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DESIGN CREDITS:

Game Research and Design: Randall C. Reed


Original Book and Idea: Robert A. Heinlein
Components Design and Execution: Randall C. Reed
Production Assistant: Richard Hamblen
Production Coordinator: Thomas N. Shaw
Artwork:
Logo Design: Emily March
Box Cover and Mapboard: George Goebel
Character Illustrations: Emily March
Montage: Richard Hamblen
Counter Art: Randall C. Reed and Richard Hamblen
Sculpture: Richard Hamblen
Photography: Looking Glass Photographies

Play-testing: Dave Hram. David Govacker. John Desmond, Arv in


van Zante, Ric k Archer, Timot hy Wiedel. Greg Turne r. James
Michael Crockett, M ark Nicholson, Walter Mings. Larry Robbins.
John Marvin. Bill Larsen. The University of Pennsylvania
Wargamers, and members of Interest Group Baltimore.

Typesetting: Colonial Composition


Printing: Monarch Services

Copyright. 1976. The Avalon Hill Game Company, Baltimore.


Maryland
Printed in the United States of America

REP LAC EM ENT PARTS COST


For current replacement parts price list, send a stamped self-
addressed envelope to: Parts Dept.. The Avalon Hill Game
Company, 4517 Harford Road, Balto.. Md. 21214.

OUR DE SIGN D EPA RTM ENT will be happy to take the time to
answer queries regarding play of this game but ONLY when
accompanied by a self-addressed envelope containing first class
Starship Troopers is based upon the popular novel Infantry man in a suit swapped hugs with a
postage.
of the same name written by the dean of science gorilla, the gorilla woul d be dead, crushed;
fiction writers, Robert A. Hein lein. In the novel, the man and the suit wouldn't be
Heinl ein describes a futuri stic war involving homo mussed . . . The real genius in the design is
sapiens from our Earth (Terrans) against a that you d on't have to contro l the suit, you
Hu ma noi d race (nickna med the 'Skinnies' for ju st we ar it , li ke yo ur cl ot he s, li ke
obvious physical attributes) and their co- skin . . . Even riding a bicycle demands an
belligeren ts, the totally alien Arach nids. Since this acquired skill, very different from walking.
is a story of future wars and future advances in But a suit you just wear."
technology, much is changed in the fields of
weaponry and tactics and strategy. One thing Wit h the suit and the incredib le array of weaponry
remain s the same, however; the fig hting still rests that go with it, the Mobile Infantry soldier is an
on the shoulders of the individual infantryman. exceedingly formidable opponent. He had better
Although great starships has shuttle men between be. The enemies he faces are the mose awesome
the distant solar systems and the power of adversaries in the galaxy. Of the two extraterres-
individual weapons has risen to awesome heights, tria l races figh ting the Terrans, the Human oids are
wars still cannot be won unless men venture onto the least revolting. Rico describes them as
the face of alien planets and fight the enemy on
their home ground. As Juan Rico, the protagonist " . .. hum anoid , eight or nine feet tall,
of the novel, relates: much skinnier than we are and with a
higher body temperature; they don't wear
"We are the boys who go to a particular any clothes and they stand out in a set of
place, at H-Hour, occupy a designated 'snoopers' like a neon sign."
terrain, stand on it, dig the enemy out of
their holes, force them then and there to But the 'Skinnies' were mild looking in compar-
surrender or die. We're the bloody infan- ison to the Arachnids:
try, the doughboy, the duckfoot, the foot
soldier who goes where the enemy is and "The 'Bugs' are not like us. The Pseudo-
takes him on in person." Arachnids aren't even like spiders. They
are anthropods who happen to look like a
Although the mission remains the same, future madman's concept of a giant, intelligent
inventiv eness has changed the method considera- spider, but their organization, psychologi-
bly. In a galaxy-wide war, manpower is at a cal and econom ic, is more l ike that of ants
prem ium . Platoons fight where entire armies once or termites; they are communa l entities, the
tred. But these platoons possess the firepower ultimate dictatorship of the hive . . . But
equiva lence of a Twentieth-Century mechanized don't make the mistake of thinking that
division. More importantly, each man in the they act purely from instin ct . . . their
platoon is provided with a piece of hardware that actions are as intelligent as ours (stupid
allow s him to fight and survive in the holocausts of races don't build spaceships!) and were
fu tur e comb at—h is powered armor suit. As Rico much better coordinated. It takes a
describes it: minimum of a year to train a private to
fight and to mesh his fighting with his
"A s uit isn't a spacesuit — alth ough it can mates; a Bug warrior is hatched able to do
serve as one. A suit is not a space ship but it this ..."
can fly—a little . . . Suited up, you look
like a big steel gorilla, armed wit h gorilla- Warfare in the Twenty-second Century is the
sized weapons. But the suits are considera- ultimate test of survivability of the human race. It
bly stronger than a gorilla. If a Mobile was a very near thing.

2
INTRODUCTION
STARSHIP TROOPERS re-creates the tactical D. ALIEN CONTROL Printed on each counter is the pertinent informa-
level action described in the novel of the same tion needed to play the game:
name. Since this is science fiction, the game does PAD/TERRAN
not attempt to simulate reality. R ather, this design
is a straightforward attempt to bring to life the
CONTROL PAD unit upe
As explained in the rules, the Alien and Terran parent unit identification number
pol itic al- mil itar y system described in the novel. It
Control sheets regulate many important game
is NOT necessary to have read the novel before
fun ctio ns. Those contr ol sheets are prin ted back-
playing the game. Reading it, however, will give
to-hack on the pad included in the game. Note that movement allowance
the game player a better apprec iation of the game attack strength
the Time Record Chart is printed on each sheet of
system, however.
the Terran Control Chart.

S T A R S H I P T R O O P E R S i s pl a ye d i n t u r n s , w i t h E. UNIT COUNTER S
each tu rn repre senting 12 m inu tes of real time. d e f e ns e s t r e n g t h
I he two sets of die-cut playi ng pieces, var iou sly
One player takes the side of the Terrans and the called units, unit counters, or counters, represent
other player takes the side of the Alie ns, eith er the individuals, groups of Terrans or Aliens, and are For rules purposes, the different types of units in
A r a c h n i d s o r t h e H u m a n o i d s . D u r i n g ea c h t u r n o f used as indicators of various game functions. the game can he grouped as follows:
the game, players alte rnat e movem ent and combat
in an attempt to accomplish their victory condi- TERRAN UNITS:
tions which are outlined in each of the eight
different scenarios. The victory conditions range Mobile Infantry: (M.I.): Combat Engineers: (C.E.):
from occupying a specific area of the mapboard to
destroying enemy forces while minimi/ing friendly
casualties. In keeping with the unusual subject
matter of this game, the Terran player will find
himself dealing with an elusive enemy employing
hit-an d-run tactics as the Arac hnid player, movin g Command Marauder Scout Combat Engineer Ai r Car Special Talent
his units along his subterranean tunnel system, Squad
attempts to strike where the Terran is weakest.
Special Weapons and Equipment: (SW& E):
STARSHIP TROOPERS uses the Programmed
Instruction (or P.I.) method for introducing
players to the rules of the game. This allows
players to gradually and easily absorb the game
system while the progressing complexity of the
weapons used in the game more accurately reflect Delayed Action- Delayed Action- Liste ning Hig h Ex plo siv e Nuc lear
thei r usage and avai lab ilit y in the novel. Due to the P r o x i m i t y ( M . I . ) R e m o t e ( M . I . ) H e a v y N e r ve D e vi c e ( M . I . ) Demolition Demolition
serial construction of the rules, each scenario Gas (M.I.) Munitions M u n i t i o n s ( C . E .)
builds upon the rules presented in the preceding Miscellaneous I nits: (CE.)
scenarios. It is strongly recommended that players
play each scenario in order, before advancing to N O T K : For the Arachnid and Terran units, the
the more complex scenarios. Approached in this darker shaded counters represent a second major
manner, S TA RS HI P TRO OPER S will become a uni t organi/ation and NOT a dupl icat ion of the
very simple game system to learn. lighter shaded units.
Retri eval Boat Rocket Beacon Capture d
Arachnid Brain
ALIEN UNITS:
COMPONENTS Humanoid:

A. THE MAP BOAR D


The mapboard represents a generalized planet
surface containing several different types of Warri or Worker Heavy Weapon- Heavy Weapon- Strong Point Decoy
terrain as well as roads and urban areas. Printed Beam Missile
over the color terrain is a hexagonal line pattern. C r i t i c a l I n s t a l l a t i o n C o u n t e rs : Arachnid:
These hexagons, called 'hexes' for short, are used
to regulate movement in the same manner as
squares on a chess board. Each hex represents a
scale distance of one mile from hex-center to hex-
center. The letter-number code written within Power Com mun icati ons Water Warrior Work er Heavy Weapon
each hex is a grid-coordinate system which enab les
players to locate and describe each hex on the INDICATOR COUNTERS:
mapboard. This coordinate system is basically a
playing aid to assist the Alien Control Pad (see
below).

B. CHARTS
The two charts provided in the game are used to Perimeter marker Radiation (RA D)
resolve combat. Various other charts are provided Breach mar ker area mar ker
as player aids and wi ll be foun d in the back of this
rules manual. Damage Indicators:

C. SCENARIOS
The scenarios referred to in the rules are located
in this booklet, at the end of the rules sections.
Heavy Damage Kille d-ln- Actio n
Wounded-In-Action Disrupted
I. SCENARIO ONE: RAID ON THE HUMANOIDS

A. INTRODUCTION 6. No combat may take place dur ing the move- init iate close combat; Heavy Weapon and Worker
Scenario One introduces the Terran Mobile ment phase. No enemy units may move during a units may NOT initiate close combat.
Infan try and the Hum ano id Gro und For ces friendly movement phase. 3. Units are never REQUIRED to attack, but
organizations. This scenario also introduces the 7. Un its may freely pass over or stop in the same always have the OPTION to do so.
basic combat and movement concepts of STAR- hex with othe r units , enemy or friendly, subject to
SHIP TROOPERS which will be elaborated and 4. No enemy unit may be attacked more than
stackin g limitatio ns (see below). once per close combat phase. No frie ndly u nit may
expanded in later scenarios. The scenario one
8. A complete list of all terrai n features and their attack more than once per friendly close combat
rules form a completely self-contained package
effects on movement and combat is contained in phase.
presenting a simple yet fast moving introductory
the Terrain Effects Chart.
game. 5. Where more tha n one defending unit is in a hex
9. A un it ma y not enter a hex of a partic ular with several attacking units, the attacker may
B. SEQUENCE OF terrain type unless it has sufficient movement divide combat into more than one combat
points available to expend in doing so. situation, at his option. EXAMPLE: Two Terran
TURNS units in the same hex with two Alien units could
STA RSH IP TROOPERS is played in turns. Each
divide combat as follows: Two Terran units
turn is divided into two player segments with each
against both of the Alien units; two Terran units
player segment further sub-divided into a move-
against one of the Alien units; one Terran against
ment phase and a close combat phase. The step-
each of the Alien units, or one Terran against two
by-step sequence is outlined below:
Alien units.
1. Terran Player Segment:
6. Not all frien dly unit s in a hex must attack and
a. Mov emen t Phase: Terran player moves none, not all enemy units in a hex must be attacked. The
some, or all of his unit counters up to the limit of attacker always has the choice of divid ing combat
their movement allowances subject to terrain in any manner he chooses providing that any
limitations. atta ck has a m in im um 'odds ratio' of at least 1-3
b. Close Combat Phase: Terran player initiates (see below).
and resolves any attacks that he chooses to execute 7. Each combat situatio n is resolved individua lly
against those enemy units occupying the same and the results applied to the specific units
hexes as friendly un its. involved in this manner:
2. Hum anoi d Player Segment: a. For each separate comb at situat ion , total all of
EXAMPLE: A Marauder unit, moving as the attack strength points of the attacking units
a. Move ment Phase: Humanoid player moves his
illustrated, expends movement points in the together, then total all of the defender's defense
units in the same manner as the Terran player.
following manner: 1 MP (savanna to savanna- strength points together.
b. Close Comb at Phase: Hum ano id player road hex) +1 MP (from road hex to another
initiates and resolves attacks in the same manner contiguous road hex) +3 MP (moving into city b. Express these two totals as an 'odds ratio'
as the Terran player. hex) = 5 M P total expen ded. The un it cannot enter (attacke r to defender). Ro und-o ff this odds ratio
another city hex because it costs 3 MP to enter downwards to conform to the simplified odds
3. Players repeat steps 1. and 2. for each turn of categories prin ted on the prope r (Alien or Terran)
EACH city hex and the unit has only 1 MP
the game. Attack Table. EXAMPLE: A Marauder unit
remaining in its movement allowance.
attacks a Humanoid Warrior unit. Four attack
C. MOVEMENT strength points compared to three defense
Durin g the m ovemen t phase of a player's segment, D. STACKING UNITS
strength points yields a simplified odds ratio of 1-1
he may move none, some, or all of his unit (More than One Unit Per Hex) (4 to 3 rounded down). If two Marauder units
counters, at his option. Each unit counter may be Each of the three be lligere nt types is limited in the attack the Warrior unit, the odds would be 8 to 3,
moved as many hexes as desired within the limits number of friendly unit counters allowed in one rounded down to 2-1 on the Terran Attack Table.
of its movement allowance, terrain restrictions, hex at the same time:
and other game rules: c. IMP OR TAN T: The Alien Attack Table is used
1. Up to six HUMANOID Warrior, Worker only to resolve combat when Terran units are
1. Each unit counter is moved by tracing the path and / or He avy W eapon u nits may stack in a hex at defending. The Terran Attack Table is used to
of movement through each separate hex. one time. resolve combat when Humanoid or Arachnid
2. The numb er of hexes thro ugh which a unit may 2. Up to four ARACHNID Warrior, Worker, units are defending.
move in one turn is indicated by its movement and / or Heav y We apon un its may stack in a hex at d. Roll the die once for each attac k situation and
allowance. A unit's movement allowance is one time. cross-index the die roll number with the proper
expressed in terms of a certain number of 3. An UN LI MI TE D number of Terran units may odds column to determine the result of the attack.
movement points. In general, each unit counter stack in one hex. e. App ly the result to the defe ndin g unit s in that
expends one movement point of its movement
4. Stacking lim its apply on ly at the end of the specific combat situation.
(point) allowance for each hex it enters. Quite
often, however, terrain restrictions (see below) will movement phase, not during it. f. See the proper Attack Table Key for the effects
require units to expend more than one movement 5. Stacking lim its are unaffected by the presence of the combat results on defending units. SPE-
point to enter a hex of a particular type. of enemy units in the same hex. CIAL: Ignore all references to 'Special Weapons
3. In any given movement phase, a player may and Equipment' in scenario one.
move as many or as few of his unit s as he chooses. E. CLOSE COMBAT 8. EXAMPLE OF COMBAT: Four Marauder
Movement is always voluntary, never mandatory. Close combat may occur between opposing units units enter a hex containing four Humanoid
occupying the same hex at the discretion of the Warrior units. The Terran player elects to initiate
4. A unit coun ter may be moved in any direction
player who has just finished moving. The player combat. The Ter ran player decides to divide
or combination of directions. A unit may expend
who initiates combat is said to be the ATTACK- combat into more than one attack as follows:
some, none, or all of its movement allowance each
ER, the other player is considered the DE-
turn. Un-used movement points may not be
FENDER.
accumulated from t urn to turn nor transferred
from unit to unit. 1. During the close combat phase of his segment,
a player may only attack those enemy units
5. Each unit is moved individually, tracing the
occupying the same hex with friendly units. Only
path of movement through each hex in turn. Once
friendly units located in the same hex with enemy
a unit has completed its movement, it may not be
units may attack those units.
changed, repositioned or realigned. A unit's
movement is considered completed when the 2. All types of Terran units may initiate close
player begins to move another unit. combat. Only Alien WARRIOR units may

4
a. Three Marauder units attack one of the removed from play. An unoccupied Strongpoint is containing eight men each. Each section is
Warrior units and the remaining Marauder unit eliminated if a functi onal Terran unit occupies the commanded by a section leader and an assistant
attacks two of the other Humanoid units. The same hex at the end of the Terran player segment. section leader and the entire platoon is com-
fourth Humanoid unit is not attacked. manded by a lieutenant and a sergeant.
7. Strongpoints do not affect Terrain Effects
b. The odds ratio of the first attack is 4-1 (12 Chart modifications in any way. 2. On the Terran Control Sheet, each M.I.
Terran attack strength points versus 3 Humanoid counter is represented by a counter diagram and a
defense strength points). The second attack is G. INVERTED AND
box. These boxes will be used in subsequent
resolved as a 1-2 attack (4 Terran attack strength DECOY COUNTERS scenarios to organize and control various types of
poin ts ver sus 6 Hu ma noi d def ens e str eng th Alien combat units and critical installation equipment carried by M.I. units. Fu rthermor e, the
points). counters may be positioned and moved on the Terran Control Chart is a schematic diagram
mapboard in an inverted manner in all of the which shows exactly which individual unit
c. Using the TERRAN ATTACK TABLE, the
scenarios to lim it the opposing player's knowledge counters belong in each squad, section, and
die is rolled once for each of the two attacks. The
of the exact strength and disposition of friendly platoon.
resulting number is then cross-indexed with the
units.
proper odds column to find the result of the
attack. The results are applied to the defending 1. All Alien Worker, Warrior, Heavy Weapon, I. HUMANOID ORGANIZATION
units immediately. decoy, and critic al install ation un its may be placed The Humanoid Ground Forces organization is
on the mapboard face-down prior to the com- not as rigid as the Terran organization. Rather,
d. For illustration purposes, suppos e that a die mencement of play. the organization encompasses those ground forces
roll of'3' was rolled on the first attack and a '5' was and noncombatant workers withi n the immediate
rolled on the second. A '3' on the 4-1 odds column 2. An Alien unit must be turn ed face-up whenever vicinity of the military action. With a characteris-
produce s an ELIM result and the defendi ng an enemy unit ends movement in its hex. The unit tic lack of specialization, the Humanoids have
Humanoid unit is removedfrom the game. A '5' on is exposed at the END of the enemy's movement only thre e basic types of units; W orkers, Warri ors,
the 1-2 odds column produces a DISR result and a phase. and Heavy Weapon units.
DISRUPT marker is placed on top of both 3. An Alien uni t must be turn ed face-up immedi-
defending Warrior units. ately whenever it enters a hex occupied by a J. CRITICAL INSTALLATION
functional enemy unit. COUNTERS
F. STRONGPOINTS Scenario one uses a special type of counter called a
Strongpoints are defensive fortifica tions that the 4. DEFINITION: A functi onal unit is one that is
in a non-Disrupted, non-Stunned, non-WIA, or 'critical installa tion' counter which represents one
Humanoid player may use to increase the
non-KIA condition resulting from combat. of the Terran objectives for the Mobile Infantry's
defensive strength of his units:
raid . Each of the three types of counter s
1. Strongpoint counters are positioned on the 5. A face-up Alie n uni t may be re-inverted at the symbolizes a type of installation critical to the
mapboard prior to the commencement of play. No beginning of the Alien player segment providing fun cti onin g of the Hum anoi d city; power sources,
more than one Strongpoint counter may be placed the unit is in a hex un-occupied by any functional communications centers and water supply.
in each hex. Strongpoint counters may NOT be enemy units.
placed in city/spaceport hexes. 1. Prior to the commencement of play, the
6. Huma noid u nits under Strongpoint counters Humanoid player may place his alloted Critical
2. Each S trongp oint counter may protect a • may not be examined by the opposing player Installation counters on the mapboard subject to
maximum of FOUR Humanoid units. Units are unless they attack enemy units. When they attack, scenario set-up restrictions, if any.
indicated as being 'inside' a Strongpoint by being such units must be revealed to the opposing
player. 2. Critical Installation counters may not be
placed UNDER the Strongpoint counter. Units
placed in city/spaceport or rough terrain hexes.
may move into or out of Strongpoints at any time 7. Decoy units, as provided in the individual They may not be placed in hexes containing
during the friendly movement phase without scenarios, function like inverted, real, units. Strongpoints.
penalty. Only HUMANOID units may be placed Decoy units, however, have no combat strength
under Strongpoint counters. and are immediately eliminated from the game 3. In scenario one, the Terran player may destroy
whenever they must be revealed to the opposing Critical Installation counters by maintaining a
3. Strongpoint counters do not affect stacking
player. Thye do not count against stacking limits. functional Mobile Infantry unit in the same hex,
limitations in any way. A hex containing four
free of any enemy units, at the end of the Terran
Humanoid counters under a Strongpoint counter
player segment. The M.I. unit must begin and end
may still contain two other Humanoid units on H. MOBILE INFANTRY the turn in the Critical Installation's hex to fulfill
top of that Strongpoint counter.
ORGANIZ ATION AND THE this r equi rem ent. The destroyed Critical Installa-
4. Unit s under a Strongpoint counter defend with TERRAN CONTROL SHEET tion counter is removed at the end of the Terran
the defense strength of the Strongpoint, ignoring The Terran Control Sheet is used to record certain player segment.
thei r own defense strengths. Al l units inside of the types of damage inflicted as a result of combat, 4. Critical Installation counters may be posi-
Strongpoint must be attacked as a whole at a and, in advanced scenarios, to determine the tioned face-down prior to the commencement of
defense strength of '9'; they may NOT be attacked distr ibuti on of special weapons and equipment. It play. They are revealed in the same manner as
individually. also shows the schematic organization of atypical other inverted counters.
5 . U n i t s under a Strongpoint m a y attack n o r mMobilea Infantry
l l platoon.
y .
1. A full-streng th Mobile Infa ntry platoon
STOP!
6. If unit s under a Strongpo int are elimi nated as a contains 54 fighting men and officers organized READ NO FURTHER.
result of combat, the Strongpoint is immediately into two sections. Each section has three squads PLAY SCENARIO ONE.

II SCENARIO TWO: OPERATION 'BUGHOUSE'


A. THE ARACHNID B. ARACHNID TUNNEL AND Brai n' cell and the other five 'Combat Brain ' cells.
Each complex thus consists of seven hexes which
ORGANIZATION COMPLEX ORGANIZATIO N
are always drawn on the map pad in the shape
Ara chni d soci al orga niza tion is bes t typif ied as a The Arachnid organization centers around the
illustrat ed in the following diagram:
militant subterranean hive society. All produc- subterranean city-complexes and their ancillary
tion, communication, and military functions are tu nn el systems. All Arach nid complexes are of the
centrally controlled by various 'Brains' (Arach- exact same geometry and composition. Each
nids bred with super-developed central nervous complex occupies a seven-hex formation on the
systems) thus allowing swift, efficient deployment Alien player's map pad (i.e., the Alien Control
of resources—both military and industrial. Arach- Pad). The Alien player secretly positions and
nid cities (called 'complexes'), communication and draws his complex and it's tunnel systems
transportation systems (tunnels), and life-support anywhere on the map pad subject to the proce-
systems are entirely underground. Tunnel systems dures outlined below:
emanating from Arachnid complexes allow units 1. A 'complex' consists of a 'Queen cell' sur-
to move secretly and swiftly. rounded by six 'Brain' cells, one being a 'Master

5
2. Each of the five Combat Bra in cells contai ns d. Tunnel segments must always be drawn to function phase thereafter. Arachnid Warrior,
five Warrior, five Worker, one Heavy Weapon connect with primary or other secondary tunnel Worker, and/or Heavy Weapon units may move
and one Engineer unit. These units, except for the segments of the same tunnel system to form a simultaneou sly from their paren t Brain cell, along
Engineer uni t, are represented by die-cut counters. continuous, unbroken, path of tunnel hexes tunnels of that cell, to the breach hex at no
NOTE: The Queen, Brain, and Engineer units are connecting to the parent Combat Brain cell. movement point cost. They may then move
not represented by counters. They exist only on normally on the surface in the movement phase of
e. Secondary tunn el segments added to a tunn el
the Alien map pad and never appear or move on the same turn. Some or all of the units belonging
system may, however, intersect existing tunnel
the mapboard. to the appropriate Brain cell may move to the
segments of the same tunnel system. That is,
surface during that turn or any turn thereafter.
3. Constr ucting Tunnel Systems—Each Combat tunnel segments are not required to be connected
They are not required to move to the surface at the
Brain cell has one and ONLY one tunnel 'end-to-end', but may be added anywhere along
same time nor do they have to exit from the same
connected to it. Depending upon how a player the length of an existing tunnel; either connected
breach hex.
constructs his tu nne l systems, a tunnel may have to or intersecting an existing tunnel segment.
numerous branches and extensions. Prior to the 5. Once placed on the mapboar d. Arachnid units
f. IMPORTANT: The tunnel segments that
commencement of play, the Alien player con- may only return to the tunnel complex during a
make up the tunnel system of one Combat Brain
structs his tunnels by drawing pencil lines on the subsequent Arachni d special function phase. They
cell may NEVER connect or intersect the tunnel
Alien Control Pad as follows: may NOT move to the surface and return to the
systems of other Combat Brain cells. Each cell's
tunnel complex in the same turn or vice-versa. To
a. Each Combat Br ain cell has one (and ON LY tunnels are, in effect, a 'closed system'.
return to the tunnel complex, an Arachnid unit
one) initial tunnel segment, 10 hexes long, 8. Only the prima ry tunn el segment may connect must eithe r begin the Ar ach nid player segment in a
emanating from it. This initial tunnel is called the with its parent Combat Brain cell. Other tunnel breach hex OR a breach hex must be created in the
P R I M A R Y T U N N E L S E GM E N T. segments of the system may NEVER connect hex that the Arachnid unit occupies. If one of
b. In addition , each primar y tunn el segment may DIRECTLY to the cell. these conditions exists, the Arachnid unit may re-
have the following number of SECONDARY h. Tunnel segments may NEV ER connect to the enter the tunnel system. Units that re-enter a
TUNNEL SEGMENTS connected to it: Master Brain cell or the Queen cell. tunnel system are simply removed from the
1) One 5-hex tun nel segment. mapboard.
2) Two 3-hex tunn el segments. i. See the Ex ampl es of Play section for an
illus tratio n of a completed Arachnid complex and 6. NOTE: U nit s of one Brain cell may not re-enter
3) These secondary tun nel segments may connect
the tunnel complex of another Brain cell.
directly to the primary tunnel segment or be tunn el system.
connected with other secondary tunnel segments
that connect to the primary tunnel segment. C. ARACHNID TUNNEL
E. ORDER-OF-TURN
c. A tunnel segment is indicated on the Alien MOVEMENT AND NOTATION
1. Arachni d Brains and Queens may never move ADDITIONS
Control Pad by simply drawing a single straight Scenario two introduces the turn sequence for
line from the midpo int of one hex to the midpoint from their initial cell locations.
Arachnid units which differs somewhat from the
of another hex. 2. Warrior, Worker and Heavy Weapon units sequence used by Terran and Humanoid units.
1) Tunnel segments, regardless of length, are may only move from their parent Brain cell to the Also, all of the tu rn sequences have been expanded
always drawn as straight line segments. An surface via a breach hex (see below). This is due to the new fun ctio ns created by the additio n of
individual tunnel segment may never contain accomplished in one phase regardless of the length new rules. The new tu rn sequences are as follows:
bends or angles within it. EXAMPLE: A 5-hex of, or distance along, the t unn el system. They may
1. Terran Player Segment:
tunnel segment added to the primary tunnel NEVER remain within a tunnel system. Once on
segment must be drawn on the map pad as a the surface, they may move their full movement a. Special Func tion Phase: Terran player init iates
straight row of tunnel hexes, five hexes long, allowance in the same turn. special emplacement and demolition procedures
connected to the primary tunnel segment: as explained in subsequent rules.
3. Arachnid Engineer units may move ONLY
within their parent cell's tunnel system. They may b. Movement Phase: Terran player moves his
never move to the surface or enter their parent units to the li mit of their movem ent allowances, as
Brain's cell. Engineer units may move through an desired.
unlimited number of connected, intact, tunnel
c. Ranged Weapon Phase: Terran player initiates
hexes in any one movement phase. and resolves attacks against enemy units within
4. Since all Arachni d units except Engineers will range of his special weapon units (see below).
always be in their parent Brain's cell or on the
d. Close Combat Phase: Terran player initiates
surface (and hence on the mapboard), only the and resolves any attacks against enem y unit s in the
position of the Engineer unit must be recorded on
same hex with friendly units.
the map pad. To record the Engineer's location,
simply write the TURN NUMBER in the tunnel e. Extended Jum p Phase: Terran player moves
hex containing the Engineer at the end of the his Mob ile In fantry unit s again, up to HA LF their
movement phase. If the Engineer does not move, normal movement allowance (see below).
no number is written. Thus the highest number 2. Arachnid Player Segment:
recorded will always represent the Engineer's
current location. Each cell's Engineer must have a. Special F unction Phase: Arach nid player
2) IMPORTANT: Tunnel segment lines may initiates tunnel-to-surface movement and other
its location within its tunnel system recorded on
only cross (intersect) hex sides at a 90 degree angle. special construction/demolition procedures as
the Alien Control Pad prior to the commencement
Therefore, tunnel segments must follow the 'grain' explained in subsequent rules.
of play.
of the hex rows:
b. Ranged Weapon Phase: Arach nid player
D. BREACHING AND TUNNEL- initiates and resolves attacks against enemy units
TO-SURFACE MOVEMENT within range of Arachnid Heavy Weapon units
1. Arachnid Engineers may create passageways (see below).
from any intact tunnel hex to the surface of the c. Movemen t Phase: Ar achnid player moves all
same hex. This is called 'breaching'. units, including Engineer units, to the limits of
their movement allowances, as desired.
2. Engineers create breaches in the hex they
occupy during the Alien Special Function Phase d. Close Comba t Phase: Ara chn id player initiates
(see below). They may not create breaches in Brain and resolves attacks against those enemy units in
or Queen cells. the same hex with friendly Warrior units.
3. Indicate breached tunn el hexes on the Alien 3. Players repeat 1. and 2. for each tur n of the
map pad by drawing a circle around that hex. game.
Place a BREACH marker in the proper hex on the
4. NOTE: The HUMANOID turn sequence is
mapboard.
exactly the same as the TERRAN turn sequence
4. Immedi ately after the placement of the except that the Humanoid units have no extended
BREACH marker, or in any Alien special ju mp capabi lity.

6
F. RANGED WEAPON COMBAT c. Block ing terrai n does not apply to either the c. For some types of SW&E , up to four unit s of
Heavy Weapon u nits and certain types of special fir ing un it's hex or the target unit's hex, but only to each type may be carried by one M.I. unit. To
weapons and equi pmen t (SW&E) can extend their hexes between those two locations. indicate the exact number carried, CIRCLE the
attack strengths over a distance, as opposed to correct numbered square next to each SW&E type
4. Unlike close combat, ranged weapon fire
regular units which must execute attacks in the on the unit's Control Box:
affects ALL un its in a hex individual ly. That is, the
same hex they occupy: combined attack strengths of all ranged weapons 2. Loss and Expenditu re—Ch anges in the status
1. 'Ranged weapons' are those weapons with a firing into a target hex are totalled and applied to of equip ment carried by M. I. un its are recorded as
range greater than zero as indicated by the num ber each indi vid ual target uni t in the hex, in turn, as a follows:
in the upper left corner of their counters. The separate attack. EXAMPLE: An Arachnid Heavy
following types of ranged weapons are used in Weapon unit fires at a stack of M.I. units
scenario two: containing three Marauder units and one Scout
unit. The attack is resolved on the Alien Attack
a. Arachnid: Each Combat Brain cell contains Table as four separate a ttacks: Three 3-1 attacks
one Heavy Weapon unit. A Heavy Weapon against the three Marauder units (18 to 6) and one
represents an armored vehicle equipped with a 6-1 attack against the Scout unit (18 to 3). The die
'high-energy beam projector'. Each Heavy Weap- is rolled once for each attack and the results
on unit may fire with an attack strength of'18' to applied to the units individually:
a range of six hexes.
b. Terran: Mobile In fant ry units may be equipped
wit h vario us types of weaponry in additi on to their
basic personal armament. These various devices
fal l und er the gener al category of 'special weapons
and equipment' (SW&E for short). Scenario two
introduces one type of Terran SW&E; the high
explos ive missile launcher. Each MI unit equipped
with a high explosive (HE for short) missile
launcher may fire an attack strength of '9' to a a. 'LGHT,' 'HVY,' and 'KIA' results require the
range of six hexes. Terran player to roll a single die for each target
uni t on the SW&E Loss Chart to determ ine if the
c. Other types of ranged weapons and SW&E will target unit loses its SW&E. Whenever loss of
be introduced in subsequent scenarios. equipment occurs, indicate this loss by crossing
2. Ranged weapons may attack units that are out the in itia ls of all SW&E being carried by the
wi th in the n umb er of hexes stated in the weapon's affected unit.
range. Any one hex within range may be attacked b. To record EX PE ND IT U RE of SW&E, simply
subject to the following limitations: cross off the highest num ber indicated as that type
a. A ranged weapon may not attack units that are is used. The highest un-crossed number is the
within the same hex it occupies. 5. Each ranged weapon may only fire at one hex number of SW&E of that particular type remain-
per turn. More than one ranged weapon may fire ing.
b. Terran units may not attack enemy units in at the same hex in the same turn, however,
hexes containing other non-KIA Terran units. combining their attack strengths for a single 3. Transfer— SW&E counters may be transferred
combat resolution against each unit in hex. from one M.I . unit to anoth er whenever both units
c. Alien ranged weapons may fire into hexes
occupy the same hex at the beginning of the
containing other Alien units. Such friendly units 6. Each hex may only be fired upon once per Terran player segment:
undergo the effects of the attack in the same ranged weapon phase.
manner as enemy units. a. Transfer of SW&E is physically executed
7. Heavy weapon units may only attack in the dur ing th e Terran special functio n phase by simply
3. Blocking Terrain: Rough terrain and city/ ranged weapon phase. They may NEVER attack crossing out or erasing the circle around the
space port hexes block the path of fire of ranged in the close combat phase. SW&E entries in the one unit's Control Box and
weapons at ranges greater than one hex:
8. Terran units may attack in both the close circl ing the proper entries and amo unt s availabl e
a. Ranged weapo ns may always fire at adjacent combat phase and the ranged weapon phase of the in the other unit's Control Box.
unit s regardless of terrain . same player segment provided they are equipped b. Units may use transferred equipment in the
b. Ranged weapons may not fire at target units if with ranged SW&E. same turn in which it is transferred.
rough terrain or city/space port hexes intervene.
c. NOTE: The transf er may not be executed if the
To determ ine if inter vening hexes block the path G. USING THE TERRAN
receiving unit is in a STUN, WIA, or KIA
of fire, lay a stra ight edge on the mapboa rd so that CONTROL SHEET condition.
it intersects the approximate center of the The Terran player records the distribution and
attacking unit's hex and the center of the target expenditure of his Special Weapons and Equip- 4. It is strongly recommended that all nota tion on
unit's hex. If the line between these two points ment on the Terran Control Sheet as follows: either the Terran or Alien Sheets be recorded in
crosses any part of a rough terrain or city/space erasable pencil.
port hex or runs along one of its hex sides, fire is 1. Equip ment Notation—There are various
blocked and the weapon may not attack units in weapons, like the HE missile launcher , which M.I .
that hex: units may carry and operate to give increased
firepower above and beyond their normal attack H. MOBILE INFANTRY
strengths. Some of this equipment is represented EXTENDED JUMP PHASE
by counters which are actually placed on the Mobile Infantry units may move up to HALF
mapboard. Other types of equipment, like the HE their normal movement allowance during the
missile launchers, have no counters; they are extended jum p phase subject to indi vid ual damage
assumed to be carried by the u nit to which they are status and terrain restrictions:
assigned. Regardless of type, however, all SW&E
1. Un its that suffer 'HVY ' damage results on the
must have their distribution and expenditure
Alien Attack Table may NEVER execute ex-
recorded on the Terran Control Sheet.
tended jump .
a. The num ber and types of avail able SW&E is
stated in the Available Forces section of each 2. Extended ju mp is separate from and in
scenario. The Terran player may distri bute SW&E addition to any movement executed during the
to his M.I. units in any manner he desires subject regular movement phase.
to the limits stated in the Special Weapons and
Equipment Inventory Chart prior to the com-
mencement of play. STOP!
b. POSSESSION Of SW&E by indivi dual units
READ NO FURTHER.
is indicated by circling the INITIALS of the
PLAY SCENARIO TWO.
particular type in the proper unit's Control Box.

7
III. SCENARIO THREE:
INVASION OF 'SKINNY-FIVE'
A. INTRODUCTION the unit would be moved one hex to the South of movement or extended jump phase by simply
After being eject ed f rom their tran spor t star ship 's the mapboard. crossing off one square on the M.I . unit's Control
launching tubes. Mobile Infantry troopers Box and plac ing a DA P counter in the proper hex.
dropped to the planet's surface by braking their DRIFT DIAGRAM More than one DAP counter may be placed in
descent through a system of expendable heat each hex. The DAP charge automatically and
shields and drogue parachutes. Nearing the immediately attacks any enemy unit that enters
surface, their suit rockets fired to reduce speed for that hex U NL ESS th e hex contains a Terran unit
the final drop into the combat area. Scenario (regardless of condition). If dropped in a hex
three's rules include the M.I. initial drop proce- already containing enemy units, it is activated as
dure and expand the special weapons inventory soon as the carrying un it leaves that hex. The DA P
for both sides: attacks all enemy units (or a strongpoint) in the
hex with an attack strength of '12'. Each DAP
B. MOBILE INFANTRY counter may attack only ONCE per game after
which it is imm ediately removed from play. The
INITIAL DROP
attack is resolved in the same manner as ranged
PROCEDURE combat.
Duri ng their turn of entry, M. I. un its are placed on
the mapboard in a 'drop pattern' and undergo a b. Delayed Action Charge-Remote (DAR): The
procedure that simulates their descent to the DAR is similar to the DAP in the way that it is
planet surface and the evasive tactics thus carried and dropped. It differs from the DAP in
employed to deter the enemy's air defenses. that it does not automati cally attack enemy unit s
Simply stated, this procedure consists of placing that enter its hex, but must be activated by the
the M.I. units on the mapboard, randomly carrying unit from another hex. To activate the
determining the direction in which ALL of the DA R charge, the carrying uni t must be wit hin ten
units were ejected from their launch tubes, and hexes of the DAR and in a functional state (non-
then randomly determ ining each ind ivi dual unit's STUN, -W1A, -KI A). More than one DAR may
displacement due to evasive tactics: be placed in a hex bu t they mu st all be activated at
4. Aft er all units have been dropped and scattered the same time. The DAR att acks ALL enemy units
1. During the special funct ion phase of the turn of in the special function phase, all movement for in the same hex at the ti me the charge is detonated
entry, the Terran player positions his Mobile dropped units in ENDED. They may not initiate with an attack strength of '18'. Like the DAP, it is
Infantry units on the mapboard in a 'drop pattern'. any further movement or attacks during the initial used once and then removed from play. The attack
This pattern may be placed on the mapboard in drop turn. is resolved in the same manner as ranged combat.
any shape or form subject to the following
restrictions: 5. SPECIAL: Any M.I. unit that is forced to c. Both the DAP and the DA R charges may be
move off of the edge of the mapb oard due to in itial dropped and positioned on the mapboard in an
a. M. I. unit s must be placed on the mapbo ard in direction of launch and subsequent drift is inverted fashion.
groups of nine unit s such that there is only one uni t automatically eliminated from the game and
per hex, each member of a group is adjacent to at d. Mu lt ipl e DA P and DAR charges must
considered as KIA for victory point purposes, if
least one but no more than two other members of combine their attack strengths when detonated
applicable.
the same group, and each group must form a simultaneously.
linear, straight-line pattern consistent with the C. ADDITIONS TO THE e. Once placed on the mapboard, DA P and DAR
mapboard hex grain. may no t be picked up , carried , or other wise moved
SPECIAL WEAPONS AND from their location.
b. Uni ts of one grou p may not be adjacent to units
EQUIPMENT INVENTORY
of another group. 3. Refer to the Special Weap ons and Equipm ent
All of the belligerents in the game are provided
c. Essent ially, then , each group will resemble a with a plethora of exotic weaponry. Additional Inventory Chart for a complete listing of all
nine-unit 'stick' of M.I. troopers forming a linear Special Weapons and Equipment (SW&E) are SW&E types and their capabilities.
pattern on the mapboard. See the Examples of provided below: some are weapons operated
Play section for a graphic example. directly by combat units while others are passive
or semi-active demolition devices:
2. Determine Direction of Launch: All unit s are
ejected from the transport in the same general 1. Humanoid SW&E:
direction as determined by the starship pilot. This a. Heav y Weapon-B eam: Like the Arachni ds, the
is randomly determined by rolling one die and Humanoids are equipped with Heavy Weapon
units representing armored vehicles armed with
STOP!
consulting the Scatter Diagram printed on the
mapboard. 'high-energy beam projectors'. Each Heavy READ NO FURTHER.
Weapon-Beam unit may fire an attack strength of PLAY SCENARIO THREE.
3. Determine Individual Unit Drift: Using the
'9' to a range of six hexes.
Drift Diagram, below, determine the final hex
location for EACH individual M .I. unit. Roll one b. Heavy Weapon-Missile: The other type of
die and consult the Drift Diagram. The number Humanoid Heavy Weapon unit is equipped with
rolled represents BOTH the DIRECTION the high explosive missiles. Each Heavy Weapon-
unit drifts AND the NUMBER OF HEXES in Missile uni t may fire an attack st rength of '12' to a
that direction th at it must be moved. Note that this range of ten hexes.
direction is relative to the previously determined 2. Terran SW&E: Mobile Infantry units may
launch direction.
carry special 'delayed action' high explosive
munitions which then may drop in any hex they
EXAM PLE: A die roll of '1' is rolled on the
pass through:
Scatter Diagram indicating that all units are
launched in a northerly direction. For the unit a. Delayed Action Charge-Proximity (DAP):
shown below, a die roll of '6' on the D rift D iagram The DAP charge is an SW&E counter than an
would mean that the unit is moved six hexes M.I. unit is signified as 'carrying' by making the
towards the north edge o f the mapboard. If the die appropriate notations on the unit's Control Box.
roll was a '5' instead, the unit would be moved five The D AP may be 'dropped' by that uni t in any hex
hexes in a northwesterly direction. If it was a '1', that it occupies or passes through during the

8
IV. SCENARIO FOUR: REVOLT!
was begun by another C.E. unit. an attempt to destroy enemy units without
A. INTRODUCTION exposing friendly un its to counter-attack:
The Arachnids enjoyed a phenomenally high level f. The Combat Enginee r unit may not move or
of technological expertise in constructing, main- attack dur ing the turn s of emplacem ent or 1. Demolition munitions must be secretly posi-
taining, and repairing their all-important tunnel detonation. tioned on the Alien Control Pad prior to the
systems. Until the Terran Federation discovered comm encem ent of play. There are no counters for
g. Once the demol ition counte r has been placed
the technology that denied the enemy full use of Arachnid demolition munitions; they exist only
on the mapb oard , it may not be shifted, carried or
their tunnel complexes, victory was an almost on the Alien map pad. The number of individual
otherwise moved from its initial location.
insurmountable task. Scenario four examines this demolition charges that may be emplaced are
engineering technology by introducing Terran 3. Effects of High Explosiv e (H E) Demolit ion: listed in each scenario's Avail able Forces section,
engineer units and providing them with equipment a. An HE d emo lition charge destroys any where applicable.
capable of restricting Arachnid tunnel movement. Arachnid tunnels that may be in the detonation 2. Demolition munition s may only be emplaced
Arachnid engineering capabilities are further hex. adjacent to (wi thi n one hex of) tunnel hexes. They
expanded with the addition of demolition muni- may NOT be placed in hexes containing Arachnid
tions and tunnel repair rules. b. Brain and Queen cells are unaffected by HE
demolitionmunitions. Brain or Queen cells, or in those hexes containing
B. TERRAN COMBAT tun nel s constructed prior to the comm encemen t of
c. Any Ara chnid un it occupying a tunnel in the play.
ENGINE E R S detonation hex is considered destroyed.
Terran Combat Engineers are non-M obile Infan- 3. A max imu m of ONE demolition charge may be
d. Any breach in the hex is autom atical ly emplaced in each hex.
try combat units whose task it is to seal off,
destroyed and the breach coun ter is removed from
dislocate, and otherwise destroy Arachnid tunnels 4. Dem olition charges are detonated duri ng the
the mapboard.
by the emplacement and detonation of special Alien special function phase or during the enemy
demolition charges. e. Un it s on the surface of the demoli tion hex are movement phase or extended jump phase at the
unaffected. Arachnid player's discretion. When detonated
1. Combat Enginee rs move and engage in close
combat in the same manner as regular M.I. units duri ng the enemy movem ent phase or extended
with these exceptions: C. AIR CARS j u m p ph as e, th e A ra c h n id pl ay er an no un ce s th e
1. Air Cars are general-purpose utility aircraft detonation and IMMEDIATELY resolves the
a. Combat Engineers may NOT execute extended attack against a ny Terran u nits in that hex. If a
used to transport Combat Engineers and their
j u m p m o ve m en t. Combat Brain is eliminated, demolition charges
equipment. Each Air Car may transport one
b. Comba t Engin eers may engage in close combat Combat Engineer unit. adjacent to its tunnel system may NOT be
in the normal fashion, but they may NEVER detonated.
2. To transport a Combat Engineer uni t, an Air
operate or carry Mobile Infantry SW&E, nor may 5. Each demoli tion charge may be detonated only
Car must begin the Terran player segment in the
M.I. units carry Combat Engineer SW&E. once per game.
same hex with the Combat Engineer unit. To be
c. When defending, attacks against Combat transported, the Combat Engineer unit first must 6. Nota tion— Place ment of high explosive demo-
Engineers are resolved on the Alien Attack Table be LOADED into the Air Car during the special lition charges is indicated by drawing a small
as usual. When a Combat Engineer unit suffers a func tion phase. A uni t is indicated as being loaded triangle in the proper hex on the Alien
'HV Y' outcome, it autom atically loses all attached by being placed UNDER the Air Car unit. Control Pad. A detonated demolition charge is
e q u i p m e n t I N C L U D I N G a n y d e m o l i t io n c ha rg es indicated by filling-in the interior of the tri-
4. The Combat Engineer unit may not move,
it may be in the process of emp lacing . Add itiona l- angle
attack, or engage in demolition operations in the
ly, a Combat Engineer unit is removed from play
same turn in which it is loaded, unloaded, or 7. Effects—Detonation of an HE demolition
whenever it suffers a 'WIA' or 'KIA' result and
transported by Air Car. charge produces the following effects:
considered destroyed. 'LGHT' and 'HVY' results
are treated as 'STUN'. 5. Air Cars may move up to the limit of the ir a. All units on the surface of the hex are
movement allowance in the same turn in which immediately attacked with an attack strength of
2. Demolition Procedure—Combat Engineers
they load or unload Engineer units. They may '24', as in ranged combat.
are provided with special high-explosive demoli-
NOT, however, load and unload in the same
tion munitions as outlined in the individual b. Any tun nel segments in the deto natio n hex are
special function phase.
scenarios. Demolition charges are emplaced in a destroyed.
two-turn procedure: 6. Air Cars may ignore all terrain costs when
c. Any Arach nid unit occupying a tunnel in the
moving: They simply expend one movement point
a. A Combat Engine er may emplace one demoli- hex is immediately destroyed.
tion charge per turn in any hex it occupies at the for each hex entered regardless of terrain costs.
They have no stacking limit. d. Any breach in the hex is autom atically
beginning of the turn.
7. An Ai r Car, and the unit it is transpo rting, are destroyed and the breach counter removed from
b. Demolition charges are emplaced during the play.
treated as one unit for combat purposes. When
Terran special function phase. Emplacement
attack ed, o nly the defense strength of the Air Car 8. Premature Deton ation— If a Terran demoli-
consists of placing the demolition counter face-
is used. The defense strength of the Combat tion charge is detonated in a hex containing an
down in the proper hex.
Engineer unit being transported is ignored. Air undetonated Arachnid charge, the Arachnid
c. In the next special function phase, the Cars are unaffected by Arachnid demolition charge is automatically detonated with the effects
demolition counter is turned face-up. It may be charges during the Terran movement phase. They immediately applied to any units occupying the
detonated in the same special func tion phase or in are affected during the Arachnid special function hex. Likewise, Arachnid demolition charges
any subsequent special function phase. phase only if they loaded or unloaded in the automatically detonate any Terran demolition
d. To de tonate th e dem olitio n charge, the previous Terran player segment. charge that may be on the mapboard in the hex.
emplacing Combat Engineer unit must occupy the 8. SPECIAL: When an Air Car is being attacked,
demolition hex in an un-stunned condition at the STU N outcomes have no effect. Add itional ly, any E. TUNNEL D A M A G E
time of demolition. After detonation, the demoli- other result except NO EFFECT and STUN
tion counter is removed from play.
AND REPAIR
causes the elim inat ion of the Air Car and any unit Tunnels are destroyed as a result of Terran and
e. NOTE: If the emplacing Combat En gineer unit it may be transporting.
Arachnid demolition detonations:
is in a stunned condition during either of the two
1. Effects of Destroyed Tunn els—A rachnid un its
emp lacin g turn s, or moves out of the emplacem ent
D. ARACHNID DEMOLITION may not enter, pass through, or otherwise use
hex, the emplacement sequence is stopped. The
destroyed tunnels:
sequence may be resumed at the point at which it MUNITIONS
was interrupted whenever the unit becomes un- Arachnid high explosive demolition muniti ons are a. Movement from a parent Brain cell to the
stunned or returns to the hex. A Combat Engineer explosive charges, secretly located on the map- surface is prohibite d if the path of move ment must
cannot continue an emplacement sequence that board, that the Arachnid player may detonate in be traced through a destroyed tunnel.

9
b. Likew ise, an Arachn id unit on the surface may b. To repair a tunn el hex, the Arachni d Engineer the Alien map pad.
not re-enter the tunnel system if the path of unit must be adjacent to and in a tunnel hex
a. Destroyed tunn els are indicat ed by plac ing an
movem ent from its breach hex to its parent Bra in connected with the destroyed tunnel hex at the
'x' in the proper hex
cell is blocked by a destroyed tunnel . beginning of the special function phase. Repairs
are simply assumed to be completed at the end of b. Repairs are noted by either carefully erasing
c. Engineer units may not trace movement into or the 'x' or by drawing a box around it
the special func tion phase.
through destroyed tunnels.
c. A tunn el may be used for movement in the
2. Repairing Tunnels—Destroyed tunnel hexes
same turn in which it is repaired.
may be restored to full function by Arachnid
Engineer units: d. An Engi neer uni t may not create a breach in the STOP!
same turn in wh ich it repairs a tunn el hex. It may, READ NO FURTHER.
a. Each Arachnid Engineer unit may repair one
however, move normally in the same turn.
destroyed tunnel hex per turn. Repairs are PLAY SCENARIO FOUR.
initiated during the Arachnid special function 3. Damage and Repair Notation—C hanges in the
phase. status of tunne ls must be very careful ly noted on

V. SCENARIO FIVE: SHEOL


A. INTRODUCTION D. SOFT LANDINGS 4) While being carried by two M.I., the casualty is
Scenario five completes the Mobile Infan try drop- In certain scenarios, Terran units enter the game treated as a normal unit for combat purposes. All
fight -reco very cycle by intro ducin g the Retr ieval by being carried in a Retrieval Boat for a soft combat results against the casualty are treated
Boats, Rocket Beacons, and the retrieval proce- landing on the surface: normally.
dure. With the addition of 'soft landing' capabili- 1. A Retrieval Boat delivering units for a soft c. When carrying or loading a casualty, units may
ties, the entire range of deployment options open landing uses the same procedure as when landing not attack in any manner nor may they deploy
to the Terran forces is realized. for unit recovery. SW&E.

B. RETRIEVAL BOATS AND 2. Un its must debark from the Boat in the turn
F. CAPTURING MOBILE
after it lands. They may move normally in the
ROCKET BEACONS same turn. INFANTRY CASUALTIES
Recovery of Terran forces after action on a planet 1. Any Mobi le Infa ntr y unit that is WI A may be
surface is accomplished by the use of Retrieval 3. Other units (usu ally casualties) may be loaded captured by any type of Arach nid unit that is in an
Boats. Prior to landing on the planet, the Retrie val aboard the Retrieval Boat in the same turn in undisrupted state.
Boat fires a Rocket Beacon onto the surface which which other units debark.
broadcasts a homing signal to the units on the 2. To capture, an Arachnid unit must begin its
4. The Retrieval Boat takes off and is removed movement phase in the same hex with the WIA
ground. Shortly thereafter, the Retrieval Boat from the mapboard at the end of the movement
lands on the Beacon's location. The Terran forces, Mobile Infantry unit. It may then load the
phase in which it loads/unloads. casualty and move in the same movement phase
which have been re-grouping in the vicinity of the
Beacon, quickly load into the Retrieval Boat. The using its normal movement allowance. While
Boat then lifts off for a pre-programmed rendez- E. CASUALTY RECOVERY being carried, the captured unit retains its normal
vous with its troop transport which has been 1. All non-KIA Terran units that are NOT defense strength.
maintaining orbit several hundred kilometers successfully retrieved via the Retrieval Boat 3. Up on ente rin g a breach hex (and thu s being
above the planet surface: procedure are automatically worth THREE removed from the mapboard), the M.I. unit is
TIMES their KIA victory point value to the Alien considered to be captured.
1. Prior to the commencem ent of play, the Terran
player, where applicable.
player secretly records the location of his intended 4. If the carrying Arachnid u nit is destroyed in
recovery hex and the turn in which the Rocket 2. Immobilized Mobile Infantry (NOT Combat close combat, the WIA may be recovered by
Beacon will land. Engineer units!) may be carried by non- Terran units.
immobilized M. I. units in either of two ways:
2. At the end of the Terran movem ent phase of 5. Captured units are worth three times their
the prescribed turn , the Roc ket Beacon is placed in a. One-M an Carry A single M.I . unit may make normal KIA value to the Alien player, where
the intended recovery hex and scattered using the a pick-up on a casualty as follows: applicable.
regular M.I. Initial Drop procedure.
1) The carrying unit must begin the movement
3. In the next turn, the Retrie val Boat lands by phase in the immobilized unit's hex. The immobi- G. TUNN EL CONSTRUCTION
being placed in the Beacon's hex at the end of the lized unit may be 'loaded' in the same movement Not only may Arachnid Engineer units repair
movement phase. phase by being placed UNDER the carrying unit. tunnel segments, they may construct new ones:

4. In the turn immediately after the Retrieval 2) The carrying uni t may then move norm ally in 1. Each Arac hnid Engin eer unit may construct a
Boat lands, Terran units that are in or enter the the following turn. tunnel segment of one or two hexes in length
Boat's hex are assumed to be loaded aboard it, during each Arachnid special function phase.
3) If the carrying unit suffers a combat result
regardless of their condition. At the end of the
other than 'No Effect', the casualty automatically 2. To construct a new tunnel segment, the
movement phase, the Retrieval Boat lifts off and is
becomes 'KIA'. Engineer uni t must be in a non-destroyed tunnel
removed from the mapboard along with those
hex. The Alien player then simply draws the new
units that were loaded into it. b. Two-Man Carry—Two M.I. units may make a
tunnel segment on his map sheet, extending the
pick-up on a single casualty as follows:
5. A Retrieval Boat has an unlimited loading line from the Engineer's tunnel hex.
capacity. All types of Terran units may be carried 1) Both carrying units must begin the movement
3. New tunnel segments must be constructed
aboard a Retrieval Boat. phase in the immobilized unit's hex. They may
then load the casualty and move in the SAME within all of the general rules for initial tunnel
complex placement. They must be constructed in
C. RETRIEVAL BOAT movement phase.
straight line segments of either one or two hexes in
DEFENSE 2) Wheneve r two units are carryin g one casualty length.
1. The Retriev al Boat has a defense strength of as per the above procedure, they must move
'18' and may be attacked in the same manner as together at the reduced rate of ONE HALF the 4. Engineers may move normally in the same turn
other units. normal movement allowance of the slowest in which they construct new tunnel segments.
carrying unit. 5. New tunn el segments may be used for move-
2. Combat against a Retrieval Boat is resolved on
the Alien Attack Table as usual. The results, 3) If one or both of the carrying units are ment in the same tu rn in which they are construct-
immobilized, the casualty may not be moved until ed .
however, are modified. 'WIA' and 'KIA' results
cause the destruction of the Retrieval Boat and its both units become mobile, or until other units 6. Engineers may not repair tun nel segments and
removal from the mapboard. Any other result has make a pick-up on the unit, or until the remaining construct new ones in the SAME special function
NO EFFECT. carrying unit converts to a one-man carry. phase.

10
7. Tunne l segments may be constructed in hexes are other tunnels at a greater distance within the they are assumed to be activated in the tunnel hex
containing undetonated demolition munitions. radius, nor the manne r in which they are laid out. below the breach.
c. SPECIAL: The Arachnid player NEVER b. They may be placed in a hex with an HE demo
H. GROUND LISTENING identifies Arachnid complex hexes. He only charge that is being emplaced by a Combat
responds if the LD is within range of TUNNELS. Engineer unit. When the HE demo charge is
DEVICES
Grou nd Listen ing Devices (LD's for short) enable d. Destroyed tu nnels are not identifie d; they cease detonated, the tunne l is destroyed AND the Heavy
the Terran player to determine the general Nerve Gas is assumed to permeate the wreckage
to exist for LD detection purposes.
location of Arachnid tunnels as follows: thus ma king tunne l repairs impossible.

1. Only Mobile Infantry units may carry Listen- e. (NO TE: It is suggested that the Terran player c. EXCEPTION: If the HE demo charge is
ing Devices. Each unit may carry ONE LD. make appropriate notations on a spare map sheet exploded by or explodes an Arachnid demo
when tunnels are located. By careful placement charge by premature detonation, the H NG bomb
2. Liste ning Devices are distri bute d on the Terran has NO effect on that tunnel hex.
Control Sheet in the same manner as other types and patterning of his LD's, he will be able to
of SW&E. Whenever an M.I. unit activates a discern, with varying degrees of accuracy, the 4. Place an H NG counte r on the mapboard in
Liste ning Device that it is carryi ng, an LD counter Alien player's tunnel layout). each hex containing an activated HNG bomb.
is physically placed on top of that unit. 6. Mo nito rin g Tunn el Rep air and 5. Effects of Activ ation—
Construction—Whenever an Arachnid Engineer
3. Listen ing Devices are carried and transferred a. HN G bombs automatically destroy any Arach-
repairs a damaged tunnel or constructs a new
in the same ma nn era s other types of SW&E. If the nid Warrior, Worker, or Engineer unit that is in,
tun nel segment within fou r hexes of an activated
combat results indicate the elimination of a unit's enters, or passes through the tunnel hex contain-
LD, he must inform the Terran player as to its
SW&E, the LD counter is removed from play and ing the nerve gas.
crossed-off the unit's Control Box. proximity in the same manner as previously
described above. This is announced during the b. Once activated, HNG bombs remain effective
4. Listen ing Devices are activated and func tion same special function phase in which it occurs. thro ugh out the game or until any type of Arachn id
dur ing the Terran special fun ctio n phase. If a unit demo charge is detonated in that hex, in which
7. Only functional Mobile Infantry units may
activates its LD, it may not move, attack, or case the HNG counter would be removed.
deploy other types of SW&E in the turn in which activate Listening Devices.
c. SPECIAL: If an H NG b omb is activated in the
the LD is activated.
I. HEAVY NERVE GAS PRIMARY TUNNEL HEX adjacent to and
5. Operating Proced ure—Du ring the special Scenario five introduces a new type of SW&E connected with its parent Brain cell, the Combat
function phase, the Terran player may announce called Heavy Nerve Gas which affects only Brain and ALL Arachnid uni ts (includ ing Heavy
the activation of each of his LD's, in turn. Each subterranean Arachnid units: Weapons) belonging to that Brain are considered
LD has an effective detection radius of FOUR destroyed REGARDLESS of their location on
hexes. If ther e are any tun nel segments wit hin this 1. Heavy Nerve Gas (H NG for short) bombs are
the mapboard.
detection radius, the A rachnid player must signify carried and deployed by Mobile I nfa ntry un its in
the same mann eras DAP bombs except that HN G d. HNG bombs have absolutely no effect on
such as follows:
bombs do not require the presence of Arachnid Arachnid units on the surface. They only affect
a. If there are any tunn els with in four hexes of an units to be activated. Arachn id units in tun nel hexes and Combat Brain
LD's location, the Arachn id player must state how cells.
far away the NEAREST tunnel is from the LD's 2. HNG Bombs only affect Arachnid units in
TU NN EL HEX ES. Arachn id units on the surface
hex. The Arachnid player simply states that there
are unaffected by HNG bombs.
STOP!
is a tunn el fou r, three, two, or one hex away, or in
READ NO FURTHER.
the same hex. 3. HN G bombs may be activated in tun ne l hexes
in either of two ways: PLAY SCENARIO FIVE.
b. The Arachn id play er does not state how many
tun nel s are with in the detection radius, nor if there a. They may be dropped into breach hexes where

VI. SCENARIO SIX: OPERATION ROYALTY:


THE BATTLE FOR PLANET P
A. INTRODUCTION a. They automatically destroy all target units in area hexes, but they must immed iately underg o an
This scenario introduces some of the most the detonation hex. NOTE: C.E. NUC demo 'attac k'at 1-1 odds. If they survive the attack in an
complex rules in the SST game system. Through- charges destroy subterranean units ONLY. undisrupted state, they may continue out of the
out the game, the three-dimensiona l aspect of b. They affect the six hexes adjacen t to the targe t hex normally. If they are disrupted, they must
the subterranean level of play has been simplified hex with various residual effects. undergo the same attack in the following turn.
as much as possible. Scenario six, however, Un its mo ving to the surface via a breach in a RAD
introduces a complex system of hex-by-hex tunnel c. Arachnid demo and Mobile Infantry rocket hex must also undergo this 1-1 attack. Units must
movement for both Arachnid and Terran units. launchers create radiation areas in the detonation undergo this 1-1 attack each and every turn in
Add itionally, the intr oduction of nuclear wea pons hexes. Combat Engineer NUC demo charges DO which they remain in the RAD hex.
will require players to be much more selective in NOT create a RAD area in the detonation hex.
c. RA D areas remain effective for the dur atio n ol
their tactical placement and movement. d. See the SW&E Inventory Chart for specific the game.
effects of each weapon type.
B. NUCLEAR SPECIAL 4. If a target unit suffers an 'attack' by more than
3. Radiation Areas (RAD's)—The effects of one adjacent NUC demo charge, the total attack
WEAPONS AND EQUIPMENT
nuclear radiation and fallout are reflected in the strength of the demo charges are applied to the
Nucle ar SW&E types fun cti on in the same manner following: target as a single, combined, 'attack'.
as their high explosive counterparts except that
they are more powerful and create radioactive a. Whenev er a nuclear rocket launcher or 5. Detonation of any type of nuclear weapon in a
fallout in their detonation hexes: Arachnid demo charge in detonated a RAD hex automatically detonates any other type of
marker is immediately placed in that hex. SW&E that may be in that hex, regardless of
1. There are three types of nuclear SW&E:
b. RAD areas inhib it movement, depending upon whether it is emplaced or simply being carried.
a. M.I . nuclear rocket launchers. the type of unit, as follows: 6. Notation—The Arachnid player may record
b. C.E. nuclear demolition munitions. 1) Terran surface units may not enter hexes the location and detonation of nuclear demolition
containing RAD area markers. Aircars may enter charges as follows:
c. Arachnid nuclear demolition munitions.
but may not remain in RAD hexes. a. Indic ate an emplaced nuclear demo charge by
2. All three types of nuclear SW&E are used or
emplaced in exac tly the same mann er as their high 2) Hum ano id unit may not enter hexes contain- drawing a small circle in the hex (o).
explosive counterparts. They differ only in their ing RAD area markers. b. Indica te a detonated nuclear charge by filling-
effects on the target: 3) Arachn id units may enter and remain in RAD in the circle (•).

11
c. Indicate a RA D area by drawing parallel lines d. An M.I. unit may move from a tunnel to that due to the fact that the M.I. units may never enter
in the affec ted hex ( / / / /) . tunnel system's Brain cell as a part of normal Master Brain or Queen cells.
movement. It may NOT, however, move from
1. Destruction—Brains and Queen may be
Brai n cell to Brain cell. The Ara chni d player must
destroyed in the following ways:
info rm the Terran player whenever one of his units
enters a Brain cell. a. By detona ting Heavy Nerv e Gas in an adjacent,
C. MOBILE INFANTRY AND contiguous tu nne l hex, either through a breach or
e. M.I . unit s may exit a tunn el system by entering
ARACHNID TUNNEL wit h an H E demo charge as previously described.
a breach hex, announcing an exit, removing the
MOVEMENT T U N N E L marker, and ending all movement. At b. By detonating a nuclear demo charge in the
this point, the unit is presumed to be on the same hex.
To capture Master or Combat Brains, the Mobile
surface. c. By physically moving an M.I . unit through the
Infantry had to descend into Arachnid tunnel
complexes and dig them out. Man y times this led 5. Ara chn id Tunne l Move men t: As a special case, tunnels and into a Combat Brain's cell and
to pitched battles against defending Arachnid an A rachnid un it may remain in a tunnel after the announcing the Brain's destruction, regardless of
Warriors. Implementation of hex-by-hex subter- special function phase instead of automatically other Arachnid units also in the cell.
ranean movement is more complex than regular moving to the surface if: d. EXCEPTION: An M.I. unit that destroys a
movement, but the basic mechanics remain the a. It enters tunnel hex containing functional Brain may NOT also attack othe r Arac hnid units
same: Terran units and initiates an attack. in the same turn.
1. Hex-by-hex tu nne l movement is executed ON b. It is disrupted in a tunnel hex as a result of 2. Wh en a Queen or Maste r Brain is destroye d,
the mapboard. To differentiate subterranean Terran attacks. other Arachnid units are not affected.
movement from surface movement, place a
c. It is trapped in a tun ne l segment as a result of 3. When a Com bat Br ain is destroyed, all
TUNNEL marker on all units that execute and
Terran demolitions. Warrior, Worker, and Heavy Weapons units
end their movement in the tunnels or Brain cells.
belonging to that B rain are immediately removed
2. Un lik e surface movement, friendly units must from play and considered destroyed.
STOP and end all movement for that turn E. COMBAT IN TUNNELS
whenever the y enter a subterranean hex contain- 4. The Arachnid player must inform the Terran
1. Unlike surface combat, whenever a friendly player whenever a Brain or Queen has been
ing FUN CT ION AL enemy units. unit enters a tunnel hex containing a FUNC- destroyed.
3. Terran Tunnel Move ment— Only M obile TIO NA L enemy combat unit, it MUST stop, end
Inf ant ry units m ay enter or move through tunnels; all movem ent, and initiate an attack. 5. Combat Brain Capture—Whenever an M.I.
all other Terran units are prohibited (EXCEP- unit enters a Combat Brain cell, it has the option
2. Only CLOSE COMBAT may be initiated in of attacking other enemy units in that cell or
TION: prisoners, scenario seven): tunnels. Ranged weapons may NOT be used. capturing the Combat Brain:
a. M.I. un its move throu gh tunnel s at the rate of a. Only Arachnid Warrior and Terran Mobile
TWO movement points for each tunnel hex. They a. To capture, the Terran player simply an-
Infantry units may initiate combat. nounces that the Combat Brain has been captured
may not use extended jump in tunnel hexes.
b. Heavy we apons may not engage in combat or by a specified unit. The M.I. unit that physically
b. The Terran player may stack a maximum of enter tunnel hexes occupied by Terran units. captures the Brain may not attack other enemy
EIGHT units in a single tunnel hex. units in the same turn.
c. Heavy Nerve Gas (HN G) is the only type of
4. M.I. Move ment Sequence—The Terran player SW&E that may be used in subterranean combat. b. Once cap ture d, a Brain counter is placed unde r
moves his M.I . units through tunnel hexes while the captu ring u nit signifying that it is carrying the
being 'guided' by the Arach nid player who info rms 3. Close comb at in tunnels is resolved in the same
captured Brain. The carrying unit may not attack
him of what his units 'see': manner as surface combat. or deploy SW&E wh ile carrying the Brain.
a. An M .I. uni t enters a tunnel by begin ning its 4. An Arachnid unit may remain IN tunnel hexes
c. The M.I. unit carrying the captured Brain may
move ment phase in a breach hex. The Terra n at the end of its special functi on phase ONL Y if it
NOT be attacked w hil e it is in the tun nel system. It
player announces which units are entering the init iate s a close combat attack in the close combat may be attacked normally once it is on the surface,
tunnel and places a TUNNEL marker on top of phase. howev er, wit h any type of damage (STU N or
them. 5. An Arach nid uni t may move from a Brain cell worse) also destroying the captured Brain.
b. The Arachnid player must indicate to the to a tunnel hex, or from a breach hex to another
d. Captured B rains may be carried and transpo rt-
Terran player the ORIENTATION of the tunnel tunnel hex, or from one tunnel hex to another to
ed in Air Cars and Retrieval Boats like regular
his units are then entering. EXAMPLE: "In the initiate an attack.
Terran units.
hex your units now occupy, the tunnel runs north- 6. If an Ara chnid uni t cannot attack and cannot
south." The Arachnid player must also inform the e. Un it s belonging to a captured Brain may still
move along an unobstructed path of tunnel hexes
Terran player whenever the tunnel shif ts direction. funct ion norm ally unless the Brain is subseq uently
from its parent Brain cell to the surface (or vice
EXAMPLE: "From the hex your units now destroyed, in which case they are eliminated.
versa) then it MUST remain in its current
occupy, the tunnel angles one hex side to the location.
north-east." G. TERRAN SPECIAL TALENTS
7. When attacked in tunnels, Mobile Infantry The Terran Special Talent unit counter represents
c. When entering a tunn el system, the Terran units defend at HALF (do NOT round off a single human being possessing unique EXTRA
player must choose a direction for each unit to fractions) their regular defense strength. Their SENSORY PERCEPTUAL powers. The ESP
move along, tracing the movement, hex-by-hex, attack strength remains unchanged. Special Talent has the ability to locate and identify
on the mapboard. Each unit must move through the exact position of Arachnid tu nne l systems and
8. Whenever a Mobile Infantr y unit enters a hex
the tunnels along that direction to the limit of its complexes:
movement allowance or un til one of the following occupied by an Arachnid ENGINEER, the
Engineer unit is automatically destroyed. The 1. Special Talents move and function like other
occurs:
Arachnid player must inform the Terran player Terran combat units except that they never count
1) The unit's movement brings it into a hex whenever this occurs. against any type of stacking limitation.
containing an A rachnid unit or the end of a tunnel
9. SPECIAL: Whenever an M.I. unit enters a 2. A Special Talent ma y be trans port ed in an Air
segment (a cul-de-sac or dead end) in which case it
Combat Brain cell, any Arachnid units still in that Car in the same manner as a Combat Engineer
must stop and end all further movement for that
cell must be placed on the mapboard along with a unit. Additionally, an Air Car may transport
turn.
TUNNEL marker. The M.I. unit is NOT required BOTH a Combat Engineer unit and a Special
2) The unit enters a hex whic h is the intersection to attack enemy units in the Brain cell, but has the Talent unit.
or junction of two or more tunnel segments. When OPTION of doing so.
3. Special Talents function during the special
this occurs, the Arachnid player must inform the
Terran player of his unit's movement options. The function phase. They may NOT function while
F. CAPTURE AND loaded in Air Cars. During those turns in which
Terran player then chooses a direction and
contin ues m ovem ent to the limit of his movement DESTRUCTION OF they use their locating ability, they may not move
or load.
allowance. EXAMPLE: Arachnid Player: "In the BRAINS AND QUEENS
hex your unit now occupies, it may move north, Brains and Queens may be destroyed by using 4. When the Terran player announces that the
south, southeast or northwest." Terran player: SW&E or by physically occupying a Brain cell. Special Talent is functio ning, the Arach nid player
"I'll move it northwest . . . " Only Combat Brains, however, may be captured must disclose the EXACT location of all tunnel,

12
breach and cell hexes wi th in a TEN H EX radi us of through the same hex. multiple complex situations. Simply designate
the Special Talent's hex. which lettered units belong to which Combat
b. Arachnid units enter or exit the breach.
Brain cell by writing the letter in the cell hex on the
5. A Special Talent has an attack stre ngth of '0'
c. A Special Talent is within ten hexes of the Alien Control Pad.
and defense strength of '1'. If it suffers a STUN
breach.
result or worse, it is automatically eliminated- 2. For those scenarios requi rin g more than one
except when loaded into an Air Car in which case 2. Whe neve r any of the above occurs, a breach Mobile Infantry platoon, simply use two different
the defense strength of the Air Car is used. marker must immediately be placed in that hex. Terran Con trol Sheets one for each M .I . pla-
toon.
H. HIDDEN BREACH HEXES I. USING TWO
3 . T h e s e c on d h i g h e r - e c h e l o n u n i t is d i f f e r e n t i a t -
Instead of automatically placing a breach marker HIGHER-ECHELON UNITS ed by the darker-colored uni t counters.
in a hex whenever a breach is created, the
Arachnid player has the option of not disclosing
IN A SCENARIO
1. In those scenarios utilizing more than one STOP.
its location:
complete Arachnid complex or more than one READ NO FURTHER.
1. Wh en a breach is created, a breach mar ker does
Mobile I nfa ntr y platoon, no changes or additions
not have to be placed in the hex unless:
to the rules are required. All rules that apply to P L A Y S C E N A R IO SIX.
a. A functional Terran unit enters or passes single complexes and platoons also hold true for

V I I . S C E N A R IO S E VE N : K L E N D A T H U :
THE LAST BATTLE

A. INTRODUCTION commencement of play, the Arachnid player 2. The Arachnid player may build his demo
Scenario seven concludes the presentation of the selects his demo charge 'mix' by purchasing the charges in any combin ation of numb ers and types,
rules with the addition of minor variations to various types of demo charges at the build costs a s l i s te d b e l o w , w i t h i n t h e l i m i t a t i o n s o f t h e
existing rules structures. These rules do not alter stated in the chart, below. numb er of availa ble Demolit ion Points:
the game, but rather add flexibility to rules already
presented thus expanding each player's tactical
options.

B. VAR I A B L E A R A CHNID
COMPLEXES
Allow the Arachnid player to construct linear cell
complexes (as opposed to a circular pattern of
cells) within the following limitations:
1. Linea r complex es func ti on in the exact same
manner as regular circular complexes previously
described except that the individual cells are
connected to each other in a straight row of hexes:

a. The row of cells may be constructed in any 3. Effects of Deto natio n—A s shown on the chart, against common targets as one attack.
order provided there are five Combat Brain cells, a above, the larger NUC demo charges have a radius
6. Notation—Indicate the size of NUC Demo
Master cell, and a Queen cell. of effect of several hexes from the detonation hex.
charges on the Ali en Contr ol Sheet by writ ing a '1',
The effects of detonation are summarized in the
b. The complex must be dra wn with the grain of '3', or '6 ' inside t he open circle indi cat ing the demo
examples of play section.
the hex pattern, along one of the three possible charge's position.
straight line rows of hexes. a. Regardless of the size of the demo charge, only
those tunnel hexes that are actually IN the D. GAME-OPTIONAL
2. In all other respects, linear tun nel /ce ll com- detonation hex are destroyed. VARIATIONS
plexes must be constructed within the previously NOTE: These rules are EXTRA rules which may
cited rules of tunnel/complex construction. b. RA D areas are created in the detonatio n hex of
be applied to any scenario if agreed upon between
all NUC Demo charges. With Scale 6 NUC Demo
the two players at the beginning of the game.
C. VARIABLE ARACHNID charges, however, a RAD area is created in the
These two optio nal rules simply add variet y to the
detonation hex AND in each of the six surround-
DEMOLITION CHARGES ing adjacent hexes.
combat results while leaving the overall combat
The following rules provide for a variation in the system unchanged.
numbers, types, and strength of available Arach- 4. Placement: Var iable Demo charges function
1. DEFEN DER DISORIENTAT1ON : If a
nid demolition munitions. Instead of having only within all of the previously described rules
defending unit is attacked while already
one type of NUC Demo charge, there are three regarding placement limitations.
STUNNED (Terran) or DISRUPTED (Alien),
types representing three degrees of increasing 5. Sympathetic Detonati on-Whenever the deto- the attacker's die roll result for that attack is
effectiveness: nation of a Scale 6 NUC Demo charge creates a modified by adding '+1' to the number rolled.
1. In the 'Av ailable Forces' section of scenario RAD area in a hex containing another HE or EXAMPLE: An M.I. unit is STUNNED in the
seven (and in the addenda for the other scenarios), NUC Demo charge, that second charge is Arachnid's ranged weapon phase. If attacked in
the Arachnid player is given a specified number of automatically detonated at the same time. Note the close combat phase of the same segment at 2-1
'Demolition Points' with which he may 'purchase' that this could therefor e cause a 'chain reaction' of odds, a die roll of '4' would become a '5' and the
various types of demolition charges. Prior to the adjacent demo charges which would be resolved Terran unit would receive H V Y damage.

13
2. MOBILE INFANTRY MULTIPLE DAM- d. No Arach nid dem olition charges of any type f. The Arach nid player MU ST infor m the Terran
AGE: In actuality, the amount of damage done may be positioned wit hin TWO HE XE S of a player whenever an M.I. unit or a prisoner unit
to an M.I. powered armor suit would depend prisoner cell. executing subterranean movement moves into a
upon the amount of damage that unit has already e. In all other respects, a prisoner cell func tions as tunn el hex which is the junction of a regular tunnel
received. To reflect this, Mobile Infantry units a regular Arachnid cell in regards to Arachnid and prisoner cell connector tunnel.
which suffer HVY or WIA damage and then Engineer tunneling, and SW&E effects. g. Whenev er Arachn id u nit s attac k Terran
subsequently receive another HVY or WIA result
2. SPECIAL: Only Terran prisoners (see below) prisoner units, resolved combat on the TERRAN
undergo immediate acceleration of the damage as
and M. I. un its may occupy or enter a prisoner cell. ATTACK TABLE and apply the results to the
follows:
Arachnid units may not enter or pass through a prisoner unit in the same manner as Alien units.
HVY + HVY = WIA
prisoner cell.
HVY + WIA = K1A F. COMBAT ENGINEER
WIA + WIA = KIA 3. Wh en wi th in range of a Terran Special Talent,
the exact location and nature of a prisoner cell BREACHING
EXA MPL E: A Mob ile Infa ntry unit whi ch Combat Engineer units may create breaches in the
must be disclosed to the Terran player in the same
already has suffered HVY damage is subsequently following manner:
manner as regular complex cells.
attacked again and receives another HVY damage 1. C.E. units create breaches in a two-turn
result. Because the target unit was already HVY 4. Prisoner Rescue: Whenever an M.I. unit enters
procedure during the Terran special function
damaged, however, the second HVY becomes a a pri soner cell, the Terran prisoners are considered
phase in exactly the same manner as emplacing
WIA and the unit suffers all of the effects of a WIA released and may then attempt to escape from the
demolition munitions.
result. tunnels to the surface.
2. At the end of the second special fun ctio n phase,
E. PRISONER CELLS a. An M .I. u nit may release Terran prisoners by
the Terran player announces that a breach has
Whenever the Arachnids captured Terrans, moving throu gh tunn els and entering the prisoner
been created and places a breach counter in that
prisoners were taken to the Ar achnid home planet cell as described in previous rules.
hex.
of Klen dat hu. There, they were retained in special b. Terran prisoners are represented by HUMA-
'prisoner cells': 3. SPECIAL: If the Terran player has made a
NOID WORKER units. Whenever an M.I. unit
mis-calculation, and there is NO intact tunnel in
1. Each Arac hni d complex is allotted a specified enters a prisoner cell for the first time, a prisoner
that hex, the Arachnid player informs the Terran
number of prisoner cells which function in the un it is created in that hex wi th a 'Tunne l
player of this fact. In this case, there is absolutely
same manner as Brain or Queen cells except that Movement' counter on top of it and it may
no effect and no breach counter is placed in that
they may contain only Terran prisoners. immediately attempt to leave the prisoner cell.
hex.
a. Prisoner cells which are allocated to an c. Once released, Terran prisoner units assume
4. Terran Engineers may create breaches in
Arachnid complex must be connected to a the values printed on the Worker counter; they
tun ne l hexes AN D prisoner cell hexes. They may
Combat Brain cell's primary tunnel segment. may move two hexes per turn and defend with a
NOT create breaches in Brain or Queen cells.
defense strength of M'.
b. The prisoner cell may NOT be positioned in a 5. Breaches may be used in the same tu rn in whic h
hex directly adjacent to an Arachnid Brain or d. Terran prisoner units execute subterranean
they are created. Arachnid units may freely use
Queen cell. movement in the same manner as M.I. unit with
breaches created by Terran Engineer units.
these exceptions:
c. Only one prison er cell may be attached to each
Combat Brain cell's tunnel segment. The prisoner 1) They may not enter hexes cont ainin g FU NC-
cell may only be directly attached (and therefore TIONAL enemy units unless accompanied by
accessable through) to ONE primary tunnel hex. FUNCTIONAL M.I. units.
2) They are not halved in defense strength .
3) They do not automatically destroy Brains or
Engineer units.
e. Once on the surface, Terran prisoner units may
be transported by Air Car (one prisoner unit per
Air Car) and/or removed from the game via
Retrieval Boat.
connector tunnel segment

THE SCENARIOS
A. ORGANIZATION 3. Set- Up: States the order in which each side sets
Each of the scenarios is a COMPLETE, self- up and/or enters the mapboard, lists placement
contained game. Each scenario creates its own lim itat ion s, and indicates which side moves first in
game situation with its own distinctive unit mix, each turn.
set-up, and victory criteria. Additionally, each
scenario is keyed to a corresponding rules section 4. Game Length: States the num ber of game-
turns in each scenario. prior to the start of play. Instructions directing
wi th in the main body of the rules as explained in units to 'enter' require all such units to enter
the int rodu ction . Each scenario is organized in the 5. Special Rules: Rul es appl icabl e ON LY to the TOGETHER during the same turn.
following format: scenario in question are outlined in this section.
2. Exit: Un it s may not move off of the mapboard
1. Histo rical Capsule: Briefly states the situation- 6. Victory C onditio ns: Provides criteria for edges. Terran units may only leave the mapboard
al background, when and where it occurred and determining who wins or loses the scenario. This via Retrieval Boats. Alien units may only be
the units involved. criteria is usually expressed in terms of enemy removed from the mapboard as a result of
2. Availab le Forces: Illus trates the exact numbe r units damaged or destroyed or territorial objec- elimination in combat.
and types of units utilized for each side by the use tives captured.
3. Placement: For inte rpre ting set up limitatio ns,
of unit counter diagrams. Whenever a number note the following:
preceded by a mu ltipl icat ion sign appears below a B. GENERAL RULES FOR
unit's picture (e.g., 'x3'), the side in question MAPBOARD ENTRY, EXIT a. All placement limitations are INCLUSIVE.
receives the stated qu ant ity of that particular unit For example, a unit that is required to be placed
AND PLACEMENT within 18 hexes of a certain hex location may be
type. Note that for the Terran player. Retrieval 1. Ent ry: Un its either enter the game from off of
Boats and Beacons wi ll not be listed in this section placed 18 hexes away from that hex.
the mapboard or are positioned on the mapboard
but will be assumed part of the Terran forces, prior to play. Instructions directing units to 'set b. The nom ina l center of the map boa rd is defined
unless used for some purpose other than retrieval. up' require ALL such units to be on the mapboard as being hex V-17.

14
SCEN ARIO ONE: FEINT AGAINST THE HUM ANO IDS
2156.12.03 (UC): Soon after the destruction of Buenos Aires, F ederation H igh Com mand launched the first Terra n
counteroffensive against the Arachnids. Success hinged on the proper execution of an extremely intricate series of feints
against the Arachnid's Humanoid allies. With scant forces available, only a few M.I. platoons were assigned to convince
the enemy that the main weight of the attack was falling on the Humanoids. Scenario one depicts part of a raid against
an outlying Humanoid colony by the 2nd platoon, G company, 2nd battalion, 3d Regiment, First Mobile Infantry
Div ision — more commonly known as Rasczak's Roughnecks.

SET UP: HVY Damage WI A/K IA SPECIAL RULE: Noncombatant casualties are
Hum anoi d: Set up anywher e wit hin 18 hexes For each to be avoided. Therefore, each WORKER unit
(inclusive) of any city/space port hex. Move Mar aude r uni t: 2 points. 5 points. destroyed SUBTRACTS one Victory Point from
second. Scout unit: 1 point. 3 point s. the Terran victory point total.

Terran: Enter mapboard turn one, anywhere on Comm and unit : 7 points. 12 points. ADDITIONALLY: The TERRAN player re-
ceives points for destroying the follo wing Critical
the southern edge of mapboard. Move first. Installation counters. The HUMANOID player
NOTE: Points awarded for one category only.
GAME LENGTH: 1 2 t u r n s receives the same number of victory points for
D a ma ge d u n i t s th a t ar e s u bs e q u e nt l y W I A / K I A , Critical In stall ation counters un-destroyed at the
VICTORY CONDITIONS: c o u nt f or W I A / K I A p o i n t s on l y. end of the game:
Terran: Accumulate more Victory Points than the
Humanoid player at the end of the game. TERRAN player receives points for inflicting
damage as follows: For each
Humanoid: Accumulate as many or more Victory POWER SOURCE
Points than the Terran player at the end of the counter: 5 point s
game. For each For each
WARRIOR COMMUNICATIONS
Victory Points are awarded for the destruction/ CENTE R counter: 7 points
damage of enemy units: unit eliminated: 1 point
For each For WATER
H UM A NO ID player receives points for inflicting WORKER S U P P L Y c o u n t e r: 15 points
the following damage: unit eliminated: -1 point

SCEN ARIO TW O: OPERATION 'BUGHOUSE'


2157.02.16(UC): The first all-out offensive against the Arachnid home planet, Klendathu, was Operation 'Bughouse'.
Conceived as a multi-divisional size invasion, the o peration wa s designed to bring the enemy to the ir knees and end the
First Interstellar War. It didn't work out that way. Stru ck by stronger-than-anticipa ted space defense and ground
force s, the Terra n atte mpt at est ablis hing a beac hhea d degen erate d into a sham bles. Onl y the desp erat e comm itm ent of
the M. I. reserve platoons permitted the extrication of the remnants of the invasionforce. Scenario two portrays part of
the initial assault with the 1st platoon. C company, 1st battalion, 3d Regiment (Willie's Wildcats) establishing
a beachh ead perimeter shortly before the first Arac hnid counterattack.

SET UP: VICTORY CONDITIONS For each


Terran: Enter anywhere on southern edge of Terran: Accumulate as many or more victory Command unit: 3 points 7 points
mapboard on turn one. Move second. points than the Arachnid player at the end of the
game. TERRAN player receives 10 points per turn if
Arachnid: Construct tunnel complex anywhere on
Alien Control Pad prior to play. Move first. Arachnid: Accumulate more victory points than there are NO Arachnid units (regardless of
the Terran player at the end of the game. condi tion) w ith in th e Terran player's defensive
GAME LENGTH: 10 turns perimeter at th e end of the Terran player segment.
Victory points are awarded as follows:
SPECIAL RULE: Addi tion ally , the Terran player receives points for
1. The Terran player must establish a DEFEN - AR AC HN ID player receives five points per turn if the elimination of Arachnid units as follows:
SIVE PERIMETER with a radius of 11 hexes there is one or more UNDISRUPTED Arachnid
(diameter of 23 hexes) on the mapboard. The units within the Terran player's defensive perime- For each Warrior
center of this hexagonal area must be positioned ter at the END of the Terran player segment. uni t eliminated : 1 point
within five hexes of the center hex of the Additionally, the Arachnid player receives points For each
mapboard (hex V-17). Prior to play, but AFTER for the damage/destruction of M.I. units as Heavy Weapon
the Arachnid constructs his tunnel complex, the follows: unit eliminated: 3 points
HVY Damage W I A / K I A
Terran player must identify the centerpoint hex of
For each
his defensive perimeter with a perimeter counter.
Scout unit: 1 point 2 points
2. Treat all city/space port hexes as Savanna For each
hexes; ignore all roads. Marauder un 2 points 4 points

15
SCENARIO THREE: INVASION OF 'SKINNY-5'
2157.09.07(UC): Quickly replacing the losses suffered in the 'Bughouse' debacle, the Terran Federation planned yet
another offensive. The decisive blow would fall on the enemy's weakest link: the inner Humanoid systems. The invasion
of 'Skinny-5', nearest system to the Humanoid home planets, was designed to precipitate the rapid collapse of the entire
Hum anoi d w ar indu stry. If the 'Mob ile Infan try won easil y, the next maj or ba ttle woul d be foug ht o n th e H uma noid
home planet. Sensing this, the Skinny-5 high command dug in and prepared to fight a prolonged battle of attrition. This
scenario re-creates one aspect of this action with the 2nd platoon, A company, 1st battalion, 2nd Regiment (Anton's
Apac hes) storm ing a class -4 indu stria l cen ter pre parat ory to joining the mai n d rive on the pla net's cent ral in dust rial
region.

SET UP: 2. NOTE: Un lik e scenario one, Critical Installa- 2. Mai ntai n ALL city/s pace port hexes free of
Humanoid: Set up first, anywhere on the tion counters may be placed in rough terrain enemy units at the end of turn 12.
mapboard. Move second. hexes.
Humanoid: Humanoid player wins by avoiding
Terran: Set up second, as per Initial Drop VICT ORY CONDITIONS: BOTH of the Terran victory conditions OR by
procedure. Move first. Terran: Terran player wins by fulfilling at least inflicting 25 or more HVY, WIA, or KIA
one of the following conditions without suffering casualties on Terran units .
GAM E LENGTH: 1 2 t u r n s 25 or more HVY, W1A, or KIA casualties.
(NOTE: HVY casualties that are subsequently
1. Destroy ALL Critical Installation counters WIA or KIA count as only one casualty).
SPECIAL RULES: before the end of turn 12.
1. Critical Installatio n counters functio n as per
scenario one rules. OR

SCENARIO FOUR: REVOLT!


2/57. 12.10 (UC ): Savage raids against their inner planetary systems and intense coven negotiations had convinced the
Hum anoi ds to aban don their erstw hile Arac hnid allie s. Im plem enta tion of a Hum anoi d di seng agem ent, howe ver, was
complicated by the Ara chnid occupation of several key Hum anoid planets. These 'watchd og' garrisons would have
prev ented a pe acefu l term inati on of hostilit ies. Onl y the gu arant ee of activ e Terr an inter venti on finally pers uade d the
Hum anoid s to a ttem pt to regai n co ntrol of the ir oc cupie d sys tems . As the H uma noid revo lt beg an, s mal l task force s of
Mob ile Infan try and Com bat Engi neers were dispa tched deep into enem y spac e to aid th e ha rd-pr essed Hum anoid
force s. Vio lent, p itche d battl es, wit nessi ng som e of the m ost des pera te com bat of the w ar, we re foug ht on eve ry occ upied
plane t. Scen ario f our port rays one of th ese fer ociou s encou nters with a battl e g roup built arou nd the 3d plato on, B
Company, 4th Battlion, 1st Regiment (Smith's Centaurs) aiding a Humanoid garrison:

SET UP: they are involuntarily immobilized as a result of Humanoid/Terran player receives the following
Arachnid: Set up first. Construct tunnel complex
combat. points for each of the unit types listed below
anywhere on the mapboard before Humanoid
occupying a city/space port hex at the end of the
player sets up. Move second. b. Terran and Humano id unit s may not combine
game:
attack strengths for any type of ranged or close
Humanoid: Set up second, anywhere on map-
combat. They may NOT attack the same enemy
board. Move first.
unit in the same combat phase.
Terran: Enter any turn after game turn four on a Each Warrior
c. Hum anoi d units use the Terran Attack Table unit: 1 point
die roll of '1' or '2'. Roll the die once at the
when attacking Arachnid units, and vice-versa. Each MI, CE,
beginning of each Terran/Humanoid player
segment. M obile infa ntry uni ts enter as per Initia l 2. Arachnid demolition charges may not be HW unit: 2 points
Drop procedure. Units must be positioned on emplaced within two hexes of any city or space
BARREN terrain hexes prior to drop. Engineer port hex. Tunnel segments, however, may be Arachnid player receives the following points for
and Air Car units enter the game in the same turn placed and function normally anywhere on the each enemy unit WIA, KIA, or destroyed:
by moving onto mapboard from any hex on south mapboard.
edge. Move first.
VIC TOR Y CONDITIONS: Each Warrior
GA ME LEN GTH: 15 turns Humanoid/Terran: Accumulate more victory unit: I point
points than the Arachnid player at the end of the Each MI, CE,
SPECIAL RULES:
game. HW unit: 2 points
1. Terran and Humanoid units move together
during the same player segment. They may move Arachnid: Accumulate as many or more victory
and function normally with these limitations: points than the Humanoid/Terran player at the NOTE: Humanoid/Terran units that are KIA,
end of the game. WIA or disrupted do not count for Humanoid
a. Terran and Hu man oid unit s may not voluntar- / Te rr an vi ct or y po in t pu rp os es .
ily stack together or remain in the same hex unless VICTORY POINTS are awarded as follows:

16
SCENARIO FIVE-A: SHEOL—'OPERATION CORK SCREW
2158.01. 07(UC): With the Humanoid threat eliminated, previously diverted Terran forces were quickly committed
against the Arachnids. Battle tactics now dictated close cooperation between the Mobile Infantry and the Combat
Engineer Corps in the systematic destruction of tunnel systems. Forced into an ever-shrinking area, the Arachnids
would thus be easi ly contained and eliminated. The first test of these new tactics was on the important Arachnid planet
of Sheol. In scenario five-A, a reinforced platoon (Nkruma's Commandoes) attempts to secure a soft-landing zone for
eventual reinforcements in the face of bitter resistance from well prepared Arachnid defense forces.

SET UP: VICT ORY CONDITIONS: —Arachnid player receives:


Arachnid: Construct tunnel complex anywhere in Terran: Accumulate more victory points than the
1) For each M.I. unit W1A: 2 points.
Alien Control Pad prior to play. Move first. Arachnid player at the end of the game.
2) For each Terran combat un it K IA or destroy-
Terran: Force A: Enter on turn one via Initial Arachni d: Ac cumulate as many or more victory ed: 3 points.
Drop procedure. Move second. points than the Terran player at the end of the 3) For each no n- KI A Terran combat unit
game. captured or un-retrieved: 9 points.
Force B: En ter any time after tu rn four via
Soft-Landing procedure. Pre-record turn of VICTORY POINTS are awarded as follows: * D E F I N I T I O N : A tunn el hex is ISOLATED
arrival and Beacon location. when a continuous path of undestroyed tunnel
—Terran player receives:
hexes cannot be traced from that tu nne l hex to its
GAME LENGTH: 15 t u r n s 1) For each Arach nid War rior or Heavy Weapon parent cell hex.
SPECIAL RULES: unit destroyed: 1 point.
1. Rem ind er: Terran player must pre-record tur n 2) For each Arac hnid En gineer unit destroyed: 5
of arriv al and intended recovery hex for retrieval. points.
2. Ignore all roads. Treat city/space port hexes as 3) For each tu nn el hex destroyed or isolated*: 1
point.

SCENARIO FIVE-B: SHEOL—RETREAT AND EVACUATION


2158.01 .07(UC): As the Battle for Sheol raged, the final outcome was puctuated with small victories and defeats on both
sides. In one small corner of the holocaust, howev er, the Ter ran forces had their backs against the wall. Caught by a
sudden, strong Arachnid counterattack, their position was quickly rendered untenable. The remnants of the M.I. force
faced the difficult task of disengaging from the enemy, collecting their casualties, and attempting retrieval while under
fire. There was little room for chance or error. With precise execution, they would remain a distinct, albeit battered,
fighting force. If they erred, McSlattery's Volunteers would be no more . . .

SET UP: away from other WIA units. VICTORY CONDITIONS:


Arac hnid : Construct tu nne l complex anywhe re on c. No other units may be placed in hexes Terran: Accumulate more victory points than the
Alien Control Pad prior to play. Move first. containing WI A units. Arachnid player at the end of the game.
Terran: Set up all units wi thin an 11 -hex perimeter 2. The Terran player is provided wit h TWO sets Arachnid: Accumulate as many or more victory
as previously explained in Scenario Two's Special of Rocket Beacons and Retrieval Boats. There- points than the Terran player at the end of the
Rules. Move second. fore, he has TWO opportunities to execute a game.
retri eval. He may retrieve some, none, or all of his
GAME LENGTH: 15 turns VICTORY POINTS are awarded as follows:
units w ith each Retrieval Boat. The turn-of-entry
SPECIAL RULES: of the Retrieval Boats is limited as follows: Arachnid player receives:
1. Twelve Terran units are indicated as being
a. The firs t Rocke t Beacon must be designated for —Fpr each M.I. or C.E. unit KIA or destroyed: 1
WIA. These units represent casualties from a point.
arrival during game turns 6 through 10. The
previous action. During set up, the WIA units
second Rocket Beacon must be designated for —For each non-KIA/destroyed M.I. or C.E.
must be located in the Terran defensive perimeter NOT retrieved: 3 points.
arrival during game turns 11 through 14.
in accordance with the following rules:
b. The firs t Retrieval Boat MU ST land dur ing its Terran player receives one point for each non-
a. Only one WIA uni t may be placed wit hin each designated turn. The second may either land KIA/destroyed M.I. or C.E. unit retrieved before
hex. during its designated turn or be withheld com- the end of the game.
b. Each WIA unit must be at least four hexes pletely, at the Terran player's option.

17
SCENARIO SIX: OPERATION 'ROYALTY '
2158.04.02(UC): Trooper for Warrior, the Mobile Inf antry could now defeat the Arachnids on the surface. Yet, t he
Terran High Command still knew very little about the enemy. Psychologically, socially, and technologically, the
A rachnids were a m ystery. Until more was kno wn abo ut A rachnid motivati on and behavior, a truly strategic w ar could
not be waged. The only way to learn about the Arachnids was to ask a Brain —a captured Brain. Talking to one was a
job for the Psy cholog ical W arfare experts . Capt uring o ne was a job for the Mobi le Infan try. S cenario six pits a plato on
from Blackie's Blackgua rds, augme nted by a compa ny of Comb at Engine ers, agains t a twin-com plex Arachn id
advanced base on Planet P:

SET UP: 2. The two Arachnid complexes must be posi- VICTORY POINTS are awarded as follows:
Arachnid: Construct two tunnel complexes on tioned at least 21 hexes apart, (i.e., each complex's
Alien Control Pad prior to play. Move second. For each Mobile Infantry unit KIA = 2 points.
Queen cell must be no closer than 24 hexes from
For each Mobile Inf an try un it WIA = 1 point.
Terran: Force A: Enter on turn one via Initial the other).
For each Engineer unit destroyed = 3 points.
Drop procedures. Move first. For Special Talent destroyed = 5 points.
Force B: Enter any time after turn one via
VICTORY CONDITIONS: (Also, points accumulated for non-retrieved units
Terran: Capt ure and remove via Retrieval Boat at as per rules).
Soft-Landing procedure. Pre-record turn of
least one Combat Brai n OR destroy at least three
arrival and Beacon location.
Brain/Queen cells before the end of the game.
G A M E LENGTH: 1 5 t u r n s Arachnid: Avoid Terran victory conditions OR
SPECIAL RULES: accumulate 40 or more victory points at the end of
1. Treat rough terrai n as savan na for all purposes. the game.

SCENARIO SEVEN: KLENDATHU: THE LAST BATTLE


2159.05.18(UC): System-by-system, quadrant-by-quadranl, Terran Federation forces gradually beat back the
Arachn ids into their own little corner of the gal axy. Armed with planet-c racking Nova bomb s an d a vast armad a of
starships, nothing stood between the Terrans and the Arachnid home planet of Klendathu —except the prisoners. The
Arachn ids held Terran prison ers; those remn ants of stranded and lost M.I. platoon s of darker days in the Bug War.
They h ad to be rescued; the Mobile Infantry always makes the pick-up! Therefore, the planet had to he reduced the hard
way, inch-by-inch, by a simultaneous drop of six M obile Infantry Divisions and num erous support groups. Scenario
seven depicts a rescue attack on one of the Arachnid prison complexes by the 3d platoon, G company (Kamperman's
Kossacks) and the 2nd platoon, G company, forever after known as Rico's Roughnecks . . .

SET UP: Force B: Enter turn one via Initial Drop SPECIAL RULES:
procedure. Move first. 1. Treat ALL hexes on the mapboard as savan na
Arachnid: Construct two complete tunnel com- hexes.
plexes on the Alien Control Pad prior to play. Force C: Enter via Soft Landing proce-
Move second. dure any time after turn one. Move first. (See 2. Roll Scatter separately for each M. I. platoon
special rules #2 and #3). and each Retrieval Boat.
Terran: Force A: Enter turn one via Initial Drop 3. Force C may Soft Land using either or both of
procedure. Un its must be positioned WEST of hex the available Retrieval Boats. Each Boat may land
row 'V' prior to drop. Move first. G A M E LENGTH: 2 0 t u r n s indepen dently, during different turns, if desired.

18
4. The Terran forces are NOT required to execute VICTORY CONDITIONS: by either destroyi ng all of the Warr iors and Heavy
retrieval before the end of the game. They may Terran: Terran player wins by accomplishing at weapons in a cell or by destroying the cell's
remain on the surface. At the Terran player's least one of the fo llo win g before the end of tu rn 20: Combat Brain.
option, however, a Retrieval Boat may land to
a. Release and retrieve the prisoners from FOU R Arachnid: A rachni d player wins by avoiding the
retrieve Terran casualties and released prisoners
of the seven prisoner cells; OR Terran victory conditions.
any time after tur n ten.
b. Neut raliz e all TEN of the Combat Brain cells

SCENARIO ADDENDA
The Programmed Instruction method has present- Terran:
ed the rules to STARSHIP TROOPERS in seven Combat Engineer: x3
distinc t modules. Players should realize, however, Air Car x3
that once all seven groups of rules have been HE Demo x12
learned, each scenario should be played with AL L NU C Demo x6
of the rules. When playing scenario two for Special Tale nt xl
example, the Arachn id player may utilize variable
demolition charges, tunnel repair and construc- Arachnid:
tion, and other rules which are presented in later
scenarios. To fill-out the earlier scenarios which Demo Points = 23
have only those units and game functions
previously described, players are urged to incor- Set Up: Terran: M.I. enter via Initial Drop
porate the Scenario Addenda changes to the procedure. C.E.'s, Air Cars, and Special Talent
already existing scenarios. The following listing enter via Soft Landing. Uni ts MU ST be retrieved Arachnid:
describes changes and additions which incorpo- before the end of the game.
rate the entire rules package: Demo Points - 25
Victor y Conditions: In addition to the other listed
Victory Points, each side receives the following:
SCENA RIO ONE: Set Up: C.E. enter via Soft Landing procedures.
Terran: For each Brain, Queen, eliminated: 12 NO die roll for C.E. entry. Pre-record turn of entry
Add to Available Forces:
points. for Retrieval Boat prior to start of game.
Terran: NOTE: Warrior and H eavy Weapon units that are
lost as a result of Brain destruction, or capture
SCENARIO FIVE-A:
NUC Rocket Launcher x2 count as units eliminated.
HE Rocket Launcher x3 Arac hnid: For each C.E. unit eliminated: 7 points. Add to Available Forces:
DA P x6 For elimination of Special Talent: 5 points.
DAR x3 Terran:
Humanoid: Force A: NUC Rocket launcher x2
SCENARIO THREE:
Heavy Weapon: Beam xl Add to Available Forces: Terran: NUC Rocket
Launcher x2 Force B: NUC Demo x6
Heavy Weapon: Missile x2
Set-Up: Terran units must be retrieved before the Arachnid: Demo Points = 25
Set-Up: end of the game.*
Terran: Enter via Initial Drop procedure. Units
MUST be retrieved before the end of the game. Special Rule: Critical Installation counters may be
destroyed by firing NUC rocket launcher in same SCENARIO FIVE-B:
Special Rules: Critical Installation counters may hex.
be destroyed by firing nuclear rocket launcher into Arachnid Demo Points = 13
same hex.
Victory Conditions: In addition to t he other listed SCENARIO FOUR:
SCENARIO SIX:
requirements, Terran player must destroy ALL
Critical Installation counters. Add to Available Forces:
Arachnid Demo Points = 21
Terran:
NUC Rocket Launcher x4
Listening Device x4 SCENARIO SEVEN:
SCENARIO TWO:
HNG x6
Add to Available Forces: NUC Demo x12 No additions or changes.

19
EXAMPLES OF PLAY

ARACHNID COMPLEX: This diagram illus-


trates a complete Arachnid comp lex as it would be
drawn on the Alien Control Pad for scenario
seven. Notice the position of the demolition
charges and the connector tunnels from the
primary tunnel segments to the prisoner cells. The
positions of the Arachnid Engineers are indicated
as of turn #l.

MOBILE INFANTRY DROP AND SCATTER:


This diagram i llustrates the scatter procedure for a
nine-man 'stick' during the Initial Drop. Final
positions are indicated by the black squares.

VARIABLE ARACHNID DEMOLITION


CHARGES: Notice that the NUC Demo charges
have an attack strength that affects units in hexes
one, two and even three hexes away from the
detonation hex. For example, a Scale Six NUC
Demo charge affects each hex at a two hex radius
with an attack strength of 24.

20
SPECIAL WEAPONS AND EQUIPMENT INVENTORY CHART

TERRAN

ARACHNID

HUMANOID

Key:
M.I. = Mobile Infa ntry . A.E. = Aut omat ic eliminat ion of target unit in target hex.
C.E. = Combat Engine er. RAD = Radiation area.
HE = High Explosive. AS = Atta ck strength.
NUC = Nuclear. H.W. = Heavy Weapons unit.

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