if thereceiving unit is in a STUN, WIA, or KIAcondition.4. It is strongly recommended that all notation oneither the Terran or Alien Sheets be recorded inerasable pencil.

    H. MOBILE INFANTRYEXTENDED JUMP PHASE

    Mobile Infantry units may move up to HALFtheir normal movement allowance during theextended jump phase subject to individual damagestatus and terrain restrictions:1. Units that suffer 'HVY' damage results on theAlien Attack Table may NEVER execute ex-tended jump.2. Extended jump is separate from and inaddition to any movement executed during theregular movement phase.

    STOP!READ NO FURTHER.

    PLAY SCENARIO TWO.

    7

  • III. SCENARIO THREE:INVASION OF 'SKINNY-FIVE'

    A. INTRODUCTIONAfter being ejected from their transport starship'slaunching tubes. Mobile Infantry troopersdropped to the planet's surface by braking theirdescent through a system of expendable heatshields and drogue parachutes. Nearing thesurface, their suit rockets fired to reduce speed forthe final drop into the combat area. Scenariothree's rules include the M.I. initial drop proce-dure and expand the special weapons inventoryfor both sides:B. MOBILE INFANTRY

    INITIAL DROPPROCEDURE

    During their turn of entry, M.I. units are placed onthe mapboard in a 'drop pattern' and undergo aprocedure that simulates their descent to theplanet surface and the evasive tactics thusemployed to deter the enemy's air defenses.Simply stated, this procedure consists of placingthe M.I. units on the mapboard, randomlydetermining the direction in which ALL of theunits were ejected from their launch tubes, andthen randomly determining each individual unit'sdisplacement due to evasive tactics:1. During the special function phase of the turn ofentry, the Terran player positions his MobileInfantry units on the mapboard in a 'drop pattern'.This pattern may be placed on the mapboard inany shape or form subject to the followingrestrictions:a. M.I. units must be placed on the mapboard ingroups of nine units such that there is only one unitper hex, each member of a group is adjacent to atleast one but no more than two other members ofthe same group, and each group must form alinear, straight-line pattern consistent with themapboard hex grain.b. Units of one group may not be adjacent to unitsof another group.c. Essentially, then, each group will resemble anine-unit 'stick' of M.I. troopers forming a linearpattern on the mapboard. See the Examples ofPlay section for a graphic example.2. Determine Direction of Launch: All units areejected from the transport in the same generaldirection as determined by the starship pilot. Thisis randomly determined by rolling one die andconsulting the Scatter Diagram printed on themapboard.3. Determine Individual Unit Drift: Using theDrift Diagram, below, determine the final hexlocation for EACH individual M.I. unit. Roll onedie and consult the Drift Diagram. The numberrolled represents BOTH the DIRECTION theunit drifts AND the NUMBER OF HEXES inthat direction that it must be moved. Note that thisdirection is relative to the previously determinedlaunch direction.

    EXAMPLE: A die roll of '1' is rolled on theScatter Diagram indicating that all units arelaunched in a northerly direction. For the unitshown below, a die roll of '6' on the Drift Diagramwould mean that the unit is moved six hexestowards the north edge of the mapboard. If the dieroll was a '5' instead, the unit would be moved fivehexes in a northwesterly direction. If it was a '1',

    the unit would be moved one hex to the South ofthe mapboard.

    DRIFT DIAGRAM

    4. After all units have been dropped and scatteredin the special function phase, all movement fordropped units in ENDED. They may not initiateany further movement or attacks during the initialdrop turn.5. SPECIAL: Any M.I. unit that is forced tomove off of the edge of the mapboard due to initialdirection of launch and subsequent drift isautomatically eliminated from the game andconsidered as KIA for victory point purposes, ifapplicable.

    C. ADDITIONS TO THESPECIAL WEAPONS ANDEQUIPMENT INVENTORY

    All of the belligerents in the game are providedwith a plethora of exotic weaponry. AdditionalSpecial Weapons and Equipment (SW&E) areprovided below: some are weapons operateddirectly by combat units while others are passiveor semi-active demolition devices:1. Humanoid SW&E:a. Heavy Weapon-Beam: Like the Arachnids, theHumanoids are equipped with Heavy Weaponunits representing armored vehicles armed with'high-energy beam projectors'. Each HeavyWeapon-Beam unit may fire an attack strength of'9' to a range of six hexes.b. Heavy Weapon-Missile: The other type ofHumanoid Heavy Weapon unit is equipped withhigh explosive missiles. Each Heavy Weapon-Missile unit may fire an attack strength of '12' to arange of ten hexes.2. Terran SW&E: Mobile Infantry units maycarry special 'delayed action' high explosivemunitions which then may drop in any hex theypass through:a. Delayed Action Charge-Proximity (DAP):The DAP charge is an SW&E counter than anM.I. unit is signified as 'carrying' by making theappropriate notations on the unit's Control Box.The DAP may be 'dropped' by that unit in any hexthat it occupies or passes through during the

    movement or extended jump phase by simplycrossing off one square on the M.I . unit's ControlBox and placing a DAP counter in the proper hex.More than one DAP counter may be placed ineach hex. The DAP charge automatically andimmediately attacks any enemy unit that entersthat hex UNLESS the hex contains a Terran unit(regardless of condition). If dropped in a hexalready containing enemy units, it is activated assoon as the carrying unit leaves that hex. The DAPattacks all enemy units (or a strongpoint) in thehex with an attack strength of '12'. Each DAPcounter may attack only ONCE per game afterwhich it is immediately removed from play. Theattack is resolved in the same manner as rangedcombat.b. Delayed Action Charge-Remote (DAR): TheDAR is similar to the DAP in the way that it iscarried and dropped. It differs from the DAP inthat it does not automatically attack enemy unitsthat enter its hex, but must be activated by thecarrying uni t from another hex. To activate theDAR charge, the carrying unit must be within tenhexes of the DAR and in a functional state (non-STUN, -W1A, -KIA). More than one DAR maybe placed in a hex but they must all be activated atthe same time. The DAR attacks ALL enemy unitsin the same hex at the time the charge is detonatedwith an attack strength of '18'. Like the DAP, it isused once and then removed from play. The attackis resolved in the same manner as ranged combat.c. Both the DAP and the DAR charges may bedropped and positioned on the mapboard in aninverted fashion.d. Multiple DAP and DAR charges mustcombine their attack strengths when detonatedsimultaneously.e. Once placed on the mapboard, DAP and DARmay not be picked up, carried, or otherwise movedfrom their location.3. Refer to the Special Weapons and EquipmentInventory Chart for a complete listing of allSW&E types and their capabilities.

    STOP!READ NO FURTHER.

    PLAY SCENARIO THREE.

    8

  • IV. SCENARIO FOUR: REVOLT!A. INTRODUCTIONThe Arachnids enjoyed a phenomenally high levelof technological expertise in constructing, main-taining, and repairing their all-important tunnelsystems. Until the Terran Federation discoveredthe technology that denied the enemy full use oftheir tunnel complexes, victory was an almostinsurmountable task. Scenario four examines thisengineering technology by introducing Terranengineer units and providing them with equipmentcapable of restricting Arachnid tunnel movement.Arachnid engineering capabilities are furtherexpanded with the addition of demolition muni-tions and tunnel repair rules.

    B. TERRAN COMBATENGINEERS

    Terran Combat Engineers are non-Mobile Infan-try combat units whose task it is to seal off,dislocate, and otherwise destroy Arachnid tunnelsby the emplacement and detonation of specialdemolition charges.1. Combat Engineers move and engage in closecombat in the same manner as regular M.I . unitswith these exceptions:a. Combat Engineers may NOT execute extendedjump movement.b. Combat Engineers may engage in close combatin the normal fashion, but they may NEVERoperate or carry Mobile Infantry SW&E, nor mayM.I. units carry Combat Engineer SW&E.c. When defending, attacks against CombatEngineers are resolved on the Alien Attack Tableas usual. When a Combat Engineer unit suffers a'HVY' outcome, it automatically loses all attachedequipment I N C L U D I N G any demolition chargesit may be in the process of emplacing. Additional-ly, a Combat Engineer unit is removed from playwhenever it suffers a 'WIA' or 'KIA' result andconsidered destroyed. 'LGHT' and 'HVY' resultsare treated as 'STUN'.2. Demolition ProcedureCombat Engineersare provided with special high-explosive demoli-tion munitions as outlined in the individualscenarios. Demolition charges are emplaced in atwo-turn procedure:a. A Combat Engineer may emplace one demoli-tion charge per turn in any hex it occupies at thebeginning of the turn.b. Demolition charges are emplaced during theTerran special function phase. Emplacementconsists of placing the demolition counter face-down in the proper hex.c. In the next special function phase, thedemolition counter is turned face-up. It may bedetonated in the same special function phase or inany subsequent special function phase.d. To detonate the demolition charge, theemplacing Combat Engineer unit must occupy thedemolition hex in an un-stunned condition at thetime of demolition. After detonation, the demoli-tion counter is removed from play.e. NOTE: If the emplacing Combat Engineer unitis in a stunned condition during either of the twoemplacing turns, or moves out of the emplacementhex, the emplacement sequence is stopped. Thesequence may be resumed at the point at which itwas interrupted whenever the unit becomes un-stunned or returns to the hex. A Combat Engineercannot continue an emplacement sequence that

    was begun by another C.E. unit.f. The Combat Engineer unit may not move orattack during the turns of emplacement ordetonation.g. Once the demolition counter has been placedon the mapboard, it may not be shifted, carried orotherwise moved from its initial location.3. Effects of High Explosive (HE) Demolition:a. An HE demolition charge destroys anyArachnid tunnels that may be in the detonationhex.b. Brain and Queen cells are unaffected by HEdemolition munitions.c. Any Arachnid unit occupying a tunnel in thedetonation hex is considered destroyed.d. Any breach in the hex is automaticallydestroyed and the breach counter is removed fromthe mapboard.e. Units on the surface of the demolition hex areunaffected.

    C. AIR CARS1. Air Cars are general-purpose utility aircraftused to transport Combat Engineers and theirequipment. Each Air Car may transport oneCombat Engineer unit.2. To transport a Combat Engineer unit, an AirCar must begin the Terran player segment in thesame hex with the Combat Engineer unit. To betransported, the Combat Engineer unit first mustbe LOADED into the Air Car during the specialfunction phase. A unit is indicated as being loadedby being placed UNDER the Air Car unit.4. The Combat Engineer unit may not move,attack, or engage in demolition operations in thesame turn in which it is loaded, unloaded, ortransported by Air Car.5. Air Cars may move up to the limit of theirmovement allowance in the same turn in whichthey load or unload Engineer units. They mayNOT, however, load and unload in the samespecial function phase.

    6. Air Cars may ignore all terrain costs whenmoving: They simply expend one movement pointfor each hex entered regardless of terrain costs.They have no stacking limit.7. An Air Car, and the unit it is transporting, aretreated as one unit for combat purposes. Whenattacked, only the defense strength of the Air Caris used. The defense strength of the CombatEngineer unit being transported is ignored. AirCars are unaffected by Arachnid demolitioncharges during the Terran movement phase. Theyare affected during the Arachnid special functionphase only if they loaded or unloaded in theprevious Terran player segment.8. SPECIAL: When an Air Car is being attacked,STUN outcomes have no effect. Additionally, anyother result except NO EFFECT and STUNcauses the elimination of the Air Car and any unitit may be transporting.

    D. ARACHNID DEMOLITIONMUNITIONS

    Arachnid high explosive demolition munitions areexplosive charges, secretly located on the map-board, that the Arachnid player may detonate in

    an attempt to destroy enemy units withoutexposing friendly units to counter-attack:1. Demolition munitions must be secretly posi-tioned on the Alien Control Pad prior to thecommencement of play. There are no counters forArachnid demolition munitions; they exist onlyon the Alien map pad. The number of individualdemolition charges that may be emplaced arelisted in each scenario's Available Forces section,where applicable.2. Demolition munitions may only be emplacedadjacent to (within one hex of) tunnel hexes. Theymay NOT be placed in hexes containing ArachnidBrain or Queen cells, or in those hexes containingtunnels constructed prior to the commencement ofplay.3. A maximum of ONE demolition charge may beemplaced in each hex.4. Demolition charges are detonated during theAlien special function phase or during the enemymovement phase or extended jump phase at theArachnid player's discretion. When detonatedduring the enemy movement phase or extendedjump phase, the Arachnid player announces thedetonation and IMMEDIATELY resolves theattack against any Terran units in that hex. If aCombat Brain is eliminated, demolition chargesadjacent to its tunnel system may NOT bedetonated.5. Each demolition charge may be detonated onlyonce per game.6. NotationPlacement of high explosive demo-lition charges is indicated by drawing a small

    triangle in the proper hex on the AlienControl Pad. A detonated demolition charge isindicated by filling-in the interior of the tri-angle7. EffectsDetonation of an HE demolitioncharge produces the following effects:a. All units on the surface of the hex areimmediately attacked with an attack strength of'24', as in ranged combat.b. Any tunnel segments in the detonation hex aredestroyed.c. Any Arachnid unit occupying a tunnel in thehex is immediately destroyed.d. Any breach in the hex is automaticallydestroyed and the breach counter removed fromplay.8. Premature DetonationIf a Terran demoli-tion charge is detonated in a hex containing anundetonated Arachnid charge, the Arachnidcharge is automatically detonated with the effectsimmediately applied to any units occupying thehex. Likewise, Arachnid demolition chargesautomatically detonate any Terran demolitioncharge that may be on the mapboard in the hex.

    E. TUNNEL DAMAGEAND REPAIR

    Tunnels are destroyed as a result of Terran andArachnid demolition detonations:1. Effects of Destroyed TunnelsArachnid unitsmay not enter, pass through, or otherwise usedestroyed tunnels:a. Movement from a parent Brain cell to thesurface is prohibited if the path of movement mustbe traced through a destroyed tunnel.

    9

  • b. Likewise, an Arachnid unit on the surface maynot re-enter the tunnel system if the path ofmovement from its breach hex to its parent Braincell is blocked by a destroyed tunnel.c. Engineer units may not trace movement into orthrough destroyed tunnels.2. Repairing TunnelsDestroyed tunnel hexesmay be restored to full function by ArachnidEngineer units:a. Each Arachnid Engineer unit may repair onedestroyed tunnel hex per turn. Repairs areinitiated during the Arachnid special functionphase.

    b. To repair a tunnel hex, the Arachnid Engineerunit must be adjacent to and in a tunnel hexconnected with the destroyed tunnel hex at thebeginning of the special function phase. Repairsare simply assumed to be completed at the end ofthe special function phase.c. A tunnel may be used for movement in thesame turn in which it is repaired.d. An Engineer unit may not create a breach in thesame turn in which it repairs a tunnel hex. It may,however, move normally in the same turn.3. Damage and Repair NotationChanges in thestatus of tunnels must be very carefully noted on

    the Alien map pad.a. Destroyed tunnels are indicated by placing an'x' in the proper hexb. Repairs are noted by either carefully erasingthe 'x' or by drawing a box around it

    STOP!READ NO FURTHER.

    PLAY SCENARIO FOUR.

    V. SCENARIO FIVE: SHEOLA. INTRODUCTIONScenario five completes the Mobile Infantry drop-fight-recovery cycle by introducing the RetrievalBoats, Rocket Beacons, and the retrieval proce-dure. With the addition of 'soft landing' capabili-ties, the entire range of deployment options opento the Terran forces is realized.

    B. RETRIEVAL BOATS ANDROCKET BEACONS

    Recovery of Terran forces after action on a planetsurface is accomplished by the use of RetrievalBoats. Prior to landing on the planet, the RetrievalBoat fires a Rocket Beacon onto the surface whichbroadcasts a homing signal to the units on theground. Shortly thereafter, the Retrieval Boatlands on the Beacon's location. The Terran forces,which have been re-grouping in the vicinity of theBeacon, quickly load into the Retrieval Boat. TheBoat then lifts off for a pre-programmed rendez-vous with its troop transport which has beenmaintaining orbit several hundred kilometersabove the planet surface:1. Prior to the commencement of play, the Terranplayer secretly records the location of his intendedrecovery hex and the turn in which the RocketBeacon will land.2. At the end of the Terran movement phase ofthe prescribed turn, the Rocket Beacon is placed inthe intended recovery hex and scattered using theregular M.I. Initial Drop procedure.3. In the next turn, the Retrieval Boat lands bybeing placed in the Beacon's hex at the end of themovement phase.4. In the turn immediately after the RetrievalBoat lands, Terran units that are in or enter theBoat's hex are assumed to be loaded aboard it,regardless of their condition. At the end of themovement phase, the Retrieval Boat lifts off and isremoved from the mapboard along with thoseunits that were loaded into it.5. A Retrieval Boat has an unlimited loadingcapacity. All types of Terran units may be carriedaboard a Retrieval Boat.

    C. RETRIEVAL BOATDEFENSE

    1. The Retrieval Boat has a defense strength of'18' and may be attacked in the same manner asother units.2. Combat against a Retrieval Boat is resolved onthe Alien Attack Table as usual. The results,however, are modified. 'WIA' and 'KIA' resultscause the destruction of the Retrieval Boat and itsremoval from the mapboard. Any other result hasNO EFFECT.

    D. SOFT LANDINGSIn certain scenarios, Terran units enter the gameby being carried in a Retrieval Boat for a softlanding on the surface:1. A Retrieval Boat delivering units for a softlanding uses the same procedure as when landingfor unit recovery.2. Units must debark from the Boat in the turnafter it lands. They may move normally in thesame turn.

    3. Other units (usually casualties) may be loadedaboard the Retrieval Boat in the same turn inwhich other units debark.4. The Retrieval Boat takes off and is removedfrom the mapboard at the end of the movementphase in which it loads/unloads.

    E. CASUALTY RECOVERY1. All non-KIA Terran units that are NOTsuccessfully retrieved via the Retrieval Boatprocedure are automatically worth THREETIMES their KIA victory point value to the Alienplayer, where applicable.2. Immobilized Mobile Infantry (NOT CombatEngineer units!) may be carried by non-immobilized M.I. units in either of two ways:a. One-Man Carry A single M.I. unit may makea pick-up on a casualty as follows:1) The carrying unit must begin the movementphase in the immobilized unit's hex. The immobi-lized unit may be 'loaded' in the same movementphase by being placed UNDER the carrying unit.2) The carrying unit may then move normally inthe following turn.3) If the carrying unit suffers a combat resultother than 'No Effect', the casualty automaticallybecomes 'KIA'.b. Two-Man CarryTwo M.I. units may make apick-up on a single casualty as follows:1) Both carrying units must begin the movementphase in the immobilized unit's hex. They maythen load the casualty and move in the SAMEmovement phase.2) Whenever two units are carrying one casualtyas per the above procedure, they must movetogether at the reduced rate of ONE HALF thenormal movement allowance of the slowestcarrying unit.3) If one or both of the carrying units areimmobilized, the casualty may not be moved untilboth units become mobile, or until other unitsmake a pick-up on the unit, or until the remainingcarrying unit converts to a one-man carry.

    4) While being carried by two M.I., the casualty istreated as a normal unit for combat purposes. Allcombat results against the casualty are treatednormally.c. When carrying or loading a casualty, units maynot attack in any manner nor may they deploySW&E.

    F. CAPTURING MOBILEINFANTRY CASUALTIES

    1. Any Mobile Infantry unit that is WIA may becaptured by any type of Arachnid unit that is in anundisrupted state.2. To capture, an Arachnid unit must begin itsmovement phase in the same hex with the WIAMobile Infantry unit. It may then load thecasualty and move in the same movement phaseusing its normal movement allowance. Whilebeing carried, the captured unit retains its normaldefense strength.3. Upon entering a breach hex (and thus beingremoved from the mapboard), the M.I. unit isconsidered to be captured.4. If the carrying Arachnid unit is destroyed inclose combat, the WIA may be recovered byTerran units.5. Captured units are worth three times theirnormal KIA value to the Alien player, whereapplicable.

    G. TUNNEL CONSTRUCTIONNot only may Arachnid Engineer units repairtunnel segments, they may construct new ones:

    1. Each Arachnid Engineer unit may construct atunnel segment of one or two hexes in lengthduring each Arachnid special function phase.2. To construct a new tunnel segment, theEngineer unit must be in a non-destroyed tunnelhex. The Alien player then simply draws the newtunnel segment on his map sheet, extending theline from the Engineer's tunnel hex.3. New tunnel segments must be constructedwithin all of the general rules for initial tunnelcomplex placement. They must be constructed instraight line segments of either one or two hexes inlength.4. Engineers may move normally in the same turnin which they construct new tunnel segments.5. New tunnel segments may be used for move-ment in the same turn in which they are construct-ed.6. Engineers may not repair tunnel segments andconstruct new ones in the SAME special functionphase.

    10

  • 7. Tunnel segments may be constructed in hexescontaining undetonated demolition munitions.

    H. GROUND LISTENINGDEVICES

    Ground Listening Devices (LD's for short) enablethe Terran player to determine the generallocation of Arachnid tunnels as follows:1. Only Mobile Infantry units may carry Listen-ing Devices. Each unit may carry ONE LD.2. Listening Devices are distributed on the TerranControl Sheet in the same manner as other typesof SW&E. Whenever an M.I . unit activates aListening Device that it is carrying, an LD counteris physically placed on top of that unit.3. Listening Devices are carried and transferredin the same manneras other types of SW&E. If thecombat results indicate the elimination of a unit'sSW&E, the LD counter is removed from play andcrossed-off the unit's Control Box.4. Listening Devices are activated and functionduring the Terran special function phase. If a unitactivates its LD, it may not move, attack, ordeploy other types of SW&E in the turn in whichthe LD is activated.5. Operating ProcedureDuring the specialfunction phase, the Terran player may announcethe activation of each of his LD's, in turn. EachLD has an effective detection radius of FOURhexes. If there are any tunnel segments within thisdetection radius, the Arachnid player must signifysuch as follows:a. If there are any tunnels within four hexes of anLD's location, the Arachnid player must state howfar away the NEAREST tunnel is from the LD'shex. The Arachnid player simply states that thereis a tunnel four, three, two, or one hex away, or inthe same hex.b. The Arachnid player does not state how manytunnels are within the detection radius, nor if there

    are other tunnels at a greater distance within theradius, nor the manner in which they are laid out.c. SPECIAL: The Arachnid player NEVERidentifies Arachnid complex hexes. He onlyresponds if the LD is within range of TUNNELS.d. Destroyed tunnels are not identified; they ceaseto exist for LD detection purposes.

    e. (NOTE: It is suggested that the Terran playermake appropriate notations on a spare map sheetwhen tunnels are located. By careful placementand patterning of his LD's, he will be able todiscern, with varying degrees of accuracy, theAlien player's tunnel layout).6 . M o n i t o r i n g T u n n e l R e p a i r a n dConstructionWhenever an Arachnid Engineerrepairs a damaged tunnel or constructs a newtunnel segment within four hexes of an activatedLD, he must inform the Terran player as to itsproximity in the same manner as previouslydescribed above. This is announced during thesame special function phase in which it occurs.7. Only functional Mobile Infantry units mayactivate Listening Devices.

    I. HEAVY NERVE GASScenario five introduces a new type of SW&Ecalled Heavy Nerve Gas which affects onlysubterranean Arachnid units:1. Heavy Nerve Gas ( H N G for short) bombs arecarried and deployed by Mobile Infantry units inthe same manneras DAP bombs except that HNGbombs do not require the presence of Arachnidunits to be activated.2. HNG Bombs only affect Arachnid units inT U N N E L HEXES. Arachnid units on the surfaceare unaffected by HNG bombs.3. HNG bombs may be activated in tunnel hexesin either of two ways:a. They may be dropped into breach hexes where

    they are assumed to be activated in the tunnel hexbelow the breach.b. They may be placed in a hex with an HE democharge that is being emplaced by a CombatEngineer unit. When the HE demo charge isdetonated, the tunnel is destroyed AND the HeavyNerve Gas is assumed to permeate the wreckagethus making tunnel repairs impossible.c. EXCEPTION: If the HE demo charge isexploded by or explodes an Arachnid democharge by premature detonation, the HNG bombhas NO effect on that tunnel hex.4. Place an HNG counter on the mapboard ineach hex containing an activated HNG bomb.5. Effects of Activationa. HNG bombs automatically destroy any Arach-nid Warrior, Worker, or Engineer unit that is in,enters, or passes through the tunnel hex contain-ing the nerve gas.b. Once activated, HNG bombs remain effectivethroughout the game or until any type of Arachniddemo charge is detonated in that hex, in whichcase the HNG counter would be removed.c. SPECIAL: If an HNG bomb is activated in theP R I M A R Y TUNNEL HEX adjacent to andconnected with its parent Brain cell, the CombatBrain and ALL Arachnid units (including HeavyWeapons) belonging to that Brain are considereddestroyed REGARDLESS of their location onthe mapboard.d. HNG bombs have absolutely no effect onArachnid units on the surface. They only affectArachnid units in tunnel hexes and Combat Braincells.

    STOP!READ NO FURTHER.

    PLAY SCENARIO FIVE.

    VI. SCENARIO SIX: OPERATION ROYALTY:THE BATTLE FOR PLANET P

    A. INTRODUCTIONThis scenario introduces some of the mostcomplex rules in the SST game system. Through-out the game, the three-dimensional aspect ofthe subterranean level of play has been simplifiedas much as possible. Scenario six, however,introduces a complex system of hex-by-hex tunnelmovement for both Arachnid and Terran units.Additionally, the introduction of nuclear weaponswill require players to be much more selective intheir tactical placement and movement.

    B. NUCLEAR SPECIALWEAPONS AND EQUIPMENT

    Nuclear SW&E types function in the same manneras their high explosive counterparts except thatthey are more powerful and create radioactivefallout in their detonation hexes:1. There are three types of nuclear SW&E:a. M.I. nuclear rocket launchers.b. C.E. nuclear demolition munitions.c. Arachnid nuclear demolition munitions.2. All three types of nuclear SW&E are used oremplaced in exactly the same manner as their highexplosive counterparts. They differ only in theireffects on the target:

    a. They automatically destroy all target units inthe detonation hex. NOTE: C.E. NUC democharges destroy subterranean units ONLY.b. They affect the six hexes adjacent to the targethex with various residual effects.c. Arachnid demo and Mobile Infantry rocketlaunchers create radiation areas in the detonationhexes. Combat Engineer N U C demo charges DONOT create a RAD area in the detonation hex.d. See the SW&E Inventory Chart for specificeffects of each weapon type.3. Radiation Areas (RAD's)The effects ofnuclear radiation and fallout are reflected in thefollowing:a. Whenever a nuclear rocket launcher orArachnid demo charge in detonated a RADmarker is immediately placed in that hex.b. RAD areas inhibit movement, depending uponthe type of unit, as follows:1) Terran surface units may not enter hexescontaining RAD area markers. Aircars may enterbut may not remain in RAD hexes.2) Humanoid unit may not enter hexes contain-ing RAD area markers.3) Arachnid units may enter and remain in RAD

    area hexes, but they must immediately undergo an'attack'at 1-1 odds. If they survive the attack in anundisrupted state, they may continue out of thehex normally. If they are disrupted, they mustundergo the same attack in the following turn.Units moving to the surface via a breach in a RADhex must also undergo this 1-1 attack. Units mustundergo this 1-1 attack each and every turn inwhich they remain in the RAD hex.c. RAD areas remain effective for the duration olthe game.4. If a target unit suffers an 'attack' by more thanone adjacent N U C demo charge, the total attackstrength of the demo charges are applied to thetarget as a single, combined, 'attack'.5. Detonation of any type of nuclear weapon in ahex automatically detonates any other type ofSW&E that may be in that hex, regardless ofwhether it is emplaced or simply being carried.6. NotationThe Arachnid player may recordthe location and detonation of nuclear demolitioncharges as follows:a. Indicate an emplaced nuclear demo charge bydrawing a small circle in the hex (o).b. Indicate a detonated nuclear charge by filling-in the circle ().

    11

  • c. Indicate a RAD area by drawing parallel linesin the affected hex (/ / / /).

    C. MOBILE INFANTRY ANDARACHNID TUNNELMOVEMENT

    To capture Master or Combat Brains, the MobileInfantry had to descend into Arachnid tunnelcomplexes and dig them out. Many times this ledto pitched battles against defending ArachnidWarriors. Implementation of hex-by-hex subter-ranean movement is more complex than regularmovement, but the basic mechanics remain thesame:

    1. Hex-by-hex tunnel movement is executed ONthe mapboard. To differentiate subterraneanmovement from surface movement, place aT U N N E L marker on all units that execute andend their movement in the tunnels or Brain cells.2. Unl ike surface movement, friendly units mustSTOP and end all movement for that turnwhenever they enter a subterranean hex contain-ing FUNCTIONAL enemy units.3. Terran Tunnel MovementOnly MobileInfantry units may enter or move through tunnels;all other Terran units are prohibited (EXCEP-TION: prisoners, scenario seven):a. M.I. units move through tunnels at the rate ofTWO movement points for each tunnel hex. Theymay not use extended jump in tunnel hexes.b. The Terran player may stack a maximum ofEIGHT units in a single tunnel hex.4. M.I. Movement SequenceThe Terran playermoves his M.I. units through tunnel hexes whilebeing 'guided' by the Arachnid player who informshim of what his units 'see':a. An M.I. unit enters a tunnel by beginning itsmovement phase in a breach hex. The Terranplayer announces which units are entering thetunnel and places a TUNNEL marker on top ofthem.b. The Arachnid player must indicate to theTerran player the ORIENTATION of the tunnelhis units are then entering. EXAMPLE: "In thehex your units now occupy, the tunnel runs north-south." The Arachnid player must also inform theTerran player whenever the tunnel shifts direction.EXAMPLE: "From the hex your units nowoccupy, the tunnel angles one hex side to thenorth-east."c. When entering a tunnel system, the Terranplayer must choose a direction for each unit tomove along, tracing the movement, hex-by-hex,on the mapboard. Each unit must move throughthe tunnels along that direction to the limit of itsmovement allowance or until one of the followingoccurs:

    1) The unit's movement brings it into a hexcontaining an Arachnid unit or the end of a tunnelsegment (a cul-de-sac or dead end) in which case itmust stop and end all further movement for thatturn.

    2) The unit enters a hex which is the intersectionor junction of two or more tunnel segments. Whenthis occurs, the Arachnid player must inform theTerran player of his unit's movement options. TheTerran player then chooses a direction andcontinues movement to the limit of his movementallowance. EXAMPLE: Arachnid Player: "In thehex your unit now occupies, it may move north,south, southeast or northwest." Terran player:"I'll move it northwest . . . "

    d. An M.I. unit may move from a tunnel to thattunnel system's Brain cell as a part of normalmovement. It may NOT, however, move fromBrain cell to Brain cell. The Arachnid player mustinform the Terran player whenever one of his unitsenters a Brain cell.e. M.I. units may exit a tunnel system by enteringa breach hex, announcing an exit, removing theT U N N E L marker, and ending all movement. Atthis point, the unit is presumed to be on thesurface.5. Arachnid Tunnel Movement: As a special case,an Arachnid unit may remain in a tunnel after thespecial function phase instead of automaticallymoving to the surface if:a. It enters tunnel hex containing functionalTerran units and initiates an attack.b. It is disrupted in a tunnel hex as a result ofTerran attacks.c. It is trapped in a tunnel segment as a result ofTerran demolitions.

    E. COMBAT IN TUNNELS1. Unlike surface combat, whenever a friendlyunit enters a tunnel hex containing a FUNC-TIONAL enemy combat unit, it MUST stop, endall movement, and initiate an attack.2. Only CLOSE COMBAT may be initiated intunnels. Ranged weapons may NOT be used.a. Only Arachnid Warrior and Terran MobileInfantry units may initiate combat.b. Heavy weapons may not engage in combat orenter tunnel hexes occupied by Terran units.c. Heavy Nerve Gas (HNG) is the only type ofSW&E that may be used in subterranean combat.3. Close combat in tunnels is resolved in the samemanner as surface combat.4. An Arachnid unit may remain IN tunnel hexesat the end of its special function phase ONLY if itinitiates a close combat attack in the close combatphase.5. An Arachnid unit may move from a Brain cellto a tunnel hex, or from a breach hex to anothertunnel hex, or from one tunnel hex to another toinitiate an attack.6. If an Arachnid unit cannot attack and cannotmove along an unobstructed path of tunnel hexesfrom its parent Brain cell to the surface (or viceversa) then it MUST remain in its currentlocation.7. When attacked in tunnels, Mobile Infantryunits defend at HALF (do NOT round offfractions) their regular defense strength. Theirattack strength remains unchanged.8. Whenever a Mobile Infantry unit enters a hexoccupied by an Arachnid ENGINEER, theEngineer unit is automatically destroyed. TheArachnid player must inform the Terran playerwhenever this occurs.9. SPECIAL: Whenever an M.I. unit enters aCombat Brain cell, any Arachnid units still in thatcell must be placed on the mapboard along with aTUNNEL marker. The M.I. unit is NOT requiredto attack enemy units in the Brain cell, but has theOPTION of doing so.

    F. CAPTURE ANDDESTRUCTION OFBRAINS AND QUEENS

    Brains and Queens may be destroyed by usingSW&E or by physically occupying a Brain cell.Only Combat Brains, however, may be captured

    due to the fact that the M.I. units may never enterMaster Brain or Queen cells.1. DestructionBrains and Queen may bedestroyed in the following ways:a. By detonating Heavy Nerve Gas in an adjacent,contiguous tunnel hex, either through a breach orwith an HE demo charge as previously described.b. By detonating a nuclear demo charge in thesame hex.c. By physically moving an M.I . unit through thetunnels and into a Combat Brain's cell andannouncing the Brain's destruction, regardless ofother Arachnid units also in the cell.d. EXCEPTION: An M.I. unit that destroys aBrain may NOT also attack other Arachnid unitsin the same turn .2. When a Queen or Master Brain is destroyed,other Arachnid units are not affected.3. When a Combat Brain is destroyed, allWarrior, Worker, and Heavy Weapons unitsbelonging to that Brain are immediately removedfrom play and considered destroyed.4. The Arachnid player must inform the Terranplayer whenever a Brain or Queen has beendestroyed.5. Combat Brain CaptureWhenever an M.I.unit enters a Combat Brain cell, it has the optionof attacking other enemy units in that cell orcapturing the Combat Brain:a. To capture, the Terran player simply an-nounces that the Combat Brain has been capturedby a specified unit. The M.I. unit that physicallycaptures the Brain may not attack other enemyunits in the same turn.b. Once captured, a Brain counter is placed underthe capturing unit signifying that it is carrying thecaptured Brain. The carrying unit may not attackor deploy SW&E while carrying the Brain.c. The M.I. unit carrying the captured Brain mayNOT be attacked while it is in the tunnel system. Itmay be attacked normally once it is on the surface,however, with any type of damage (STUN orworse) also destroying the captured Brain.d. Captured Brains may be carried and transport-ed in Air Cars and Retrieval Boats like regularTerran units.e. Units belonging to a captured Brain may stillfunction normally unless the Brain is subsequentlydestroyed, in which case they are eliminated.

    G. TERRAN SPECIAL TALENTSThe Terran Special Talent unit counter representsa single human being possessing unique EXTRASENSORY PERCEPTUAL powers. The ESPSpecial Talent has the ability to locate and identifythe exact position of Arachnid tunnel systems andcomplexes:1. Special Talents move and function like otherTerran combat units except that they never countagainst any type of stacking limitation.2. A Special Talent may be transported in an AirCar in the same manner as a Combat Engineerunit. Additionally, an Air Car may transportBOTH a Combat Engineer unit and a SpecialTalent unit.3. Special Talents function during the specialfunction phase. They may NOT function whileloaded in Air Cars. During those turns in whichthey use their locating ability, they may not moveor load.4. When the Terran player announces that theSpecial Talent is functioning, the Arachnid playermust disclose the EXACT location of all tunnel,

    12

  • breach and cell hexes wi thin a TEN HEX radius ofthe Special Talent's hex.5. A Special Talent has an attack strength of '0'and defense strength of '1'. If it suffers a STUNresult or worse, it is automatically eliminated-except when loaded into an Air Car in which casethe defense strength of the Air Car is used.

    H. HIDDEN BREACH HEXESInstead of automatically placing a breach markerin a hex whenever a breach is created, theArachnid player has the option of not disclosingits location:1. When a breach is created, a breach marker doesnot have to be placed in the hex unless:a. A functional Terran unit enters or passes

    through the same hex.b. Arachnid units enter or exit the breach.c. A Special Talent is within ten hexes of thebreach.2. Whenever any of the above occurs, a breachmarker must immediately be placed in that hex.

    I. USING TWOHIGHER-ECHELON UNITSIN A SCENARIO

    1. In those scenarios utilizing more than onecomplete Arachnid complex or more than oneMobile Infantry platoon, no changes or additionsto the rules are required. All rules that apply tosingle complexes and platoons also hold true for

    mult iple complex situations. Simply designatewhich lettered units belong to which CombatBrain cell by wri t ing the letter in the cell hex on theAlien Control Pad.2. For those scenarios requiring more than oneMobile Infant ry platoon, s imply use two differentTerran Control Sheets one for each M. I . pla-toon.

    3. The second higher-echelon unit is different ia t-ed by the darker-colored uni t counters.

    STOP.READ NO FURTHER.PLAY SCENARIO SIX.

    VII. SCENARIO SEVEN: KLENDATHU:THE LAST BATTLE

    A. INTRODUCTIONScenario seven concludes the presentation of therules with the addition of minor variations toexisting rules structures. These rules do not alterthe game, but rather add flexibility to rules alreadypresented thus expanding each player's tacticaloptions.

    B. VARIABLE ARACHNIDCOMPLEXES

    Allow the Arachnid player to construct linear cellcomplexes (as opposed to a circular pattern ofcells) within the following limitations:1. Linear complexes function in the exact samemanner as regular circular complexes previouslydescribed except that the individual cells areconnected to each other in a straight row of hexes:

    commencement of play, the Arachnid playerselects his demo charge 'mix' by purchasing thevarious types of demo charges at the build costsstated in the chart, below.

    2. The Arachnid player may build his democharges in any combination of numbers and types,as listed below, w i th in the l imitat ions of thenumber of available Demolition Points:

    a. The row of cells may be constructed in anyorder provided there are five Combat Brain cells, aMaster cell, and a Queen cell.b. The complex must be drawn with the grain ofthe hex pattern, along one of the three possiblestraight line rows of hexes.

    2. In all other respects, linear tunnel/cell com-plexes must be constructed within the previouslycited rules of tunnel/complex construction.

    C. VARIABLE ARACHNIDDEMOLITION CHARGES

    The following rules provide for a variation in thenumbers, types, and strength of available Arach-nid demolition munitions. Instead of having onlyone type of NUC Demo charge, there are threetypes representing three degrees of increasingeffectiveness:1. In the 'Available Forces' section of scenarioseven (and in the addenda for the other scenarios),the Arachnid player is given a specified number of'Demolition Points' with which he may 'purchase'various types of demolition charges. Prior to the

    3. Effects of DetonationAs shown on the chart,above, the larger NUC demo charges have a radiusof effect of several hexes from the detonation hex.The effects of detonation are summarized in theexamples of play section.a. Regardless of the size of the demo charge, onlythose tunnel hexes that are actually IN thedetonation hex are destroyed.b. RAD areas are created in the detonation hex ofall NUC Demo charges. With Scale 6 NUC Democharges, however, a RAD area is created in thedetonation hex AND in each of the six surround-ing adjacent hexes.4. Placement: Variable Demo charges functionwithin all of the previously described rulesregarding placement limitations.5. Sympathetic Detonation-Whenever the deto-nation of a Scale 6 NUC Demo charge creates aRAD area in a hex containing another HE orNUC Demo charge, that second charge isautomatically detonated at the same time. Notethat this could therefore cause a 'chain reaction' ofadjacent demo charges which would be resolved

    against common targets as one attack.6. NotationIndicate the size of NUC Democharges on the Alien Control Sheet by writing a '1','3', or '6' inside the open circle indicating the democharge's position.

    D. GAME-OPTIONALVARIATIONS

    NOTE: These rules are EXTRA rules which maybe applied to any scenario if agreed upon betweenthe two players at the beginning of the game.These two optional rules simply add variety to thecombat results while leaving the overall combatsystem unchanged.1. DEFENDER DISORIENTAT1ON: If adefending unit is attacked while alreadySTUNNED (Terran) or DISRUPTED (Alien),the attacker's die roll result for that attack ismodified by adding '+1' to the number rolled.EXAMPLE: An M.I. unit is STUNNED in theArachnid's ranged weapon phase. If attacked inthe close combat phase of the same segment at 2-1odds, a die roll of '4' would become a '5' and theTerran unit would receive H V Y damage.

    13

  • 2. MOBILE INFANTRY MULTIPLE DAM-AGE: In actuality, the amount of damage doneto an M.I. powered armor suit would dependupon the amount of damage that unit has alreadyreceived. To reflect this, Mobile Infantry unitswhich suffer HVY or WIA damage and thensubsequently receive another HVY or WIA resultundergo immediate acceleration of the damage asfollows:

    HVY + HVY = WIAHVY + WIA = K1AWIA + WIA = KIA

    EXAMPLE: A Mobile Infantry unit whichalready has suffered HVY damage is subsequentlyattacked again and receives another HVY damageresult. Because the target unit was already HVYdamaged, however, the second HVY becomes aWIA and the unit suffers all of the effects of a WIAresult.

    E. PRISONER CELLSWhenever the Arachnids captured Terrans,prisoners were taken to the Arachnid home planetof Klendathu. There, they were retained in special'prisoner cells':1. Each Arachnid complex is allotted a specifiednumber of prisoner cells which function in thesame manner as Brain or Queen cells except thatthey may contain only Terran prisoners.a. Prisoner cells which are allocated to anArachnid complex must be connected to aCombat Brain cell's primary tunnel segment.b. The prisoner cell may NOT be positioned in ahex directly adjacent to an Arachnid Brain orQueen cell.c. Only one prisoner cell may be attached to eachCombat Brain cell's tunnel segment. The prisonercell may only be directly attached (and thereforeaccessable through) to ONE primary tunnel hex.

    connector tunnel segment

    d. No Arachnid demolition charges of any typemay be positioned within TWO HEXES of aprisoner cell.e. In all other respects, a prisoner cell functions asa regular Arachnid cell in regards to ArachnidEngineer tunneling, and SW&E effects.2. SPECIAL: Only Terran prisoners (see below)and M.I. units may occupy or enter a prisoner cell.Arachnid units may not enter or pass through aprisoner cell.3. When within range of a Terran Special Talent,the exact location and nature of a prisoner cellmust be disclosed to the Terran player in the samemanner as regular complex cells.4. Prisoner Rescue: Whenever an M.I. unit entersa prisoner cell, the Terran prisoners are consideredreleased and may then attempt to escape from thetunnels to the surface.a. An M.I. unit may release Terran prisoners bymoving through tunnels and entering the prisonercell as described in previous rules.b. Terran prisoners are represented by H U M A -NOID WORKER units. Whenever an M.I. unitenters a prisoner cell for the first time, a prisonerunit is created in that hex with a 'TunnelMovement' counter on top of it and it mayimmediately attempt to leave the prisoner cell.c. Once released, Terran prisoner units assumethe values printed on the Worker counter; theymay move two hexes per turn and defend with adefense strength of M'.d. Terran prisoner units execute subterraneanmovement in the same manner as M.I. unit withthese exceptions:1) They may not enter hexes containing FUNC-TIONAL enemy units unless accompanied byFUNCTIONAL M.I. units.2) They are not halved in defense strength.3) They do not automatically destroy Brains orEngineer units.e. Once on the surface, Terran prisoner units maybe transported by Air Car (one prisoner unit perAir Car) and/or removed from the game viaRetrieval Boat.

    THE SCENARIOSA. ORGANIZATIONEach of the scenarios is a COMPLETE, self-contained game. Each scenario creates its owngame situation with its own distinctive unit mix,set-up, and victory criteria. Additionally, eachscenario is keyed to a corresponding rules sectionwithin the main body of the rules as explained inthe introduction. Each scenario is organized in thefollowing format:1. Historical Capsule: Briefly states the situation-al background, when and where it occurred andthe units involved.2. Available Forces: Illustrates the exact numberand types of units utilized for each side by the useof unit counter diagrams. Whenever a numberpreceded by a multiplication sign appears below aunit's picture (e.g., 'x3'), the side in questionreceives the stated quanti ty of that particular unittype. Note that for the Terran player. RetrievalBoats and Beacons will not be listed in this sectionbut will be assumed part of the Terran forces,unless used for some purpose other than retrieval.

    3. Set-Up: States the order in which each side setsup and/or enters the mapboard, lists placementlimitations, and indicates which side moves first ineach turn.4. Game Length: States the number of game-turns in each scenario.5. Special Rules: Rules applicable ONLY to thescenario in question are outlined in this section.6. Victory Conditions: Provides criteria fordetermining who wins or loses the scenario. Thiscriteria is usually expressed in terms of enemyunits damaged or destroyed or territorial objec-tives captured.

    B. GENERAL RULES FORMAPBOARD ENTRY, EXITAND PLACEMENT

    1. Entry: Units either enter the game from off ofthe mapboard or are positioned on the mapboardprior to play. Instructions directing units to 'setup' require ALL such uni