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The following copywrite Matthew Bongers, 2022

Setting Primer

It was a tale as old as fiction, and one day, it finally

came true. Humanity grew up in it's cradle of Earth, and

eventually found it too small and worn out to sustain them. So,

by great effort, they heaved a small amount of their number

skyward and began spreading across the solar system. Over

hundreds of years they roamed , hopping from rock to rock, until

there was nothing but void ahead of them.

So they grew inward, and as history repeated itself, the

surface of every planet, every asteroid, was covered with glass

and steel. The glint of the sun choked behind billions upon

billions of space stations, and once again a seemingly

inexhaustible environment cried out for mercy. Once again, a

small few were flung outward, further than ever before, to slowly

crawl through the void between stars, for thousands of years.

Most died in the cold sleep, enough made it to start the

cycle again, like your ancestors. 12 ships, no matter how large,

were still insignificant in the face of an entire solar system.

But they were enough.

The Dyēus, Sulis, Ilmarinen, Nyx, Nótt, Ushas, Ormuzd, Shu,


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Hanwi, Oxomoco, Ọlọrun,& Amaterasu. Beasts of a dozen different

sizes, great and small, and all that remained of this particular

fleet. They cleared the Oort cloud of the star called Gliese 667,

by the old astronomers, roughly some 2,000 years after the

present day. What would become the first year of their new

calendar.

The first years were tough. Many ships, their personnel,

supplies, data, had been lost. There was no infrastructure to

piggyback on and each day was a learning experience, and

reminder, that this was a truly alien place.

The first years were simple. All plans for interstellar

voyage took losses into account. The colonists had reams of

information available to them and an entirely empty sandbox to

learn in.

The new years passed by quickly, and slowly. At first they

stayed in their ships, moving from asteroid to asteroid, mining

the easiest to reach minerals, to repair their ancient craft and

build up supply caches. Eventually, they built habitats: O'Neill

cylinder's, Torus', and Bernal Sphere's, and could finally wake

most of their citizens from the long, cold sleep.


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Generations on, they started constructing orbital rings over

the system's planets, starting with Kllarn. Eventually, people

were even born on solid ground again, for the first time in

thousands of years. Life brought from home was seeded across the

surfaces and rare minerals were extracted from the depths.

And so it went, for thousands of years, cities spread across

the planets, stations spread through space. Things were inverted,

things were forgotten. Humanity itself changed, and yet remained

very much the same. Gradually, the system and the planets within

gained a new name, no longer Gliese 667, just Gliese. And even if

an answer took an entire lifetime, the skies were abuzz with

conversation from dozens of other colonized systems.

Even as matters changed from one generation to the next, the

general trends seemed fairly stable. If you didn't like where you

were, there were literally millions of other places you could

choose to be, big or small. It bred a kind of calm.

Stasis, however, is something the universe never truly

abides and things continued to change, though at a geologic pace.

Alliances formed and shattered, habitats grew and fell into

disrepair, minerals were dug and slowly depleted, and the most
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obvious sign of all was the signals. When the faintest ones first

vanished is unclear, but in an impossibly short amount of time,

the sky outside Gliese was silent of all but the radio pulses of

stars.

-Not sure if I want to keep the part about signals from

other star systems vanishing in, this isn't 40k, the entire

universe isn't a grimdark hell. Bad things are happening in this

star system but that just one place, in one time, in a

incomprehensibly vast ocean. Let there be light year delayed

signals from other systems, communications and incidental

broadcasts. No one is coming, the distances are just too vast.

The only way to flee an entire system is a Interstellar ship, a

massive investment of resources that's also not capable of

carrying more than a small fraction of the people required to

make it. Only seeds leave systems.

People got nervous, people got afraid, people got paranoid.

Rather than a verdant island in the midst of a vast ocean, Gliese

now felt like a sinking ship. Did they need to escape? Launching

even a small exodus to the nearest stars would be a massive

undertaking, requiring the cooperation of thousands of habitats.

Was something out there coming, did they need to batten down and

fortify? But how to protect against a void of information, and

how to unite the innumerable different governments, increasingly


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squabbling over shrinking resources?

Roughly 8000 years after humanity first arrived, lines are

being drawn like never before in Gliese. All it would take would

be a few small skirmishes, in stations on the edge of the 'Kea

asteroid belt, to eventually spiral out into the first conflict

that would touch every corner of the system. Clans of asteroid

miners coming together to form The Steel Legion, to fight the

predatory takeovers of their claims by the République. Each side

egged on by a shadowy cabal of geneticists keeping to the

shadows.

From such small sparks, infernos ignite.


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Part I: The Game Itself (1st Draft)

Premise

What are the mechanics needed for the most basic iteration

of the game, with just two teams slugging it out

You need:

-Rules for setting up a playboard, even if there are only

pre-configured options to chose from (I want more than that

eventually but one thing at a time)

-Rules for building a team, this can be further sub-divided

into:

-A point cost system for each unit

-Number restrictions for the max of each unit that can

be taken, even if you are under the point limit

-The recommended point limit itself

-Eventually an equipment system to allow some

customization, increasing or decreasing the cost of the unit

-Rules for placing your units on the playboard, who gets to

place in what area's, if you get to keep any units in reserve, if

units are placed all at once or in a back and forth order

-Rules for determining who gets to go first (the unit

initiative scores)

-The unit combat rules: their movement, health, armour,


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attacks, abilities, ect

-Some sort of objective or point system to determine

victory, besides just destroying all your opponents models

1. Supplies You'll Need

It is recommended that each player have their own copy of

the supplies, just to make things go faster.

- D12's - The twelve sided die is the most commonly used die

in The Swarm, so it is recommended that you have several

- Other Dice - Mostly used for various weapon damages, a

good idea to have a D4, D6, D8, and D10 on hand

- A Imperial Tape Measure - While this game is made by a

Canadian used to using metric, using inches for movement is very

ingrained into wargaming and trying to use centimetres would

likely be unwelcome and unwieldy. So, inches it is

- A Dice Tray - Or really just anything to keep your rolls

from going everywhere, makes this faster and smoother

- The Rules - Having quick reference on hand makes games

much less frustrating, whether you've printed out the entire

rulebook, or made up little cards for all your units, whatever

works for you

- A Good Attitude - We play games to have fun, if you can't

enjoy them win or loose, then maybe find a different hobby.

#
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2. Board Setup

Most skirmishes between the factions take place inside Space

Stations. Torus', Cylinders, Sphere's and more, over 90% of the

population in Gliese 667c lives inside some kind of microgravity

settlement. Combat also takes place in the other places people

live, like on the outside of stations, or asteroids floating

through the void, or on the surface of one of the systems

planets, but those are for later.

Now, while they might be floating through the void in

microgravity, almost every station rotates itself to generate

pseudo-gravity for it's residents, so most combat still takes

place with boots planted firmly on the ground.

To set up a combat area you need to measure out an area of

roughly 24 by 24 inches square, or 2 foot square (Testing this

size). Absolute precision isn't necessary but it's recommended

that you get as close as possible, it will make following the

subsequent rules much easier.

Once you have cleared the area, you'll want to mark the

corners in some way, so you don't loose track of them. This could

be as simple as using some tape or small boxes, or a full on

battlemat, anything will work as long as you can clearly see the
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boards limits.

Next, you will need terrain, to create lines of movement and

cover. Unless you feel like recreating the Napoleonic Wars, just

marching at each other over a flat field does not an interesting

battle make. Again, you can use purpose bought or built terrain

pieces: natural features, buildings, vehicles, piles of rubble,

ect. Or you can just grab whatever’s around and make do; a bottle

of shampoo for an apartment building, a tissue box for a car, it

will work just the same. For this scale of fighting you should

try and have at least XX amount of features that can be used for

light cover and XX for heavy, or 'full' cover, though you can

mess around with these ratios if you wish.

When placing your terrain pieces, try not to place them

directly along the boards edge, or to clump them up in one

quarter. You want to give units a bit of room to squeeze around

obstructions and make sure one player doesn't have all the cover

to snipe from. Try to spread it around evenly.

Some scenarios may dictate where a part or all of the

terrain is placed, but mostly, it is up to you, the players.

Then, set up your game's objectives, either based on mutual


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agreement or following a scenario (See part 5).

Finally, designate where each players get to set up their

units. A scenario may dictate the locations, but if it does not

then choose two opposite board edges and flip a coin to determine

who gets which one.

3. Team Building

When assembling your strike force, each unit has it's own

cost in points. This cost can be increased by changing their

equipment, it can also be modified by how experienced the unit

is. Each player has a pool of points to buy their team and while

you can have a total less than the games maximum cost, you can

never go over.

Furthermore, certain units have a maximum number that can be

taken in a squad, while some have a minimum number that need to

go together. That fact will be noted on the individual units

card.

For a standard skirmish in The Swarm, the points limit is

10.0

As an example, the 'generic' unit in this system, that every


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faction can take and can be used as a yard stick for other units,

is the humble Station Security Officer. Unaugmented, under-

trained, underpaid, people like this can be found in basically

every settlement in the system and they don't vary much from

place to place. They're meant to dissuade drunks, detain

criminals, and guard sensitive parts of the station from lookie

loos. And if a station is boarded, there's probably a few nearby,

if they haven't ran already.

Station Security

H I D A M R H2H Con C
2 1 1 1 6" 7 8 8 0.75

Health (H): Simple to understand, if you're unit gets hit

too much, they're going down. Weapons always have a damage rating

in whole number or range, no fractions

Initiative (I): At the start of a game you roll initiative

(D12) for each of your units to determine their place on the

Initiative Ladder (See pt 4), you also add this number to your

roll. If you roll a number that would put you above 12 with your

modifier (or below 1) then you default to 12 (or 1) with your

modifier acting as a tie breaker in case multiple units land on

the same rank. Can be anything from -3 to +3.


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Dodge (D): Certain units, often lightly armoured ones, can

more easily "get their ass out of the firing line", to use a

certain parlance. If a unit has a dodge rating, that number is

added onto the To-Hit number (their Ranged or Hand-To-Hand) that

any attacker must meet or exceed (excepting potential special

weapons rules which would be noted under the weapon stats)

Armour: Armour can represent both the constructed (I.E. a

bulletproof vest) or some form of natural toughness, anything

that would result in an attack that connected doing negligible

actual harm. A characters armour rating is subtracted from the

damage of each attack. (Test note: to a minimum of 1/a fraction

of the total damage or to zero? Do I want to allow cherry

tapping? Without it a unit might become unbeatable at parts of

the match)

Movement (M): One turns maximum movement in inches. (Only in

one straight line? In a segmented line? Penalties for moving in a

segmented line?)

Ranged (R): The number a character needs to meet or exceed

on a D12 roll in order to hit with a ranged weapon. While all

ranged weapons have a maximum effective range, most also have a

minimum range as well, incurring stiff penalties when too close,


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this will be noted under each weapons stats.

Hand-to-Hand (H2H): Covers both unarmed combat and melee

weapons, the number you need to meet or exceed on a D12 roll.

Excepting a few special cases, melee weapons can only be used

when your models base edge is within 1" of your targets base

edge.

Control (Con): Represents both a characters ability to

resist fear, as well as things like bloodlust, for more monstrous

units. You want to roll equal to or over your control rating to

succeed. (What triggers a Control roll? A certain amount of units

dying or a certain unit dying, like the commander? Special unit

abilities provoking a Control roll?)

Cost (C): How much of your total point limit this unit takes

out, with their base stats and equipment.

So, this is how the Station Security Officer shakes out by

their stats:

With a Hits rating of 2, and Armour rating of 1 and a dodge

rating of 1, if this officer was facing another, identical


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officer armed with their standard subsonic shotgun (see below),

then it would take two attacks to kill him with his armour of 1,

rolling 8 or above due to the officers dodge.

With a 6" movement, on an average 24" square board, it would

take them 4 turns to move in a straight line across the board,

without obstacles. So not the fastest, but not the slowest unit.

A Ranged skill of 7 and a Hand-to-Hand of 8 indicate that

the Security Officer is not an experienced combatant, rent-a-cop

would be a better descriptor. A Control rating of 8 means that,

if the unexpected happens, they're more likely to panic then stay

calm under pressure. They're used to rowdy civilians, not

transhuman soldiers.

Every unit also has certain equipment that they carry into

battle, even if that equipment is permanently attached to them.

It will be laid out something like this:

Equipment Hits Range AP (Armour Special


Penetration) Abilities
Subsonic 2 8" 0 Scattershot
Shotgun

Below the quick reference charts will be more details and a

brief description of the weapon, such as:


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Subsonic Shotgun: The most common weapon of peacekeeping

aboard space stations for the simple reason that pellets are much

less likely to punch a hole in the hull than a bullet, and in

cramped corridors, subsonic ammunition won't destroy you're

hearing (as much) as a full powder load. Does leave it with

somewhat gimped ranged and power, but when firing beanbags and

rubber bullets against civilians that doesn't matter as much. For

lethal encounters the standard load is buckshot, though other

shells are available.

Scattershot: When firing at a unit, if there is another unit

who's base edge is within 1" of the targets base edge, roll an

attack against them as well.

With that example, here is the rest of the Station Security

Officers equipment:

Equipment Hits Range AP (Armour Special


Penetration) Abilities
Flashbang 0 6" 0 Stun, Low
Grenade Power, Grenade
Splatter 4 6" 0 Low Power,
Grenade Grenade
Nightstick 1 1" 1 Small Melee

Flashbang Grenade: It makes a loud noise, it makes a bright

flash, the basics haven't really changed in millennia. Any unit

affected by this grenade is Stunned. On their next turn their

Movement is reduced by half and they suffer a -2 penalty to their


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Dodge, Ranged, Hand-to-Hand and Control Stats. The grenade is

also Low Power, meaning that units with four (4) or more armour

are unaffected by the weapons, representing advanced armour

systems or robust natural defences. As a Grenade any unit that

has it's base edge within 3" of the targeted unit's base edge is

also affected.

Splatter Grenade: A weapon specially designed for space

station and spaceship combat, its case is completely destroyed

upon detonation, leaving no metal fragments to pierce a hull or

cut vital life support infrastructure. It kills via its pressure

wave alone, which void-going structures are better able to

absorb. Still, don't use it near windows. The grenade is Low

Power, meaning that units with four (4) or more armour are

unaffected by the weapons, representing advanced armour systems

or robust natural defences. As a Grenade any unit that has it's

base edge within 3" of the targeted unit's base edge is also

affected.

Nightstick: A bit more advanced than a chunk of wood with a

handle on it but the use case remains the same, providing

somewhat less-lethal beatings. A built in electric generator

provides a bit of a kick to get through improvised armour with a

smarting sting. As a Small Melee weapon it has no ranged


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capabilities.

Finally, units can have additional costs (or even discounts)

applied to them though either bonus equipment or unit profiles.

Unit Profiles represent things, experience or training, that

set the unit apart from the standard attributes. For the Station

Security Officer there are two profiles available, Rookie and

Veteran

A Rookie Profile looks like this

H I D A M R H2H Con C
2 0 1 1 6" 8 9 9 0.50
In addition, the Rookie Profile lack the Flashbang Grenade

equipment.

Veteran Profile

H I D A M R H2H Con C
2 2 1 1 7" 7 7 7 1.00

Additional special equipment also increases cost and is

purchased per unit. The Station Security Officer has one

additional piece of equipment they can choose to take.

Equipme Health Dodge Armour Hits AP Hand- Range Special Additio


nt (Armour to-Hand Abiliti nal
Penetra es Cost
tion)
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Spider 1 3 0 1 0 8 12" Basic 0.50


Drone Drone
(Basic)

The humble Spider Drone, with it's hexapod configuration,

has about as many manufacturers as there are actual bugs in the

system, but they don't tend to have many differences between

them. Station Security generally uses them as light scouts and

distractions.

Basic Drone: As an action, any unit carrying a Basic Drone

can deploy it on their turn, the drone can then move on it's own

up to it's movement rating away from its handler. Basic Drone's

cannot interact with objectives. Basic Drones have no sense of

self and thus do not make Control checks, though if the operator

of the drone fails a Control check and flees, or dies, the drone

stops functioning, unless there is another unit with the same

equipment still on the board, in that case they can take over.

Basic Drones move on the same Initiative as their handler.

4. Unit Combat

5. Objectives & Victory

<<<>>>

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