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Last update 8 April 04
On occasions, the marines have to fight on board the orbital space
ports to be found at all colonies. These are large spinning
cylinders, and have both gravity (caused by the spin) and atmosphere.
This requires some amendments to the main rules.
1. Movement is reduced as in the following table
|
TACTICAL |
TACTICAL |
NON TACTICAL |
NON TACTICAL |
|
Gravity:
|
Zero g
|
1 g
|
Zero g
|
1 g
|
| MARINES |
6"
|
4"
|
12"
|
8"
|
| COMBAT ROBOTS |
5"
|
4"
|
10"
|
8"
|
| CREW & TRUCs |
4"
|
3"
|
8"
|
6"
|
2. Grenades have a maximum range of 20 inches, and a -1 on accuracy
die rolls.
3. APGW have a maximum range of 18 inches.
4. Wirepod has a 1 in 6 chance of faulty deployment due to coriolis
forces.
5. Spacefoam only deploys up to half the height of a corridor.
6. There is a maximum range to direct fire weapons caused
by the 'horizon' of the curved deck. This will vary according
to the size of the station, and the deck number you are on. The
umpire will rule as appropriate.
UNDERWATER:
- Movement: TRUCs cannot move effectively (they need to be towed
by a marine). Movement speeds as under 1g.
- APGW and Grenades cannot be used.
- Spacefoam can't deploy.
- Wirepod has a 2 in 6 chance of failing to deploy properly.
- Maximum range of energy weapons of 15"
Otherwise everything is as before.
Marine casualties are usually either a suit kill in
which the occupant survives, or a marine kill where
the marine inside is killed.
Damage to a suit sufficient to inflice a serious wound on the
marine would be sufficient ot breach the suit - and in a vacuum
this would kill the marine anyway. So, marines that surivive in
a suit kill, are much more likely to only have a minor wound or
no serious injury at all.
+1 if they can be brought to a ship's sickbay and
doctor within an hour of the hit (see also hospital ships rule below)
For each armoured marine casualty roll 1d6
| In Atmosphere |
In Vacuum |
Result |
|
1
|
1
|
No injury |
|
2-3
|
2
|
Just a scratch |
|
4
|
3
|
Minor wound |
|
5
|
-
|
Serious wound |
|
6
|
4-6
|
Killed |
For each spacesuited casualty roll 1d6
| In Atmosphere |
In Vacuum |
Result |
|
1
|
-
|
No injury |
|
2
|
-
|
Just a scratch |
|
3
|
1
|
Minor wound |
|
4-5
|
-
|
Serious wound |
|
6
|
2-6
|
Killed |
Some armour is of poor standard and not well maintain. This is
more typical of armoured combat crewman and pirates. In this case,
survivability suffers - use the following table for armoured crew
and pirates.
For each substandard armour casualty roll 1d6
| In Atmosphere |
In Vacuum |
Result |
|
1
|
-
|
No injury |
|
2
|
1
|
Just a scratch |
|
3-4
|
2
|
Minor wound |
|
5
|
3
|
Serious wound |
|
6
|
4-6
|
Killed |
In the case of a minor wound, roll 3xd10 and add the scores for
the number of days that the person is unfit for combat duty.
Serious wounds mean that the marine will live, but no longer be
fit for duty. They will be invalided out of the service when
you reach the next base / colony.
In most cases, the marines have access to repair facilities for
damaged armour and weapons. Where this is not readily available
- such as during a prolonged detatched operation, it is necessary
to know what damage the 'suit kill' did to the suit. In addition,
combat robots can be recoverd because slight damage on a critical
system can cause the robot to be knocked out for the duration of
the battle - but still fixed afterwards.
For each casualty - irrespective of the injuries to the occupant
- roll 1d6 for each suit of armour/spacesuit.
| Marine Armour |
Spacesuit |
Combat Robot |
Close Support Robot |
Result
|
|
6
|
4-6
|
6
|
6
|
Trashed beyond economic repair. Bin it. |
|
5
|
-
|
5
|
5
|
Repairable only in a maintenance workshop - 2d6 days to
fix |
|
3-4
|
3
|
4
|
4
|
Repairable on site by a technician - 1d6 days |
|
2
|
1-2
|
3
|
2-3
|
Repairable on site by the user - 1d3 days |
|
1
|
-
|
1-2
|
1
|
Minor system failure - just needs rebooting (= no damage) |
For ease of record keeping, the weapon is included with the suit/robot.
Ammo (i.e. demo charges and grenades) is always recovered.
If a casualty can be brought aboard a specialised hospital ship
within 15 minutes (90 turns), then apply this to any that roll 'killed'
or 'serious wound' on the above tables.
Roll 1d6 again for each killed or serious wounded, read off the
score in the table below:
| Initial Result (from table
above) |
The doctors say... |
...which means: |
|
'Killed'
|
'Serious'
|
|
5,6
|
-
|
"Sorry, we tried, but there was nothing we could
do..." |
= Dead. Deceased. Finito. |
|
4
|
6
|
"We've saved their life, but they'll never walk again" |
= serious wound |
|
3
|
4,5
|
"It was close, but their situation is still critical" |
= minor wound x 2 (double recovery time) |
|
2
|
2,3
|
"They're in a pretty bad way, but they'll pull through" |
= minor wound |
|
1
|
1
|
"Resusitation successful - we've brought them back!"
|
= "just a scratch" |
|
|
|
|
It is possible for marines recovering from a minor wound to be
thrust back into action in an emergency. They will, of course
be much less effective. Any further injuries are, of course
added to the existing injuries.
EFFECT OF FIGHTING WHEN WOUNDED.
Only marines with less than 15 days to go of recovery time can
fight at all.
1. Wounded marines have the same reaction speed as crew
2. Wounded marines move at half speed
3. Wounded marines are easier to hit - +1 on any incoming fire
4. Wounded marines can't shoot straight -2 on any outgoing fire.
5. Wounded marines can't throw straight - all grenades count as
indirect
Wounded Marines must be clearly marked.
Combat experience is important to marines, even though they already
start at a peak of training and efficiency, they get better as a
result of real combat experience.
We reflect experience as the regiments marines indulge in
more combat. It also allows us to distinguish between veterans and
drafts of novices just joining the regiment from the depot.
There are, at present, 4 classes:
| Class |
Description |
Effect on rules |
Colour (2) |
| Novice |
Fresh out of the training depot. No combat experience. |
-1 on direct fire. -1 on grenade accuracy roll. Counts as
crewman on order of fire rule. |
Green |
| Experienced |
Fought at least one action(1) |
All standard rules apply. This is the baseline. |
No sticker |
| Seasoned |
Fought at least 10 actions |
+1 on grenade accuracy and SCA direct fire roll (not APGW). |
Yellow |
| Veteran |
Fought at least 20 actions |
VETERAN : +1 on ALL die rolls. Fire before combat robots and
other marines in order of fire. Counts as dissapearing target
at all times (= harder to hit) |
Red |
(1) Fighting an action is defined as being in a squad that has
boarded a hostile ship and fired its weapons in anger.
(2) We use small coloured stickers on the marine figure's base
to indicate experience.
Being wounded in action counts as 2 actions for the above.
Non-marines (such as pirates and combat crew) can gain experience
in combat, but they start off at a lower base, and gain benefits
much more slowly.
| Class |
Description |
Effect on rules |
Colour (2) |
| Raw |
First time in space armour |
Counts as non-combatant in rules. |
White |
| Novice |
Only a bit of combat experience |
-1 on direct fire. -1 on grenade accuracy roll. Counts as
crewman on order of fire rule. |
Green |
| Experienced |
Fought at least 5 actions |
All standard rules apply. |
No sticker |
| Seasoned |
Fought at least 15 actions |
+1 on grenade accuracy and SCA direct fire roll (not APGW).
+1 on Morale rolls |
Yellow |
| Veteran |
Fought at least 30 actions |
+1 on grenade accuracy and SCA direct fire roll (not APGW).
Does not need to take morale rolls. |
Red |
There are rules on logistics in the standard set. Some items
are not listed there - this is the complete list of stores and pallet
loadings.
To keep it simple, each pallet may only contain a single type
of ammunition/supply.
| Nature |
per pallet |
| GRENADES |
24
|
| DESTRUCTION CHARGES |
12
|
| APGW Missiles |
10
|
| SuperCharge |
1
|
| Survival Suits |
6
|
| Portable airlock |
1
|
| Marine Armour |
1
|
| Spacesuit |
2
|
| Atomic Explosive Device |
1
|
| Plasmatic Boring Device |
2
|
- The contents of a pallet CANNOT be intermixed
A man can carry 1 pallet at half speed (or 2 men at normal speed).
In gravity/Underwater: 2 men must carry a pallet,
at half speed. If there is space, four men can carry a pallet
at normal speed.
Close Support Marine: Marine with a modified APGW
launcher attached to their armour. The Marine has to give
up a personal weapon (and therefore cannot 'paint' targets) and
grenades / demo charges. Otherwise rules as before. The
manpack APGW unit can carry only 6 missiles per man.
Fusilier Robot: Armoured combat robot equipped with
an SCAIII. As an armoured target only takes one hit to kill.
WirePod:A man portable unit that acts as a corridor
blocking unit. The 2 metre high end pieces deploy explosively to
opposite sides of a corridor, and deploy between them an array of
monofilment razor wire.
Employment: The barrier provides no effective obstacle to SCA or
APGW fire, but prevent all movement of larger bodies such as men
or robots. Works on corridors 3" wide or less with near-parallel
facing walls (+5 degrees).
The WirePod takes one turn to place against one wall
(in firing phase), and is then command deployed the following turn
(or later), the barrier becoming fully effective at the end of the
turn.
The WirePod unit can be man carried (no other actions
are possible) at normal speed. It will also fit on a standard ammunition
carrying robot, occupying a full pallet load.
The unit can be destroyed by close range SCA fire or a demo charge
or APGW fire. Treat as equivalent to a door.
SpaceFoam : A development of the standard planetside
police store RiotFoam, modified for marine operations.
This is a dispenser of fast-hardening foam that fills a space up
to 3" across with a temporary obstacle. The version of foam
used is optimised for zero-G vacuum operations.
SpaceFoam Dispensers take one turn to deploy (in firing phase),
and then are command activated.
The foam takes one complete turn to deploy and the barrier is fully
effective by the end of the turn.
Foam dispensers are quite large, and can be marine portable with
little effect on mobility. They comprise a full pallet load for
logistic purposes.
SpaceFoam can be dissolved by a specific solvent, which can be
deployed by a man-pack spray gun. It takes 2 turns to remove the
obstacle by close range spraying.
The foam can be destroyed by SCA fire, APGW or demo charges, taking
two hits to fully remove the obstacle. SpaceFoam takes damage like
a ship's door.
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