Introduction
Players in this game will be either the square-jawed honest asteroid
miners defending their essential base, or teams of scruffy and ruthless
space pirates.
Teams of 4-6 players will form ship's crews, and will negotiate
a battle plan with the other pirates, and equip their boarding party
for the kill, and then carry out a boarding action against the giant
ship itself.
Speed is of the essence: the miners will call for help from the
system's Star Guard warships, and they will arrive and intervene.
The pirates have to board and strip the station of its wealth
and still have time to power up their ships and accelerate out of
the system to escape the authorities.
The Teams
Space Pirate Crews
The crew of the independent traders rather
unfairly known as space pirates are organised on a sort of functional
basis.
Obviously, the Captain is the most influential member of the crew,
but each of the officers has their own set of loyalists.
- Captain: In charge. Usually also a skilled astronaut (that
is someone who knows how to fly a starship)
- First Officer: Second in command. Generally accepted as the
person to take over if anything should happen to the Captain.
Also usually a trained astronaut.
- Technical Officer: The main task of a Tech Officer is to assist
with things like repairs and maintenance. This keeps the ship
flying.
- Combat Officers: More than just armed thugs, combat officers
are leaders of armed thugs.
All Officers are represented by players, so a typical crew will
be composed of 4 to 6 Officers.
The Asteroid Miners ('Belters')
The belters as a class are of mostly ancient earth stock.
Their ancestors were the first to live and raise families in space
in the asteroid belt of the home Solar System centuries ago - and
they represent a very hard breed of humans.
Belters have spread throughout human space, and their expertise
in asteroid mining and living and working in marginal environments
is legendary.
It is said of the belters that they can 'eat rock and breathe
vacuum'.
Game Control
The tactical game system will be the Starship Marine rules
(see separate copy or the website).
The main role of game control is to keep the game moving.
The players will
operate all the rules, referring only to Game Control when there
are problems defining what can or cannot be seen, interpretation
of the rules or generally when the players need help.
Game Control is the last word on interpretation. Do not go around
asking several Game Controllers until you get the interpretation
you want. This will be frowned upon.
Game Timetable
| 1030-1100 |
Reception and Booking in |
| 1100-1115 |
Opening Briefing |
| 1115-1230 |
Pirate captains plan the operation.
Pirate crews have a chance to familiarise themselves with the
rules. |
| 1230 |
The attack on Prosperity Station
Starts. |
| 1230-1700 |
The Pirates storm aboard, looting
and pillaging as the terrified miners flee before them. |
| Approx. 1700 |
Arrival of the Meo Star Guard warships
to rescue the station. |
| Approx. 1730 |
Game Debrief and clearing up. |
Game Layout
This is a semi-closed game. The defenders of the station will
be able to conceal the movement and location of their forces until
such time as the pirates' figures can see them. Game control will
advise in the event of doubt about what can or cannot be seen.
Pirates will be in view at all times (i.e. internal cameras and
sensors give away their positions).
Each of the eight segments of the station will be on a separate
table. The defenders will have smaller maps of each segment to mark
on hidden movement.
To keep things manageable, all 'innocent civilians' will be placed
on the maps in full view (i.e. their rescue transponders can be
detected by both sides).
Troop Types
For a more detailed explanation of equipment, see the accompanying
rules; Starship Marine which explain the weapons
and equipment in use.
Officer: This is the players personal figure. They
are always equipped as combat crewman (see below). The only officers
are players so if you want more officers on the team, you
must somehow recruit more players. Transfers of officers between
pirate crews are not unheard of.
Combat Crewman: A civilian crewman with some military training
or experience capable of using ex-marine armour and weaponry. The
standard kit on all combat crewmen consists of
- Armour
- SCA2
- 4 grenades
- 2 demo charges
Astronaut: These are the technical types needed to operate
a starship. Each starship requires a minimum number of these to
be able to work safely. Pirate crews often have additional astronauts
to act as prize crews should they happen to come across
another ship in need of some help.
Standard equipment for an astronaut would be just a Spacesuit
and SCA1.
Technicians (of various sorts): A specialist in their field
(Armourer, Robot Tec, Medic etc). Standard equipment is a spacesuit
and no weapon (all the suits hard points being taken up with
equipment etc).
Shuttle Pilot: Actually flies a shuttle. Only pilots can
fly shuttles. This is different to the Astronaut who are starship
systems technicians - the Pilots are more hands-on flyers and can
do things like planetary landing and take-off (PLATO) etc.
Standard equipment for a shuttle pilot would be just a Spacesuit
and SCA1.
Combat Robots, TRUCs, and Close Support Robots are explained
in the main rules.
Starting Forces
Each Player has a set of figures representing themselves and a
group of their immediate followers in the crew. These form their
fighting element, and may include additional non-combat technical
crew as well.
A typical 5-player pirate crew, of the SS Dark Boar might
go like this: (IMPORTANT NOTE: Each crew in the game will be
slightly different - do not assume the example below represents
exactly your crew's starting setup - although it may be broadly
similar).
| Role |
Forces |
Cash in hand |
| Captain Flint |
+ 5 combat crew + 3 astronauts +
1 shuttle pilot |
450 credits |
| First Officer Jones |
+ 5 combat crew + 3 astronauts +
1 shuttle pilot |
300 credits |
| Technical Officer Silver |
+ 3 combat crew + 1 armourer + 1
medic |
300 credits |
| Combat Officer Jarvis |
+ 5 combat crew |
200 credits |
| Combat Officer Kray |
+ 5 combat crew |
200 credits |
Totals: 5 Officers (players), 23 Combat Crewmen, 1 Armourer, 1
Medic, 2 shuttle pilots and 6 astronauts. = 38 figures.
The initial crew are all free of charge.
Additional forces may be purchased by individual pirates, or by
pooling credits and buying for the ship.
The bases of all figures are marked with stickers to indicate
who is in control of them.
Enthusiastic players might wish to bring their own personal figures.
If you do, please make sure that the different types can be clearly
identified.
In addition, the crew have their own pirate starship, a modified
merchant ship with limited ship-to-ship weaponry, and two medium
(25 PAX) shuttles for transferring personnel and material from their
ship to their prey (and back).
Each player, as a skilled and experienced spacer can choose their
particular specialisation, if they wish (but bear in mind that if
they choose a technical specialisation like Medic, they would have
to forego weaponry in order to practice their skill in action).
The default skill is Combat Crew.
Exceptions: The Captain and First Officer may have combat
skill and astronaut skill at the same time. No-one else can do this.
Limitations
The Modified Merchant Class of starship used by all the independent
traders has a maximum crew capacity of 60.
This includes all specialists and combat crew.
The total does not include robots or other equipment (which are
stored in the cargo grid during travel, and hence does not drain
life support capability).
Costs
The costs for manpower are for a completely equipped individual
as described above.
Close Support Robots come with a full load of APGW.
| Item |
Credits |
Shuttle Load
(PAX) |
| Combat Crewman (standard as described) |
20 |
1 |
| Combat Crewman (with SCA3) |
401 |
1 |
| Astronaut |
20 |
1 |
| Medic |
30 |
1 |
| Robot Tech |
30 |
1 |
| Armourer |
30 |
1 |
| Ship Technician |
30 |
1 |
| Shuttle Pilot |
30 |
1 |
| Combat Robot |
401 |
1 |
| Close Support Robot |
601 |
1 |
| Grenade/ Demo charge Reloads (Per
combat crewman, complete sets only) |
4 |
0 |
| APGW Reload (per CSR) |
10 |
1 |
| Military supercharge1 |
50 |
1 |
| TRUC Robot |
20 |
1 |
| Portable Air-Lock |
100 |
1 |
| Light Shuttle (10 PAX) |
350 |
- |
| Medium Shuttle (25 PAX) |
600 |
- |
| Large Shuttle (40 PAX) |
1000 |
- |
| Multi-Cannon fit for a shuttle
or ship |
500 |
- |
| Multi-Cannon Ammo Pod (10 shots) |
50 |
2 |
| SCA3 Turret fit for a shuttle
or ship |
200 |
- |
| AutoDoc Medic Unit |
250 |
- |
Notes:
- The seemingly high cost reflects the difficulty of obtaining
higher spec military grade weapons on the black market.
Profits
Being traders, you will want to know what items are likely to
be of value to you.
Equipment listed above can be resold to the totally dishonest
traders back at Freeport for half their purchase value (this doesn't
include personnel, whom you may not sell to traders).
Other things might be valuable:
| Description |
Est.Resale Value
(credits) |
| Destroyed combat robot (scrap
value) |
5 |
| Destroyed maintenance robot (scrap
value) |
2 |
| Plasmatic boring device (PBD) |
200 |
| Portable power unit |
100 |
| Portable MediKit |
150 |
| Hostages ransomed |
Variable according to rank -
minimum of 10 |
| Recovery value of weapons and
equipment |
Half the purchase cost (see list
above) |
Special Rules for This Game
(Additional to Starship Marine)
Astronaut
In order for the pirate's starship itself to be operated safely,
a minimum number of astronauts are required.
This varies with the class of ship but, in the case of the pirates'
ships they need a minimum of 4 astronauts to safely operate their
ship.
If the minimum crew level is not met, dire things can happen when
you try and fly the ship (especially on entering hyperspace).
Medic
May assess the condition of any downed combat crew, and increase
the chance of them being fit to continue fighting.
Roll 1d6, score 5 or 6 and the individual is fit to fight once
more.
Roll once per figure only. Repeat rolls are not permitted.
However, the armour will need repair before they can go on (see
Armourer)
If the individual is deemed not fit, they can still be
returned to an AutoDoc for further treatment (See below AutoDoc
Medical Unit).
It takes an entire turn to assess and/or recover one figure.
Robot Tech
May repair downed robots and make them operational again.
Roll 1d6: A damaged combat robot can be made operational again
on a 5 or 6
A wrecked robot of any type can be repaired on a 6.
You may roll repeatedly for any given robot, on subsequent turns
( the time taken to get a 6 reflecting variable repair time).
Successful repair also includes any weapons fitted.
It takes an entire turn to assess and/or repair one figure.
This does not apply to repairing alien robot types - consult Game
Control should you want to attempt to work on alien equipment.
Armourer
Assesses and repairs the armour and weapons of downed combat crew.
Roll 1d6: A damaged suit of combat armour can be made operational
again on a roll of 6
Obviously, the crew inside will need medical attention before
they can operate the repaired suit. (See Medic)
You may roll repeatedly for any given suit of armour on subsequent
turns (reflecting variable repair time).
It takes an entire turn to assess and/or repair one figure.
Successful repair also includes any weapons fitted.
AutoDoc Medical Unit
This is an expensive piece of kit that must be installed in the
Pirate Ship itself.
Any casualty brought back to the AMU has a chance of recovering,
even if a medic tried and failed to revive them earlier.
The AMU is represented by a flowchart, and the figure being treated
is moved around the chart until deemed recovered or unsavable by
the Virtual Doctor™ software.
A standard AutoDoc can treat 2 casualties at once.
Identification Friend or Foe (IFF)
The armour and weaponry used by the combat crew is of a basic
military specification. The military have systems built-in to the
weaponry and armour that detects friendly troops and the weapon
refuses to fire if targeted at a friend.
The IFF system uses a variable coding algorithm, which can be
selected at the start of an action. Once selected, it can be switched
off, but not altered (the re-coding process takes a while and needs
an armourer).
The IFF system means that you may not fire on friendly troops
with SCA or APGW. This isn't a choice - the weapons will simply
not fire, no matter how hard or often you pull the trigger.
Grenades, on the other hand, are indiscriminate and are not limited
by IFF.
The IFF is also used in the suit's retinal display system to tell
the occupant who is a friend or not (since most fights are in the
dark using radar and IR to 'see' and are usually very confused).
If a friend turns off his or her IFF in action, their display icon
changes immediately - in game terms this means you must announce
the fact if you turn off your IFF. Once turned off, it cannot
be restarted.
In the case of co-operative actions like this mission, teams may
agree to have a common IFF algorithm - thus making 'accidental'
kills from friendly fire less likely. Normally, all the crew
of the same ship will have the same IFF code.
If it becomes necessary, crews may specify the code algorithm
by selecting a number between 1 and 10,000, writing it down and
handing it to an umpire.
© Jim Wallman 2002
|