The Ghouls

Copyright 2003 by Mike Fischer
Last modified: 12/16/2005

I. Introduction

This booklet includes all the rules for playing StarMarines as the Ghoul army.

The first human probes into the far reaches of the Delta Sector made contact with an intelligent race that called themselves the Gra-hool. They were happy to exchange radio messages with us, and welcomed us to settle the uninhabited planets in the area, but refused personal contact. After we had established six colonies in the region, the aliens initiated contact in their own way: they invaded our colonies without warning, and the colonists... the few survivors renamed the aliens Ghouls, and the name has stuck.

A Ghoul resembles an emaciated human with gray skin and red, glowing eyes. Their life forces are different from most creatures', which makes them hard to kill. These life forces are maintained by the food they eat. And the food they eat is intelligent beings, which must still be alive when eaten. They keep slaves from other races as a food supply, and go to war to take prisoners so they can enhance the variety in their "diet." The battlefield after a Ghoul victory is too grisly to describe. StarMarines operating against the Ghouls have been issued poison pills to avoid being taken alive. Indeed, every race we know of would rather die than be captured by Ghouls.

The Ghouls wage war much like any other race, with one difference. Their weapons are made to injure, not to kill. They have special anti-vehicle weapons that damage the vehicle without harming the occupants. Because their goal is to take prisoners, they try to avoid killing their enemies, but they will not hesitate to cut down half of their foes so they can deal with the other half... their way. And when heavy armored vehicles attack them, they usually destroy them as quickly as possible. Their technology is very good, and very alien. The only good news about Ghouls is that they value their own lives highly, and this makes them prone to morale failure.

Perhaps the worst part of a Ghoul attack is the dread that falls on anyone who comes near them. This fear seems to be a pheromone they emit from their skin, and it affects all known races; armor and filter masks don't help. It results in a much higher rate of morale failure among their enemies than would normally occur.

The borders of all Ghoul counters and markers are gray.

The basic specifications of each unit and weapon are listed in tables at the end of this rule book. A general description of the units and weapons, along with specifics about special rules, takes up most of the book.

II. Troop & Vehicle Summary

Ghouls units fall into the following categories:

III. Ghoul Soldiers

The basic unit of any Ghoul formation is the four-Ghoul den. Each Ghoul in a den will have the same basic equipment (Hunter, Slayer, Killer, Terror, or Jumper) and will have the same level of experience.

Ghouls fight best in groups. They suffer a -2 penalty on separation checks.

All non-Ghoul soldiers who must make morale checks, do so at -1 on their morale if a Ghoul soldier is adjacent to them. This is not cumulative if more than one Ghoul is nearby.

Ghouls will never kill enemy wounded. Enemy doctors are dead meat, though -- they heal casualties who would otherwise fall easily into the Ghouls' clutches.

III-a. Forming an Army

Ghoul armies must contain certain units, based on the size of the army you are buying. The various Ghoul formations are informally named after formations of Earth Cub Scouts and Boy Scouts. No one knows why.

Pack must contain 3 dens of Hunters and at least one Feldwebel. At least one of the three dens must be hunters, and none of the three teams can be the same type, except for hunters. It can optionally include up to three vehicles, a Healer, a Fixer, and a Hero. Heavy-weapons soldiers cannot be part of a pack.

Troop must contain 3 full packs, including at least one den each of Killers, Terrors, and Gliders, plus a den of Slayers, a Leutnant, and a Feldwebel. It can optionally include unlimited vehicles, Healers, Fixers and Heroes.

III-b. Soldier Types

Name:Hunter
Type:Basic soldier
Hunters are your basic foot soldiers, which will make up the biggest part of your army. They can carry any hand, light or medium Ghoul weapon.

Name:Slayer
Type:Heavy-weapon soldier
Slayers are Ghouls with special armor to let them aim and handle heavy weapons. Heavies are all they will ever use. A Slayer cannot move and fire in the same turn; it takes a few moments to change the weapon from travel configuration to firing configuration.

Name:Killer
Type:Light soldier
Killers are foot soldiers who wear special backpacks. These packs project multiple holograms of the Ghoul which are fairly convincing, especially at a distance. When shooting at a Killer, the attacker must subtract 1 from the attack roll for each hex of range greater than 1; thus, if the attacker is 3 hexes away, the attack roll is at -2. Killers carry only light or hand weapons; their armor is quite light. They suffer no penalty on separation checks.

Name:Terror
Type:Light soldier
Terrors are fast, lightly-armored elite troops who combine the roles of close-combat soldier and fast soldier. They always carry a Fear Enhancer and another hand weapon, and they seek out melees, even though their armor is not especially heavy. Their speed lets them choose their battles, and their fear tends to break up enemy formations in panic, allowing them to single out and pick off stragglers.

Name:Glider
Type:Airborne soldier
Gliders wear light armor and can carry only light or hand weapons. Their equipment makes them different from other races' airborne troops.

Gliders start the game in the air, soaring on the lightweight wings that extend from their backpacks. They must move at least 2 hexes in the air each turn to prevent falling to the ground. At will, they can land and fight normally; the wings fold into their backpacks automatically. A Glider can return to the air only by climbing to high ground, such as a hill or the roof of a building, and then jumping over a lower-ground hex. Gliders cannot move on the ground and in the air in the same turn. Unlike most airborne soldiers, a Glider can attack from the air, as long as the weapon is a Stun Pistol; the altitude adds 1 to the combat range.

Name:Healer
Type:Doctor
The Healer is much-loved among the Ghouls. Each turn, a Healer can turn one Ghoul in the same hex (but not himself) or in an adjacent hex, from Wounded to normal.

Name:Fixer
Type:Fixer
The Fixer can repair damaged tanks and skimmers anywhere on the battlefield. Each turn, a Fixer can do a level-1 repair on a Ghoul vehicle in the same hex or in an adjacent hex, or he can do a level-2 repair if he rolls a 4-6. The vehicle cannot move during turns when it is being repaired, although it can attack normally.

Name:Feldwebel
Type:Low leader
The Feldwebel is the most common leader. Soldiers within 3 hexes of a Feldwebel gain his benefit when facing morale checks. You can buy more Feldwebels than you need, and you will probably want to. these "extra" Feldwebels aren't attached to any formation, but can go wherever their leadership and fighting skills are needed.

Name:Leutnant
Type:Medium leader
A Leutnant must be part of every troop. Troops within 5 hexes of a Leutnant gain his benefit when facing morale checks.

Name:Swarztod
Type:Hero
Swarztod is a veteran Terror, and unusually terrifying at that. His effect on enemy soldiers' morale checks is -2, not -1, and when you include his Fear Enhancer, that makes a total of -3. His other hand weapon is the Commie Bar, and he can attack the same target with both ends in one turn. He always works with other Seekers.

Name:Doomkof
Type:Hero
Doomkof is a veteran Slayer, who can move twice as fast as other Slayers. His accuracy is unusually good, but he has a special liking for the Stun Cannon. When he shoots this weapon, he gets a +1 on attack and toughness rolls.

Name:Swynhund
Type:Hero
Swynhund is a Hunter and an elite Fahnrich. He always carries a medium weapon of some kind, and prefers to hunt enemy vehicles. He wears a necklace strung with nuts and washers, one from each vehicle he has taken out.

III-c. Soldier Attributes

Ghoul soldiers can use the following attributes: Fahnrich (zero-level leader), Goon, Tough, Lucky.

III-d. Weapons

Most Ghoul weapons are designed to improve the chances of taking the target alive, but some of them are as lethal as any other race's weapons. A Ghoul soldier can carry one of the following weapons, which are described in more detail in the Weapons Table:

III-e. Vehicles

When you buy a vehicle, it comes with driver, crew, and weapons. You still have to choose its weapons. You don't save any points by choosing lesser weapons, and if you pick a weapon that costs more than normal (such as a 3-point heavy weapon), you must pay the extra point. If the vehicle can carry troops, you must buy them as well. If a weapon's type is not given, it can be Light or Medium.

Name:DeathWalker
Type:Large ground vehicle (walker)
The DeathWalker is a four-legged walker-type vehicle, slow but powerful. The Ghouls send them straight into melees so they can strike as many enemy soldiers as possible. A DeathWalker carries two medium weapons (usually of different types, and they must fire at the same target) firing front, and another medium weapon on each side, and can carry one Den of Ghouls. It suffers no penalty when shot from behind.

Name:Reaper
Type:Small skimmer vehicle
Reapers are fast, maneuverable attack vehicles that the Ghouls use for quick, slashing attacks. They have a medium weapon that can fire any direction except to the rear, and a light weapon (the "tail gunner") who covers the rear. They could probably move a lot faster, but the Ghouls preferred to add armor plate for survivability.

Name:Weapons Sled
Type:Small skimmer vehicle
This is a weapon platform on an anti-grav sled, allowing it to move and fire in the same turn without affecting its accuracy. It carries a heavy weapon on a 360 mount, and a light weapon on a front mount. It is flimsy and slow; the Ghouls use them as self-propelled artillery, rather than as assault weapons. Weapons sleds are vulnerable to frag weapons.

Name:Hearse
Type:Large ground vehicle
This armored personnel carrier epitomizes the Ghoul way of warfare. It carries two dens of Ghouls, and mounts five light weapons in remote-controlled turrets -- one in the front and two on either side. Its armor is good, and its speed fair. The most hated feature of this vehicle is that, once its troops have dismounted, it prowls the battlefield for enemy wounded. It will overrun them, but overrun wounded soldiers are not killed, but pulled inside the vehicle to be taken away. There is no limit to how many wounded can be packed into a Hearse. There have been heartbreaking episodes where other races' soldiers have blown up a Hearse full of their wounded friends, deliberately killing them rather than leaving them to the Ghouls.

Name:Attack Tank
Type:Large ground vehicle (supertank)
The Attack Tank is roughly equivalent to other races' supertanks, except that its weapons are mounted in fixed towers instead of rotating turrets. This tank carries a heavy weapon firing forward, four medium weapons firing to the sides, and a light weapon covering the rear. The absence of complex turret-rotation devices make this tank remarkably tough.

IV. Game Tables

Ghoul Soldiers Table
Type CostMove ArmorToughAimMoraleWeapons
Hunter 4/42 32 0 2 2 hand or 1 light/medium
Slayer 4/41 32 +1 2 1 heavy
Killer 4/42 22 0 2 2 hand or 1 light
Terror 4/43 22 0 2 2 hand
Glider 5/42 (4 air)22 0 2 2 hand or 1 light
Healer 1 2 12 0 2 1 hand
Fixer 1 2 12 0 2 1 hand
Feldwebel1 2 33 +1 4 2 hand or 1 light/medium
Leutnant 2 2 33 +1 4 2 hand or 1 light/medium
Swarztod 2 3 22 0 9 2 hand
Doomkof 2 2 32 +1 9 1 heavy
Swynhund 2 2 32 0 9 1 medium

Ghoul Vehicles Table
Type CostMoveArmorToughWeaponsCarry
DeathWalker 41 5 4 4 light/medium (2 front, left, right)1 Den
Reaper 34 3 3 1 light/medium (front/left/right), 1 light (rear)-
Weapons Sled22 1 2 1 heavy (360), 1 light (front)-
Hearse 42 4 3 5 light (front, 2 left, 2 right)2 Dens
Attack Tank 51 5 5 1 heavy (front), 4 medium (2 left, 2 right), 1 light (rear)-

Ghoul Weapons Table
Type Class CostRangeAimAPDamageSpecial
Tangle Grenade Grenade1/4 2 0 See text
Stun Pistol Hand 0 2 0 2 2-
Commie Bar (hammer)Hand0 1 0 3 1-
Commie Bar (sickle)Hand0 1 0 1 3-
Gas Glove Hand 0 1 +1 2 2-
Fear Enhancer Hand 0 1 See text
Stunner Light 0 4 0 2 2-
Multi-Stunner Light 0 2 0 2 2up to 2 shots into 2 hexes
Can Opener Light 0 1 +1 4 2-
Stasis Beam Light 0 3 0 See text
Disruptor Medium 1 4 0 See text
Recoilless RifleMedium 1 5 0 4 2See text
Heavy Stunner Medium 1 5 0 2 4-
Grenade Thrower Medium 1 5 same as Tangle Grenade
Blaster Heavy 2 7 0 5 3-
Heavy Disruptor Heavy 2 6 +1 See text
Stun Cannon Heavy 2 8 0 3 5-
Frag Cannon Heavy 2 2-8 0 2 4frag; hits 7-hex pattern

V. Revision History

07/15/2003: adjusted values for several vehicles & weapons 12/16/2005: all units & weapons revised for better balance