Based Infantry

Copyright 2003 by Mike Fischer
Last modified: 06/25/2003

I. Introduction

This booklet includes supplemental rules for playing StarMarines with based soldiers.

According to the standard StarMarines rules, one counter equals one soldier. This is no problem with a squad-sized or platoon-sized game. But with bigger games, involving hundreds of units, a player could get overwhelmed by the sheer number of soldiers (not to mention their weapons and attributes). "Did I move that soldier yet?" "Has he already attacked somebody in this round?" "Hey, you already moved that guy!" For those who would like to simplify their battlefield, these supplemental rules may be what you're looking for.

The name "based infantry" derives from gaming with miniatures, where more than one soldier figure can be mounted on the same base. With based-infantry rules, one counter equals one level-1 formation of three to five soldiers, depending on the army. Each counter is assumed to carry a common mix of weapons, and has a fixed attack value. You can also buy one special weapon for that counter, usually a medium weapon. Casualties reduce the counter's combat ability; you keep track of these with a casualty marker. Thus, a fire-team of StarMarine troopers and their weapons, which would require four counters and 4-6 weapon markers, becomes one counter and one marker with based-infantry rules. Most other rules are unchanged.

This rule book is an optional supplement to StarMarines.

II. Setting Up Based Infantry

The point cost of a team of soldiers is unchanged from the regular rules. You buy the soldiers, but take just one soldier counter, called a "base." Each base is assumed to come with a standard mix of weapons. If the Based-Infantry Table allows a special weapon, you can buy one, but are not required to.

You cannot buy individual attributes for soldiers in a base. The only exception is the zero-level leader, which always goes to the first soldier in the base. Thus, the greatest possible number of counters in a stack is four -- the soldier counter, the special weapon marker, the zero-level leader marker, and the casualty marker. This might sound like a lot, but under normal StarMarine rules, you'd need four stacks of 2-3 counters for the same soldiers.

The rules for individuals, like leaders, healers, and heroes, are unchanged.

III. Moving Based Infantry

Each base moves according to the rules for its soldier type. A base is assumed to be facing in one direction, just like a soldier.

IV. Combat with Based Infantry

The Based-Infantry Table gives the combat ability of each type of base. These usually do not correspond to any individual weapon in that army's inventory, because the individual soldiers in the base aren't all carrying the same weapon. For instance, a fire-team of StarMarine Troopers usually consists of two soldiers with gauss rifles, one with close-combat weapons, and one with a medium weapon. Each base gets one close-combat attack, one special-weapon attack if the base is carrying a special weapon, and the rest of the soldiers get ranged attacks. Ranged attacks can be in close-combat if they have to, but they use the data for ranged fire.

Certain heavy soldiers get one extra close-combat attack, and one less ranged attack. Some soldiers get no special close-combat attack; all their attacks use ranged data.

Take all combat data from the Based-Infantry Table, not from the usual tables in the races' rule books. The Pelgari are an exception; with their self-adjusting weapons, they don't have fixed attack ratings. Instead, assume all the soldiers in a base are armed with the weapon named in the Based-Infantry Table, and figure the AP and damage based on the range, using the standard Pelgari Weapons-Effect Table. Also, the N'Kakk robots will get their attack data from the weapons you arm them with; each type of robot can carry only one kind of weapon, not a mix. Resolve combat as usual, first with the special weapon (if any), then with the other soldiers' weapons.

Frag-type weapons are especially effective against based infantry. A frag weapon counts as one attack on each soldier in the target base, so if a Norx throws a bang bomb at a full-strength team of StarMarines, that counts as four attacks, one on each soldier. Heavy frag weapons that affect more than one hex could take out a dozen troops or more if they hit a concentration of soldiers.

If a soldier is wounded or killed, this does not take out the entire base. Instead, you stack a casualty marker with the base to note the remaining strength of that base. A casualty marker shows how many soldiers in that base are left, and this affects the attack ability of the base. A full-strength base will have no casualty marker. When the casualty count falls to zero, the entire base is removed from the map.

When a base takes a casualty, the ranged-attack soldiers get hit first. The soldier armed for close combat will be the last to fall, except for the special-weapon soldier. If the first soldier is a zero-level leader, it's assumed that he will be the last one to fall.

All casualties are assumed to be wounded. A healer unit can improve the casualty marker of one base by 1 per turn, as long as at least one soldier in the base is still fighting.

V. Morale with Based Infantry

Each base has a morale rating, which is usually the same as the morale of one soldier on that base. Treat a base as a soldier for morale-check purposes, except that bases never make separation checks unless only one soldier is left on the base. If the base fails a morale check, all the soldiers in that base break and run together, and can be rallied together.

VI. Vehicles

Rules for vehicles are unchanged. You cannot break up a base to load some soldiers into a personnel-carrying vehicle and leave others outside; they all travel together. An overrun attack can harm only one soldier in a base.

Some vehicles allow a single soldier to ride and use his weapon. This is not allowed with based infantry.

VII. Based-Infantry Table

Unit CostQtyMoveArmorToughMoraleAimRanged CloseSpecial
The Colonial Militia
Trooper4 4 2 2 2 3 0 (4) 2-22-3 1 medium
Ranger 5 4 2 2 4 5 0 (4) 2-23-2 close-combat +1 to-hit
Seal 5 4 2 2 3 5 0 (3) 3-12-3 none
Para 5 4 2 2 3 5 0 (3) 2-22-3 ranged 2 shots
Gunner 5 4 1 2 2 3 +1 (8) 5-4nil 1 heavy
The Dran Empire
Footman5 3 1 2 3 3 0 (3) 2-22-3 1 medium
Hackman6 3 1 4 3 5 0 (2) 1-32-4 2 close-combat
Airman 6 3 2 (4)1 3 4 -1 (2) 2-2nil 2 shots each
Hitman 6 3 1 2 3 3 +1 (7) 4-5nil 1 heavy
The Ghouls
Hunter 5 4 2 3 2 3 0 (4) 2-23-2 1 medium
Killer 6 4 2 2 2 3 0 (4) 2-22-3 none
Terror 5 4 3 2 2 3 0 (3) 2-23-2 2 close-combat
Glider 6 4 2(4)2 2 3 0 (3) 2-22-3 ranged 2 shots
Slayer 6 4 1 3 2 3 +1 (7) 4-4nil 1 heavy
The N'Kakk Robots
PistolC3 4 2 2 2 ~ 0 varies nil none
SMG Car5 4 2(4)2 2 ~ 0 varies nil 2 attacks
LWepCar4 4 3 3 2 ~ 0 varies nil none
MWepCar5 4 2 3 2 ~ 0 varies nil none
HWepCar6 4 1 4 3 ~ 0 varies nil none
The Norx
Lineman5 5 2 1 3 4 0 (4) 2-22-2 1 medium; ranged -1 to-hit
Linback6 5 2 2 4 5 0 (4) 2-22-3 2 close-combat; ranged -1 to-hit
Blocker4 5 2 0 3 3 0 (3) 2-21-2 ranged 2 shots, -1 to-hit
Blitzer5 5 3 1 3 4 0 (3) 2-22-2 ranged 2 shots, -1 to-hit
Blimpy 5 5 2(4)1 3 3 0 (3) 2-22-2 ranged 2 shots, -1 to-hit
Qtrback6 5 1 1 3 4 +1 (8) 5-4nil 1 heavy
The Pelgari
Gunman 4 3 3 3 2 3 0 see CLRnil 1 medium
Dervish5 3 3 3 2 4 +1 nil 3-3 2 shots each
HSeeker5 3 1 5 3 5 0 nil see CLPnone
RRunner5 3 4 1 2 4 0 see CLSnil 2 shots each
Falcon 5 3 3(5)1 2 4 0 see CLSnil 2 shots each
TkBreak5 3 2 4 2 4 0 see CL Burstnilnone
Skipper5 3 3(4)3 2 4 0 see CLRnil none
Pointer5 3 1 2 2 4 +2 (2-12) 3-5nilnone
The Saurs
Lestes 4 3 2 1 3 4 0 (3) 2-3nil 1 medium
Sittaco5 3 1 1 3 3 0 (7) 3-4nil 1 Pack
Deino 5 3 4 1 2 5 +1 nil 3-3 none
Ptero 4 3 5 0 2 4 0 (2) 1-2nil 1 grenade
Styro 5 3 2 2 4 5 0 nil 4-2 Horn Bombs
StarMarines
Trooper5 4 2 3 2 4 0 (4) 2-22-3 1 medium
PARM 6 4 1 4 3 5 0 (2) 2-23-3 1 medium; 2 close-combat
Scout 6 4 2 1 2 4 +1 (3) 3-13-2 none
JumpTroop6 4 2 (4)2 2 4 -1 (3) 2-2nil 2 shots each
Gunner 6 4 1 2 2 4 +1 (8) 5-4nil 1 heavy
The Swarm
BluRunr4 5 3 2 2 ~ 0 nil 2-3 all close-combat
RedRunr4 5 3 2 2 ~ 0 nil 3-2 all close-combat
Dragon 6 5 2 3 3 ~ 0 (2) 2-4nil none
Racer 5 5 4 1 2 ~ +1 nil 2-2 all close-combat
Hopper 5 5 2-4 2 3 ~ +1 nil 3-3 all close-combat
Spitter7 5 2 2 3 ~ +1 (7) 3-3nil none
The Victors
Walker 5 4 1 3 3 4 0 (3) 2-42-3 1 medium
Thumper6 4 1 4 3 5 0 (2) 1-33-3 2 close-combat
Sledder6 4 3 2 3 3 0 (2) 2-42-3 2 shots each
Sapper 5 4 1 3 3 5 0 (2) 2-32-3 none
Lobber 5 4 1 3 2 4 +1 (6) 4-4nil 1 heavy
The Zrute Alliance
Normal 5 4 2 3 2 4 0 (4) 2-22-3 1 medium
Runner 5 4 4 2 2 4 0 (2) 2-32-3 2 shots
Bounding6 4 2 (2-3)3 2 4 0 (2) 2-32-3 2 shots
Stealth6 4 2 3 2 4 0 (4) 2-22-3 1 medium
Melee 6 4 1 4 2 5 0 (4) 2-22-3 1 medium; 2 close-combat
Drone 5 4 1 4 3 9 0 (4) 2-22-3 1 medium; 2 close-combat
Flying 6 4 2 (4)2 2 4 -1 (2) 2-3nil 2 shots each
Airlift6 4 2 (2)2 2 4 -1 (2) 2-3nil 2 shots each
Weapons6 4 1 3 2 4 0 (8) 4-4nil 1 heavy