StarMarines
Main Rule Book

Copyright 2003 by Mike Fischer
v2.0 - Last modified: 07/12/2004

I. Introduction

"Heads up! Here they come!" Cpl. Menkovich whipped his head around and looked where his sergeant was pointing. A mob of green-skinned soldiers emerged from the distant tree line and began running toward the StarMarine lines at an unbelievable rate. Two noisy halftracks followed them, black smoke pouring from their exhausts as their heavy weapons slewed around to point at... him.

"Norx!" he muttered. "I hate Norx." He sighted down the barrel of his autogun, picking out a target even though the aliens were still far out of range. Just behind him, he heard the whine of a laser cannon, followed by the "whoosh" of two missiles as the heavy-weapons squad opened fire. One rocket followed the laser beam straight into the nearest halftrack, which blew up spectacularly. The other missile failed to lock onto its target and slammed into the ground, well behind the onrushing Norx.

More aliens were emerging from the trees, accompanied by some battle trikes and a clanking combat walker. The walker stopped, aimed its heavy cannon at the StarMarine heavy-weapons squad, and fired. And missed. Like most Norx, it couldn't hit a bull in the butt with a bass fiddle. But they were bound to get lucky if they kept shooting, the Marines were now outnumbered, and they could expect no reinforcements.

"'Hold your positions,' the lieutenant said." Menkovich tried to relax his grip on the autogun. "Where's that @#$!! lieutenant now? Maybe he could do something useful, like be a human shield for me."

The aliens were getting closer. He could see the sun glinting off their edged weapons, hear their inhuman battle roars. "Right, that's close enough," he muttered, and squeezed his trigger. The autogun bucked slightly as a stream of high-velocity projectiles lanced into the Norx line. Three of them were hit, but only one went down. The others just kept coming. The other Marines opened fire, knocking down a few more aliens, and then the Norx were upon them.

Two of the monsters singled out Menkovich. He poured a burst into one of them, but all he seemed to do was make it mad. It roared and swung a huge axe at him; he didn't have time to duck. Amazingly, his battle armor stopped the blow, although the impact nearly knocked him off his feet. He fired another burst, and watched the towering alien stumble and fall backwards. Its friend pointed some kind of pistol at him, fired, and missed -- and suddenly lurched sideways as the Marine laser cannon nearly sawed it in half at point-blank range. A moment later, the laser-cannon gunner was just as dead, blown to bits by the gun in the surviving halftrack. Menkovich turned and levelled his autogun at a Norx who seemed to be the leader. His bullets bounced off the alien's armor. This was going to be one very long day.


There's a company whose name rhymes with "Dames Nerkslop." They make a wargame about futuristic battles among humans and other races in the far-distant future. They also make miniature figures to play this game with. It looks like a lot of fun. But, man! Buying enough figures for a decent war can hammer your budget, and then you have to spend 40,000 hours painting your figures. And when game time comes, the rules are so detailed that it can take hours to play only a few turns. Plus, all the pseudo-religious stuff about "codexes" and "inquisitors" and gods of this and that, gives me the creeps. Some people like it that way; the company in question is doing well. But I like things cheap, quick, and simple. Thus, StarMarines.

This game is obviously inspired by that other game. But it uses free, downloadable counters instead of figures; if you want a bigger army, or more of a certain kind of weapon, just print another sheet of counters. Instead of hand-making enough map terrain to fill a large table, it uses my M8 Map System to quickly create any map you might want. It gives up free-form inch-based movement in favor of hex-based movement that might not be as realistic, but plays a lot faster. But you still get multiple races, different kinds of troops, different weapons to arm them with, and a variety of tanks and other vehicles in support. In short, StarMarines keeps the variety of that other game, and gives up visual detail in favor of simplicity.

This is a complete game, with counters and maps. All you provide is a few 6-sided dice, and pencils and paper for recording a very few administrative details.

II. The Background Story (in brief)

As humanity spread through the galaxy in the 22nd and 23rd centuries, we encountered a surprising number of intelligent races. Some welcomed our contact, some wanted to be left alone, and a few thought the insignias on our spaceships were some kind of target. Our intentions in space were peaceful, but humanity's skill at war soon became necessary as our colony worlds came under attack.

The human race has colonized most of the habitable worlds in what we call the Alpha Sector, and has planted colonies in five other sectors. We have military alliances with a few alien races, and trade treaties with many others. We also have enemies. Some are conquerors, some are annihilators, and some serve unknown motives. Battle may come at any time; it may be offensive or defensive. It isn't just Us versus Them, either; the other races are prone to fighting each other when they see fit. Sometimes a race will temporarily set old hostilities aside to fight a more dangerous foe, even fighting side-by-side with forces who were their enemies last week, and will probably be their enemies again when the common foe has been beaten.

The only certainties are death and taxes. The combatants in this confused interstellar war don't even fret over taxes anymore.

III. The Races

There are many races in the galaxy, but most of them are either friendly or isolationist. The races in this game are the ones most likely to get into a fight.

The StarMarines

StarMarines are the finest fighters humanity can produce. They are trained with a combination of samurai zeal, Prussian aggressiveness, British tenacity, and American resourcefulness, and are equipped with the best weapons we can devise. Far from being dim-witted "jarheads," StarMarines have to be intelligent in order to operate their sophisticated weapons systems. There are many divisions of StarMarines among our worlds, and some colonies have raised their own StarMarine units.

The typical StarMarine battle plan involves methodically closing the range with the enemy, keeping him under fire at all times, until the opposing forces meet. They count on their armored battlesuits to protect them from harm, while their wide range of weaponry punches holes in the enemy formations, which the Marines then exploit in hand-to-hand combat.

The Norx

The Norx, or "green goons" as they are known among the StarMarines, are probably the most belligerent race in the galaxy. They live to fight and fight to live; they are ruled by the biggest and the strongest, and they are always looking for a chance to advance at someone else's expense. This used to keep their numbers small, but since they stole the secrets of space flight, they have vented their aggressions on other races, and are rapidly spreading their empire to every world that can't fight them off.

A Norx attack is a tidal wave of violence that engulfs everything it touches. The typical Norx foot soldier is big, musclebound, lightly armored, and so battle-crazed that he doesn't even feel the pain of most wounds. Their weapons appear primitive, but are as deadly as anyone else's, especially at point-blank range. Long-ranged weapons are uncommon, since a Norx gains no glory without hand-to-hand mayhem.

The Pelgari

The Pelgari are a mystery in every way. Their spaceships travel by an unknown warp technology, so they arrive with no warning and depart with no way of tracing them. Sometimes they come to trade, or to exchange information; sometimes they attack without warning; sometimes they just watch us for a while and then leave. They resemble us physically, except for their three-fingered hands, pupilless eyes, and total lack of hair.

Because their numbers are small and their bodies weak, Pelgari dislike risking themselves in hand-to-hand combat. Instead, they use long-range weapons and high-tech gadgets to whittle down their opponents' numbers, then finish off the survivors. They use little armor, but most units have deflector shields that give equal protection.

The Victors

We can't pronounce the Victors' own name for themselves. Our name for them comes from VCTR, an abbreviation for "Vertically Challenged Tripedal Race," which is what the initial scout ship called them in its report. They are superficially human in appearance, but are adapted to a high-gravity homeworld; they stand about a meter high and walk on three legs, although they have only two arms. They are not aggressive like the Norx, but their obscure code of honor makes it likely that, sooner or later, someone will offend them. When that happens, war usually follows.

Victors love to hide behind thick armor. Both vehicles and foot soldiers are as well-protected as Victor science can make them, and they also carry very hard-hitting weapons. They like their vehicles big, their formations compact, and their tactics slow-moving but sure. Their Battle Trains are the biggest vehicles in existence.

The Dran

The ancient Dran Star Empire is limited to parts of the Alpha and Beta Sectors. They once covered a much wider expanse of the galaxy, but their civilization has been in slow decline for centuries. They were initially eager to ally themselves with humanity, once they saw us as a partner in their ongoing wars against the Norx. But they have decided we are too warlike, and have cancelled our alliance. Physically, they look something like five-foot-tall beer bottles with four slender arms and four short legs.

The highly-stratified Dran society affects their battle tactics. They prefer to kill the enemy leaders first if they can. Foot soldiers must be led by example, so Dran commanders must be in the front lines at all times, trusting their special armored suits to protect them. Vehicles are made for fire support or end-around raiding, not head-on assaults. Their technology is good, better than ours in some ways.

The Ghouls

These horrors from the far reaches of the Delta Sector aren't as aggressive as the Norx, but not by much. They call themselves the Gra-hool, but "Ghoul" is close enough, and accurate. They look like emaciated, gray-skinned humans with claws on the ends of their fingers; their eyes glow in the dark.

Ghouls do not fight to conquer. They fight for food, and they prefer their victims to be intelligent and alive. The battlefield after a Ghoul victory is too grisly to describe; suffice it to say that most sentient beings would much rather die than be captured by Ghouls. Their weapons are designed to wound and damage, rather than to kill and destroy. Their very presence causes an unexplainable dread to fall on their foes. The only good news is that their morale is generally poor.

The N'Kakk Robots

The N'Kakk race have embraced a religion of peace, which might have been good news for the galaxy. But their new faith does not forbid warfare by proxy, and the N'Kakk have built an army of battle robots to continue their aggressive ways.

An N'kakk robot formation advances on tracks, legs, and anti-grav, bringing mechanical precision and heartless destruction to the battlefield. They move slowly and fight without imagination, but their armor is thick, and robots never fail their morale checks.

The Zrutes

The armies of the Zrute Alliance have recently appeared on the outskirts of known space, selectively conquering lightly-populated, high-tech worlds. They are salamander-like in appearance, with tentacles for arms and large eyes, and are always hungry for new science and technology; their curiosity has been their downfall on several occasions.

Zrute armies use no vehicles; all their forces are foot soldiers, equipped with a dizzying variety of battlesuits -- the "Zrute suits," as the StarMarines call them. This limits their mobility, but gives them unparalleled tactical flexibility. Their technical level is about the same as the StarMarines, but has gone in different directions.

The Saurs

The Saurs are every boy's dream, turned into a nightmare. They are a race of reptilian aliens, similar to Earth dinosaurs, but most of them are a lot more intelligent. They live in the remote reaches of the Beta sector; their empire probably extends toward the galactic core. They are generally a peaceful race, but they react with savage fury if they perceive a threat to their borders or to their occasional plans for expansion.

A Saur attack is centered around the big plant-eaters, who can take unbelieveable amounts of damage as they plod forward, stomping on all opposition. Large carnivores bite and claw their way through enemy armies; armored Saurs charge into tanks with their explosive-tipped horns; fast raptor-type Saurs run rampant in the enemy rear, while pterodactyl-like Saurs drop grenades from the sky. The smallest Saurs use weapons they have adapted from other races. The only good news is that there are no Saur vehicles, but with their biggest soldiers tipping the scales at almost 50 tons, does it matter?

The Swarm

There has never been any communication with the Swarm; they don't communicate by any method we can recognize. They appeared in the Gamma Sector several decades ago, destroying everything they encountered and leaving a trail of blackened, lifeless worlds as they swept on. They are not a homogeneous race, but are made of many species, each of which is adapted for a particular task, from melee combat to living spaceships.

They attack by (big surprize!) swarming, with expendable creatures in the lead and more powerful monsters close behind, supporting and guiding them. They are all naturally well-armored, terrifyingly fast, and utterly fearless. The only way to stop them, short of total eradication, is to pick off the leader creatures, leaving the lesser members of the Swarm essentially brainless.

The Colonials

For planets that want to defend themselves, but can't afford a detachment of StarMarines, the Colonial Militia is a less-expensive but effective option. Colonials' armor is lighter than their better-equipped brethren, and they aren't as well trained. But their weapons are the same, and their lower expense means they can afford more vehicles, including halftrack-motorcycles and the Guderian tank, probably the most versatile vehicle in existence.

Because Colonial soldiers' armor is less effective at long range, a Colonial attack is a rush to close combat, supported by their vehicles. There is no subtlety to their tactics; since most of their battles are in defense of their home world, their goal is eradication of their enemy. But some planets have sent their Colonials to wipe out pirates or evict rival factions within their own solar systems, so it would be a mistake to believe that the Colonials are purely a defensive force.

IV. Creating an Army

IV-a. Basics

Almost everything in this game is definable. Each player chooses which units to use, and which weapons each unit will carry. You do this by spending build points, which are given in groups of twenty-five. A 25-point game might pit one squad against another and take less than an hour to set up and play, while a 250-point game could involve huge armies and take all night.

Each army has a separate rule-book that describes the units and weapons in that army. You will need the rule book for the army you're commanding, and you will probably want to familiarize yourself with the army you are fighting. In all cases, a rule in a race's rule book takes precedence over a rule in the main rule book.

An army is built out of progressively larger formations. One page of counters and markers gives you enough units to form a level-3 formation. If you want more of a certain unit, or a bigger formation than level-3, just print more counters.

IV-b. Counters

There are two basic types of units, soldiers and vehicles. Each has the following features: Vehicle counters are slightly larger than soldier counters.

IV-c. Unit Attributes

Every unit has the following attributes, which are defined in the races' rule books.

IV-d. Unit Experience

Every unit has an experience level which shows how accustomed they are to battle. There are four levels of experience: Green, Average, Veteran, and Elite. Green troops suffer a penalty on their morale, while higher experience levels give the unit a bonus on morale and/or marksmanship. When you buy experience for units that are bought in groups, all units in that group get the experience. You can buy experience for your units, or they can earn it in a campaign game (to be described later).

To keep track of which soldiers have how much experience, use these rules:

  1. Every soldier or vehicle of a given type and background color must have the same experience. That is, all basic soldiers with a yellow box-background must have the same experience. Basic soldiers with blue box-backgrounds can have the same or different levels; ditto for red.
  2. Different soldier types with the same box-background can have different experience levels. Airborne soldiers with yellow box-backgrounds don't have to be the same experience as basic soldiers.
  3. Treat vehicles like soldiers in regard to experience. Vehicles don't have morale, so this affects only marksmanship.
  4. Doctors and Fixers always have an experience level of Average and cannot be changed.
  5. Heroes' experience is defined for each Hero and cannot be changed.
  6. Leaders' minimum experience is defined in each rule book.
  7. Use pencil & paper to keep notes on who has what experience.

IV-e. Soldier Attributes

Not all soldiers are created equal. Each race has a few special attributes that you can buy for individual soldiers. Use attribute markers, stacked with each soldier, to keep track of who has them. All attributes have a point cost of 1/2 -- you get two for one point. An individual soldier can have only one attribute.

IV-f. Special Unit Types

There are special kinds of soldier units, which can be found in the armies of almost all the races. These are:
  1. Leaders are the soldiers who give orders and inspire the troops. Leaders give a leadership benefit to all friendly units within their leadership range. This benefit means the units always pass their morale checks. The range of leadership is defined for each leader unit in the races' rule books; the benefit is in this document's game tables. Low-level leader units are marked with a white triple chevron (sergeants' stripes) in the upper-right corner; medium-level leaders have a yellow bar. Wounded leaders give no benefit.
  2. Doctors can patch up wounded troops so they can return to the battle. Most Doctors carry no weapons. Doctor units are marked with a red-cross symbol in the upper-right corner.
  3. Fixers can repair damaged vehicles, returning them to like-new condition. They typically carry a small weapon, but aren't meant for front-line fighting. Fixer units are marked with a wrench symbol in the upper-right corner.
  4. Heroes are ordinary soldiers who have shown extraordinary skills in battle. Each is a one-of-a-kind. You cannot buy experience or special attributes for a Hero.

IV-g. Vehicle Types

All vehicles can be defined by their size (Small or Large) and by their motion type (Ground or Skimmer). If weapons are set up in right/left pairs (like the medium weapons on the StarMarines' Mauler), both must be the same kind of weapon.

Some large ground vehicles are designated supertanks. These vehicles are unusually hard to destroy. If hit, they subtract 1 from the damage level. They are also get a weapons immunity -- they cannot be harmed by any weapon with an AP of 1 or less.

Other ground vehicles are designated walkers. Such vehicles may be able to enter some types of terrain that are normally off-limits to vehicles. They also have a weapons immunity due to their simple, rugged construction. Small walkers cannot be harmed by any weapon with an AP of 1 or less. Large walkers are immune to weapons with an AP of 2 or less.

IV-h. Weapons

All weapons fall into six categories:
  1. Grenades are small, single-use weapons. A soldier can carry one of these in addition to any other weapons he carries.
  2. Hand weapons do limited damage. Soldiers can typically carry two of these, but use only one at a time.
  3. Light weapons are the most common types. They are a bit more effective than hand weapons.
  4. Medium weapons do more damage, or have longer range, than light weapons, and are often found on small vehicles.
  5. Heavy weapons are usable only by vehicles and specialized soldier types. They are the heavy hitters of your army, with the longest ranges and the highest damages. Some are so big that they have an extra cost in buy points.
  6. Natural weapons appear only in certain races. They are the teeth, claws, spiked tails, and other nasties that are part of a creature.
Some weapons are described as armor-piercing; this just means they are better at punching through armor than other types. Other weapons are frag-type; these are weak at piercing armor, but they can hit multiple units in the target hex, and sometimes in multiple hexes. A "close-combat" weapon is one with a maximum range of 1.

Unless a unit's rules say otherwise, a soldier or vehicle that can carry a medium or heavy weapon can substitute a smaller weapon.

Unless a unit's description says otherwise, a soldier can fire only one weapon each turn, no matter how many weapons he carries. Vehicles can fire all their weapons, at the same or at different targets, unless told otherwise. Use your head when dealing with weapons; for instance, a battle-axe can never misfire, but you can't mount it in a turret, either.

Most types of soldiers have a default weapon -- a weapon that most soldiers of that type carry. This weapon is shown in [brackets] in the Soldiers Table for each race. You are never required to use this weapon type for the soldiers in question, unless the race's rules require it. The reason for using a default weapon is that you don't need to stack a weapon marker with that soldier's counter, which can simplify setting up dozens of soldiers and moving them across the map.

A soldier who has no weapon, due to a weapons fumble or any other reason, gets a "Disarmed" marker stacked with him. Some soldiers without weapons can make bare-handed attacks, which are defined in each race's weapons table, or they can pick up a weapon from a wounded comrade (see the section on "Swapping Weapons").

All weapons have the following attributes:

V. Maps and Terrain

This game uses the M8 Map System to create battlefield maps. You can use either the open-field maps, the much smaller urban map set, or the special StarMarine maps, which can be turned into a true 3-D battlefield. The larger the map you create, the more important speed and mobility are. On a small map, maneuver takes a back seat to sheer firepower.

See the Map Terrain Tables for information on how each type of terrain affects movement and combat.

VI. Setting Up the Game

Agree on the size of the game, in build-points. Each player buys his army and equipment.

Lay out the maps to create the battlefield you want to fight over, and the kind of game you want to play. Choose from one of the following scenarios, fleshing out the details to make it come alive:

Allow double the number of turns if one or both of the races have basic soldiers with a maximum move of 1.

VII. Playing the Game

Each game turn goes through the following phases:
  1. Initiative Phase: each player rolls a die, adding or subtracting racial modifiers as needed. Reroll ties. The high roller is Player 1 for the current turn.
  2. Player-1 Movement Phase: Player 1 moves his units. Player-2 Overwatch fire takes place during this phase.
  3. Player 1 Morale Recheck Phase: all Player-1 units which can re-check their morale due to the presence of a Leader, can do so.
  4. Player-2 Movement Phase: Player 2 moves his units. Player-1 Overwatch fire takes place during this phase.
  5. Player 2 Morale Recheck Phase: all Player-2 units which can re-check their morale due to the presence of a Leader, can do so.
  6. Combat Phase: Players take turns choosing targets for their weapons and resolving combat.
  7. Repair Phase: Doctors and Fixers do their repairs.
  8. Victory Phase: see if one player has won the game.

VIII. Movement

VIII-A. Basic Movement

A unit can move all, some, or none of its movement allotment, where each unit of movement equals one hex. Units can move in any order, subject to the limits in the "Order of Movement" section. You cannot partially move a unit, move something else, and then finish the first unit's move. Units can pass through friendly units as they move without violating the rules for stacking.

VIII-B. Facing

When the writing on a counter is right-side up, that is the direction that the unit is facing. This will usually be head-up for soldiers and front-up for vehicles, but it isn't always easy to tell what's the head or front on some of the alien races, so go by the writing.

A unit can move only in the direction it is facing. Alternately, it can back up in the exact opposite direction it is facing, but this costs double the movement points. Skimmer vehicles cannot move backwards.

For each hex a unit can move in a turn, it can turn one hex face, whether it actually moves that many hexes or not. A unit can trade moves for turns; that is, if a unit can move two hexes, it could normally turn two hex faces, but if it moves only one hex, it can turn three hex faces.

VIII-C. Stacking

Normally, only one unit can occupy one hex. Exceptions are:
  1. Units riding a vehicle can stack with that vehicle.
  2. An airborne soldier in the air can share a hex with a unit on the ground.
  3. Some small units can stack two to a hex.
  4. A soldier can enter the same hex as one or more wounded soldiers.
  5. A large ground vehicle can enter the hex of an enemy soldier to run him over.

VIII-D. Zones of Control

All units exercise a zone of control in the hexes immediately next to themselves. This means that, if a unit enters a hex adjacent to an enemy, that unit must stop moving for the current turn. Also, a unit that starts its movement phase in an enemy's zone of control cannot move from there straight into another hex in the same enemy's zone of control. It can, however, move out of the zone and then re-enter.

Exceptions to this rule:

VIII-E. Overwatch

At the start of your movement phase, you can designate some of your units as being in Overwatch. A unit in Overwatch cannot move during the current turn. Such a unit can shoot at an enemy unit in the middle of that enemy's move, without having to wait for the combat phase. This can be useful if enemy units are dashing from one location of cover to the next, giving you no open targets in the combat phase; a unit in Overwatch can snap off a shot while the enemy is moving in the open. A unit that shoots in Overwatch cannot shoot during the combat phase, but if a unit in Overwatch doesn't shoot during the enemy move phase, it can attack normally.

You do not have to reveal to your opponent which units are in Overwatch, until you want to shoot during your opponent's move phase. Stack an "Overwatch" marker with each counter that is in Overwatch. A unit stays in Overwatch until it moves, or until its player removes the Overwatch marker. A unit cannot be in Overwatch if it is next to an enemy unit.

If a unit in Overwatch is going to shoot during the enemy move phase, you must watch its target's movement. Before your opponent begins moving another unit, and preferably while he is still moving the target unit, you must say "Overwatch attack," or something else to signify your intent to attack. Move the target unit back along its move path to the hex it occupied when you wanted to shoot at it. Resolve the attack according to normal combat rules. More than one Overwatch unit can fire at the same target, in the same or in different hexes in its move path.

VIII-F. Charge

A soldier can choose to charge. If he does so, he gets +1 on his movement for the turn, and gets to attack as soon as his move is done, instead of waiting for the combat phase. A soldier can charge only if he will be adjacent to an enemy unit at the end of the charge. He will be at -1 on his aim with any weapon except close-combat weaopns. Vehicles cannot charge.

VIII-G. Loading and Unloading

Some vehicles can carry soldiers inside them. Such vehicles are described in the races' rule books.

To move a soldier into a vehicle, the soldier must be next to the vehicle, the vehicle must be in a hex the soldier can enter, and the soldier must have at least one move unit left. When the soldier enters the vehicle, that ends his move for the current turn. He now goes wherever the vehicle goes, until he dismounts.

Because soldiers travel with multiple weapons markers, it can get cumbersome to stack more than one or two soldier counters with the vehicle they're riding. Keep the soldiers with their vehicle, but set the weapons markers aside, and match them up with their owners when the soldiers dismount.

For a soldier to dismount from a vehicle, just move him from the vehicle hex into an adjacent hex he is capable of entering; this takes 1 move unit, regardless of terrain. He can now move and attack normally. A soldier cannot mount and dismount in the same turn.

A soldier in a vehicle cannot attack from inside it, unless the rules for the vehicle specifically allow it.

VIII-H. Broken Units

A unit that has failed a morale check is considered "broken." Such a unit gets a "Broken" marker stacked with it, and must move at its full speed back toward the edge of the map where it started, and then off the map and out of the game. It must move as straight as possible, but can swerve around friendly units that are in the way. The only things that can stop the retreat of a broken unit are:
  1. if it ends its move within the leadership range of a friendly Leader unit, the broken unit can make another morale check. Success ends the brokenness; failure changes nothing.
  2. if its retreat is blocked by friendly forces, which are lined up thick enough that the broken unit cannot legally move through them, then it can't move, but is still broken and will resume its retreat as soon as a legal move opens up.
  3. if its retreat is blocked by enemy forces, the broken unit makes a morale check at -1. Success means the unit rallied itself in the face of the enemy, and can attack normally in the next combat phase. Failure means the unit is destroyed.
  4. As a desperation move, a broken unit can make another morale check if it is attacked by a friendly unit; the shock of taking friendly fire can quell panic quite effectively. The friendly unit cannot "pull its punch;" it must attack normally, and the broken unit may be wounded or killed as a result. The attack can miss and still allow the morale reroll; it's the act of being fired on by friends that causes the recheck. This is known in the StarMarines as the "Come back here, you cowards!" check.
A Broken unit that becomes Wounded is automatically un-broken.

VIII-I. Swapping Weapons

When a soldier is killed, it is assumed that his weapon is also destroyed. But a wounded soldier's weapon markers stay with him on the map. Another soldier in his army can move next to that soldier and spend 1 move unit swapping his weapons for the wounded soldier's weapons, assuming the first soldier can use them. This can be useful if the fallen soldier has a better weapon. Soldiers cannot use weapons from other armies. Vehicles cannot swap weapons, and soldiers can't take weapons from vehicles.

IX. Combat

IX-A. Basic Combat

The following rules apply to all combat, unless a specific unit or army has an exception:

Resolve combat as follows:

  1. Attack: the attacker rolls a die (or multiple dice if soldier or weapon has an Aim modifier), and modifies it by the weapon's armor-pierce modifier and anything else that affects the attack roll. The defender rolls and adds his unit's armor rating. If the attack roll is greater than the defense roll, then his armor (if any) was pierced and he takes full damage from the weapon. If the attack roll is less than or equal to the defense roll, then the attack did no damage.
  2. Toughness: if the shot pierced the target's armor, roll a die and add the weapon damage, and any other damage modifiers; the defender rolls and adds the target's Toughness. If the defender's roll is higher or equal, then the target shrugged off the wound, or it was only a flesh wound, or the hit otherwise did no significant harm.
  3. Damage: if the shot gets through, then the target is hit and hurt. Take the offensive damage roll minus the defender's roll, and take the result to the Soldier Casualty Chart or the Vehicle Casualty Chart. Soldiers can be either wounded or killed. Vehicles can be stunned, disarmed, crippled, or destroyed.

Example: a soldier attacks another soldier.

Steady-Aim Modifier: if the attacker does not move during the current turn, he gets a +1 on his attack roll. This does not apply to units firing in Overwatch, but an Overwatch unit that has no targets during the movement phase gets the +1 bonus if he fires in the combat phase.

Rear-Shot Modifier: if the attack hits the target through one of its three rear hexes (more than halfway through the left-rear or right-rear), then the attack roll is at +1 because most units have weaker armor in back.

Supertank Modifier: if the target is a supertank-type vehicle, it is exceptionally resistant to destruction. Reduce the damage level on the Vehicle Casualty Chart by 1 (never less than 1).

IX-B. Wounds and Vehicle Damage

A soldier who is wounded cannot move or fight, but can be brought back into the battle by a Doctor-type unit. A wounded soldier whose armor is pierced again is dead, regardless of his Toughness. Wounded soldiers should have their counters turned upside-down on the map.

Vehicle damage falls into three levels. Level 1 is Stunned; it cannot move or fight, but can be fully repaired by a Fixer-type unit who does a level-1 repair on it. Such a vehicle's counter is turned upside-down on the map. If the damage also includes losing a weapon, the vehicle's owner chooses which weapon was knocked out; this weapon cannot be repaired. Alternately, a large Stunned vehicle can un-stun itself if it rolls a die and gets a 6 during the repair phase. Level 2 is Disarmed or Crippled. A Disarmed vehicle can move normally, but not attack; a Crippled vehicle can attack normally, but not move. Both can be fully repaired by a Fixer-type unit who does a level-2 repair on it; if the vehicle suffers both kinds of damage, it is destroyed. Level-2 damage should be marked by a marker of the appropriate type, placed on the vehicle's counter. Level 3 is destroyed. If a vehicle carrying other units is destroyed, roll a die for each carried unit. An even roll means that unit is also destroyed. If the roll is odd, the unit lives, but must immediately dismount into an adjacent empty hex it is allowed to enter. If there is no such hex, the unit is destroyed. Otherwise, soldiers riding in a vehicle are unharmed by damage to that vehicle.

If a skimmer-type vehicle suffers Crippled damage while in a land hex, roll a die; if an odd number comes up, the vehicle is destroyed by hitting the ground. If a skimmer suffers any damage other than Disarmed while in a River or Water hex, that vehicle will sink underwater and be destroyed.

IX-C. Cover

Cover is provided by certain kinds of terrain, like forest. There are two types of cover, light and thick.

When attacking a unit in light cover, you must make your attack roll at -1. This does not apply to frag-type weapons.

When attacking a unit in thick cover, you must make your attack roll at -2, and any aim bonuses from weapons are negated. Attack penalties from weapons are still in force, as are the unit's own aim modifier (if any), and frag-type weapons hit normally. A shot that passes through more than one thick-cover hex cannot hit, frag or otherwise, unless it is from a weapon that can ignore line-of-sight restrictions.

IX-D. Morale Checks

Any time something unpleasant happens on the battlefield, the soldiers' morale may be shaken to the point where they break and run away. The chances of this happening depend on the race and unit type. A soldier must make a morale check under the following circumstances: Morale is at +1 if the soldier making the check is adjacent to at least two friendly soldiers which are not broken. If the soldier is adjacent to a friendly Hero, morale is at +2. Note that all modifiers are to the unit's morale, not to the die roll. Heroes and vehicles never need to make morale checks.

To make a morale check, roll a die. If the roll is greater than the unit's adjusted Morale, then the unit fails its morale check and becomes Broken. It immediately turns toward the map edge where it started, no matter how many hex faces that might involve, and cannot attack this turn if it hasn't done so already. See the section on "Broken Units" in the Movement section to see what a Broken unit can and can't do. Units in the leadership range of a friendly, unbroken, unwounded Leader unit never have to make separation checks.

Once a unit has passed a morale check, it does not have to make any more morale checks in the same turn.

IX-E. Arcs of Fire

Every soldier and vehicle has limits on the directions it can point and aim its weapons. These are called the arcs of fire, and they depend on which way a counter is facing.

A soldier's arc of fire is into the front three hexes.

Every weapon on a vehicle has an arc of fire that is described in the individual rule-books for the various races. The arcs are:

These arcs can be combined; for example an arc of "Left/ahead" can fire into the arcs of an Ahead facing or a Left facing.

IX-F. Vehicle Overruns

Large ground vehicles can run right over foot soldiers if the soldiers don't get out of the way. Most soldiers can move faster than such vehicles, but sometimes a soldier will be trapped against other units, and some races will run over their enemy's wounded before they can get healed. Small vehicles can't do enough damage to harm a typical soldier, and skimmers do no harm at all.

If a large ground vehicle enters the same hex as an enemy soldier, the soldier must roll a die. If his race has a modifier for dicing for initiative, add or subtract that modifier. If the result is 3 or higher, the soldier got out of the way successfully. If 2 or less, he got run over and suffers an attack which has an armor-pierce rating of 3 and does 5 points of damage. If the soldier was wounded before the overrun, he automatically gets killed; don't bother rolling. This takes place during the movement phase. The vehicle can use its weapons normally in the combat phase in addition to the overrun attack, and if its speed is greater than 1, it can try multiple overrun attacks in the same turn.

IX-G. Shooting Down Airborne Soldiers

Some soldiers are "airborne;" they can fly across the battlefield, land at will, and then fight like ordinary soldiers. To shoot at such a soldier while he is flying, the attacking unit must be in Overwatch, and must attack during the other player's movement phase, like any other Overwatch attack. Such attacks are at -1 to hit, because a flying target is not an easy target. If the attack successfully gets past the armor-pierce phase, the airborne soldier has been shot down; he falls to the ground where he was hit, and cannot fly again for the rest of the game. Finish resolving the attack for toughness and damage.

X. Game Tables

Terrain Effects Table -- Open-Field Maps
ColorTerrainEffect on MovementEffect on Combat
GreenGrasslandnonenone
YellowDesert/Beachnonenone
Green w/ treesForest2 move units to enterThick cover
Green w/ dark-green linesDepression2 move units to enterLight cover
Beige w/ unconnected linesSlope2 move units to enterUnblocked line-of-sight over lower ground
Beige w/ connected linesHilltop2 move units to enterUnblocked line-of-sight over other ground
Aqua w/ weedsSwamp2 move units for non-skimmers to enterLight cover; damaged skimmers are destroyed
Aqua w/ wavesShallow WaterOnly skimmers can enterDamaged skimmers are destroyed
Blue w/ wavesDeep waterOnly skimmers can enterDamaged skimmers are destroyed
Blue w/ ripplesRiverOnly skimmers can enterDamaged skimmers are destroyed
Gray w/ yellow linesRoad1/2 move unit to enter from another road hexnone
Tan w/ boxesTownsame as RoadThick cover
Brown box w/ straight linesBridgeSame as road, but units cannot pass through each othernone
Terrain Effects Table -- Urban Maps
GreenGrasslandnonenone
Gray boxesBuildingsOnly foot soldiers can enterThick cover; blocks line of sight
Gray w/ yellow linesRoad1/2 move unit to enter from another road hexnone
Aqua w/ wavesShallow WaterOnly skimmers can enterDamaged skimmers are destroyed
Blue w/ ripplesRiverOnly skimmers can enterDamaged skimmers are destroyed
Terrain Effects Table -- Tech-Facility Maps
GreenGround levelnonenone
WhiteConcrete slabTreat as roadnone
Details w/ redEquipmentCannot enterLight cover
Gray w/ 1 border1-story buildingEnter only through ladder hexsame as Slope
Gray w/ 2 borders2-story buildingEnter only through ladder hexsame as Hilltop
AquaStorage tankEnter only through ladder hex or catwalksame as Hilltop
HatchedCatwalknoneRange +1 if attacker is on ground

Soldier Experience Table
LevelCostSoldier EffectLeader Benefit
Green0 per team or individual-1 on moralen/a
Average1 per team or individualnonenone
Veteran2 per team or individual+1 morale+1 leadership range
Elite3 per team or individual+1 attack rolls, +1 morale+2 leadership range

Soldier Wounding Table
Die RollStarMarine Norx Pelgari Victors Dran Ghouls Zrutes Saurs Swarm
-1-WoundedWoundedWoundedWoundedWoundedWoundedWoundedWoundedWounded
-2-WoundedWoundedWoundedWoundedWoundedWoundedWoundedWoundedWounded
-3-WoundedWoundedDead WoundedWoundedWoundedWoundedWoundedDead
-4-Dead WoundedDead WoundedDead WoundedDead WoundedDead
-5-Dead Dead Dead Dead Dead WoundedDead Dead Dead
-6-Dead Dead Dead Dead Dead Dead Dead Dead Dead

Vehicle Damage Table
Die RollResult
-1-Stunned -- can't move or shoot. Level-1 repair.
-2-Stunned -- as above. Lose 1 weapon (owner's choice)
-3-Disarmed -- can't shoot. Level-2 repair.
-4-Crippled -- can't move. Level-2 repair.
-5-Destroyed
-6-Destroyed

Scatter Diagram
       Facing
        >---<
       /     \
  >---<   1   >---<
 /     \     /     \
<   6   >---<   2   >
 \     / \ / \     /
  >---< --O-- >---<
 /     \ / \ /     \
<   5   >---<   3   >
 \     /     \     /
  >---<   4   >---<
       \     /
        >---<

XI. Revision History