DISCLAIMER
‘Starship Troopers’ is a copyrighted/trademarked property.
This is just a fan site.
VICTORY
Kill the opposing Leader.
THE MAP
Use an 8x8 chessboard.
THE MEN
Use chits or miniatures to represent units.
# = Number of that type of unit each player has in setup.
Move = The types of Move Cards the unit can use.
Range = The types of Attack Cards the unit can use.
HUMAN UNIT TABLE
Name # Hits Move Range Notes
Troopers 7 2 4 5
Commander 1 3 4 5 Leader
ARACHNOID UNIT TABLE
Name # Hits Move Range Notes
Worker Swarm 8 1 2 1
Warrior Bugs 7 2 3 2
Queen 1 3 2 1 Leader
SETUP
Each player places one unit on each square of his back two rows.
Units may not stack.
THE CARDS
Players share a common deck.
TURN SEQUENCE
Players take turns.
Each turn has 3 phases:
Orders Phase
Move Phase
Battle Phase
ORDERS PHASE
Draw 3 cards.
If the deck runs out, shuffle the discard and draw from it.
Max hand size = 5 cards.
Discard excess cards.
MOVE PHASE
Play (discard) a Move card to move one of your units.
Units can move through other units only if they are making an Aerial Move.
The move card has a number.
This is the number of spaces the unit moves.
The Unit tables list what type of Move cards each unit can use.
Moves are diagonal or orthogonal.
Instead of moving just one unit in any direction, you have the
option of moving one or more units forward the indicated number of
spaces using a single move card.
BATTLE PHASE
Play (discard) an Attack card to have a unit attack.
The attack card has a number.
This is the range of the attack.
Attacks are diagonal or orthogonal.
An attack does 1 point of damage.
If the target unit is reduced to zero hit points it is destroyed.
Troopers may attack through other units, Arachnoids may not.
The defender may play a Defense card to negate an attack.
CARD LIST NOTATION
M = Movement
A = Attack
User = Who can use the card.
T = Troopers only
S = Arachnoids only
D = Defense
Type = Purpose of card
# = Number of that type of card in the deck
CARD LIST
Card Name: # Range Type User Notes
Walk 3 1 M T
Run 3 2 M T
Powered Jump 2 3 M T Aerial
Hover 2 K M T Aerial
Jet Pack 2 4 M T Aerial
Burrow 4 1 M S
Crawl 5 2 M S
Winged Flight 3 3 M S Aerial
Mandibles 3 1 A S
Pincers 3 1 A S
Spine Projectiles 3 2 A S
Bio-Energy Discharges 3 3 A S
Carapace 1 - D S
Segmentation 1 - D S
Expendable 1 - D S
Augmented Armor 1 - D T
Power Armor 1 - D T
Intelligence 1 - D T
Hand-to-Hand Combat 2 1 A T
Magnetic Ballistics 2 2 A T
Force Beam 2 3 A T
Grenade Launcher 2 K A T
Micro Missiles 2 4 A T
Tac Nuke 2 5 A T
Tactics 2 X T Draw 3 cards
Hive Mind 2 X S Draw 3 cards
STAR TREK RPG SOLO CARD AND DICE GAME
By C Gerard Luft
INTRODUCTION
Although my favorite Science Fiction RPG has, is and always will be
TRAVELLER (my favorite genre is Classic Space Opera; though DOCTOR WHO is
always number one with me, I never classify it as a specific genre), I always
had a soft spot in my heart for Roddenberry's utopian Star Trek. A veteran
of the FASA STAR TREK RPG, The adventures I loved the most were the basic
explore, first contact, go where no man has gone before on a Constitution
Class Star Ship. This game captures that feel. Although I loved the FASA
game, I am trying to be progressive, so I have used a VERY SIMPLIFIED system
based off the new Decipher Star Trek RPG.
You will need 2 six-sided dice and a card deck composed of the STAR TREK
CARD LIST below. I have also included a STAR TREK: THE NEXT GENERATION CARD
CAPTAIN SULU! CARD LIST and the crew from the ENTERPRISE-B in a STAR TREK:
GENERATIONS CARD LIST (give Capt. Harriman a chance; he's just green).
THE TURN
Each turn represents traveling at warp speed, orbiting and scanning, and
beaming down to explore an unknown planet. You begin the game with the
ENTERPRISE, KIRK, SPOCK and MC COY cards on the table. All the rest are
shuffled up into one deck. Draw one card from the deck each turn.
SHORE LEAVE!: If the card you draw is a crew person, add that character to
your other cards (representing your Landing Party/ Bridge Officers). The turn
is then over, so proceed to the next planet.
FIRST CONTACT: If you draw a First Contact card, roll 2d6. If it is equal to
or less than the score for the highest COMMAND OFFICER PROFESSION score of
your cards in play, you succeed in making first contact. If you fail, the
newly discovered aliens become hostile. Proceed to INVADERS below in order to
resolve the conflict.
INVADERS: If you draw a KLIGON SOLDIER OR CAPTAIN, or a ROMULAN SOLDIER OR
COMMANDER, a fight ensues (complete with Phasers and round-house punches)!
You must roll on a 2d6 equal to or less than the score of the highest
SECURITY PROFESSION score or MEDICAL PROFESSION score of your cards in play,
in order to avoid a casualty. If you fail, you must discard a card from your
characters in play. Security goes first (it's that red shirt thing), then
command, then science, and finally medical.
SPACE COMBAT: If you draw a KLINGON or ROMULAN starship card, the ship
attacks the ENTERPRISE:
1. The Klingon or Romulan ship goes first (it's a Star Fleet directive
thing)
" ENEMY SHIP: roll 2d6 +6
" ENTERPRISE: roll 2d6 + highest OPERATIONS OFFICER PROFESSION + 1 for each
addition character in play with OPERATIONS OFFICER PROFESSION.
" If the enemy's roll is greater than the Enterprise's roll, then the
Enterprise is dead in space and the game is over.
2. The ENTERPRISE goes next
" ENTERPRISE: roll 2d6 + highest COMMAND OFFICER PROFESSION +1 for each
additional card in play with COMMAND OFFICER PROFESSION.
" ENEMY SHIP: roll 2d6 + 6
" If the ENTERPISE'S roll is higher than the ENEMY SHIP'S roll, then the
ENEMY SHIP is defeated. If not, return to step 1 and continue the combat.
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