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The ideas that turned into Starship Marine started out in the late 1960s
when I started to discover wargaming with model figures (well, toy soldiers
actually, the Americans call them 'miniatures' apparently).
Being keen on Science Fiction, and fascinated by the brand new and amazing
TV series 'Star Trek' , I started to explore the idea of fighting
between crewmen in the corridors of spaceships when I built a scale model
of a ship deck, inspired by Trek.
| Of course in those olden days, no-one manufactured suitable toy
soldiers, but some imaginative painting, and work with craft knives
etc turned stalwart Airfix Commandos into crewmen of various types,
and Airfix Paratroops into the first Armoured Marines. The armour
bit was inspired by the powered armour described in Heinlein's original
Starship Troopers novel (quite unlike the nonsense in the recent
movie of the same name)..
The main hassle was what rules to use. No-one was writing rules
for SF gaming in the early 1970's, so I had to write my own. And
to be honest they were rubbish (well, I was young...what
can I say?).
After discussion with my wargaming friends of the time, especially
the late (and missed) Steve Hale and Andrew Barton, some ideas
developed and I dumped my old rules (pages of incomprehensible tables
and frankly silly ideas) in favour of some new and streamlined rules
I wrote one afternoon on the back of an envelope (unfortunately
for posterity, the envelope has not been preserved). They consisted
of a simple fire chart and movement rules. Starship Marine has been
born. In 1973 I used my school's roneo machine to duplicate copies
fo the rules for my friends. The first ever set of Marine
rules had been born. I found the original, rather dog-eared version
the other day, and it can be seen, in all it's glory - here.
Of
course in those days one had more time to play games over and over,
and before long we had developed a body of useful rules that bore
a resemblance to the rules that exist today.
Such was the interest then, that I had a few copies printed up
and sold some. These were my first commercial set of wargame rules,
and the year was 1975.
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Since
then, about every five or six years, the game has been brought out,
dusted off, and revamped to reflect my current ideas on game design,
improved presentation and general attitudes to life.
In the late 1970's I devised a 'Privateer' add-on that
allowed players to plunder the spaceways by piratical acts and boarding
rich merchant ships.
In 1977, Star Wars appeared - giving a huge boost to SF
wargaming, and I was delighted to see a pure Starship Marine
battle in the first few minutes of the film, as the Stormtroopers
(just like my marines) burst through a door and gun down the hapless
defending crewmen - who then try and run off! Another burst of playing
etc ensued.
By early 1978 yet another new, improved, version of Starship Marine
was on sale.
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In
the 1980s, Privateer was re-vamped and SM had another facelift, with
clearer printing, and some new graphics (especially an excellent new
front cover by Alan Edwards). The space pirate rules were integrated
with the main rules - this was widely stocked by games stores world-wide
at the time. |
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In the 1990s with the growth of Megagames,
it was inevitable that I would run a Starship Marine Megagame. The
first was inspired by the Fred
Saberhagen Berserker stories and imaginatively called Berserker!,
in which the Marines had to board and capture/destroy a huge robot-controlled
space juggernaut. This was played twice in this form, and then was
followed by Tranquillity Station, where the Berserker Robots attempted
to do the same to a Human research station. |
There
was a gap, and then in 1996 we ran Serenity Station in which we sprang
a surprise on the Marine players by not having a robotic enemy, but
Aliens type enemy, with Predators thrown in for good
measure - inspired by Dark Horse comic's Alien Vs Predator
series.
Based on the experiences with earlier megagames, I was able to
revise and significantly simplify the rules, making them much easier
to play (particularly when lots of players were involved). This
was initially a variant intended just for the megagame - but we
liked it so much and it worked so well that this rapidly became
the standard rules.
The Streamline rules came out again in late 1998 in the megagame
Berserker! 0101, in which a bunch of disreputable space pirates
tried to capture a crippled Berserker! Super Battleship (with mixed
success).
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In all this time, SM has undergone five editions:
1975 First edition - cheapo corner-shop printing
1978 Second Edition - produced on a gestetner machine and with
colour cover! A companion booklet with tactical advice and organisation
tables was also published at the same time.
1981 Third Edition - with professional (ish) cover art, and printer
by a printers. Included full rules for the Privateer campaign game. This
one was sold quite widely in the UK and abroad.
1992 Fourth Edition (called Version 2) - A5 booklet form, with
specific material about new things like logistics etc for the Berserker!
megagames. Sold quite a few of these.
1996 Fifth Edition (called Starship Marine Streamline).
Produced for the SM Megagame, Serenity Station - this actually
simplified the game considerably, and removed some of the more complicated
'wargamer' type rules that, in retrospect, really added nothing to the
flow of the game. This latest version is definately the one I most happy
with, and it gets considerable use to this day at monthly meetings of
the Full Moon Society, and, thanks to the internet, by enthuisastic gamers
around the globe. This
edition is free on this web site.
The game has spawned a few spin-offs, such as the recent Starship
Solder, planetside skirmish rules.
There is no prize for collecting all the editions.
Jim Wallman
London, UK, 2005
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