Starguard 6th edition

Proposed rule system changes.

 

What is the new Starguard  6th edition going to consist of?

 

1.    A new simplified rule system designed with fast play and larger numbers of troops involved.  

2.    All of the background information for most of the current Starguard troop types and alien races will be made available in an expanded form.  

3.    All currently available weapons systems and vehicles will be available with some new additions particularly in the vehicle lines. 

4.    An expanded scenario section will be made available with some completely new items and some reprints from the old Lizard’s Tail.

5.    Free samples of the cut and fold paper buildings and vehicles will also be included.

6.    The three hole binder format will be continued, enabling the players to remove or add sheets as may be needed to accommodate updates or house rules.

 

The proposed rule changes are a D-10 based system utilizing an easy to use matrix for each separate weapon type and a rapid access chart for each troop type or vehicle.   The three hole binder format will allow for easy removal and/or copying of the matrixes and charts which will be used in any given scenario.   I have completed the matrixes for most of the weapons and many of the rapid access charts.   Below you will find a copy of the proposed matrix for the Starguard Laser Rifle along with some of the rules relating to the use of the matrixes.   Please examine this matrix and associated rules.   I would appreciate your comments and suggestions.  Email to john@tin-soldier.com   Thanks  John McEwan

 

Laser Rifle Matrix

Roll D-10

RANGE

1

2-3

3-6

6-9

9-12

12-16

16-20

20-24

24-28

29

30

Point

8

6

3

1

 

 

 

 

 

 

 

Man

9

9

8

7

6

5

4

3

2

1

 

Small

9

9

9

8

7

6

5

4

3

2

1

Med.

H

H

9

9

8

8

7

6

5

4

3

Large

H

H

9

9

9

8

8

7

6

5

4

Structure

H

H

H

9

9

9

8

8

7

6

5

ARMOR

***

***

***

***

***

***

***

***

***

***

***

A(25)

9

9

9

9

8

8

8

6

6

6

3

B(40)

9

9

9

8

8

8

7

7

7

6

4

C(55)

9

8

8

7

7

6

6

5

4

2

1

D(70)

9

7

7

6

6

6

6

5

4

2

1

E(85)

8

7

6

6

5

5

4

4

3

2

1

F(100)

7

6

5

4

4

4

3

3

2

2

1

G(115)

5

5

4

4

3

3

2

2

1

1

 

H(130)

4

3

2

1

1

1

 

 

 

 

 

I(145)

3

2

1

1

1

 

 

 

 

 

 

J(160)

2

1

1

 

 

 

 

 

 

 

 

K(175)

1

1

 

 

 

 

 

 

 

 

 

SCREENS

 

 

 

 

 

 

 

 

 

 

 

A(200)

1

1

 

 

 

 

 

 

 

 

 

B(70)

9

7

7

6

6

5

5

5

4

3

1

C(20)

F

9

9

9

8

8

8

7

7

6

2

S(2000)

 

 

 

 

 

 

 

 

 

 

 

Penetrating Hits are worth one damage point each.  

RANGES:  Range bands are in inches across the top of the Matrix.    This number or less must be rolled on a D-10 to achieve a hit.   An H indicates an automatic hit.  

Modifications to die roll:   Covering Fire+ 2      Firer moved -1    Target moved -2 Targets moving over 40 inches per turn -4.  You must roll the number shown or less, + or – any modifiers to achieve a hit.  

An H indicates an automatic hit – a blank indicates an automatic miss.    0 counts as ten. In other words,  If you have a  9 as a to-hit-number,  any number but 0 will hit.   If the to-hit-number is 5 then a 5, 4, 3, 2, or 1 will indicate a hit.  

 TARGET SIZES:    A Point target is a small window, view slit, armor joint, or tank commander’s head.   Hits against point targets add 2 points to the armor penetration die roll.   Man sized target is self explanatory.   Small is for small vehicles such as Jeeps grav-sleds robot MoMs  etc.   Medium size target is a tank or large truck.   Large would be a downship or retrieval boat or a small building.    Structure is for buildings, starships and other similar sized items.   

Laser Rifle fires full auto so use auto fire ellipse.     Roll 4 penetration dice for each hit. 

 For each hit a dice must be rolled against the armor factor for penetration.   To achieve a penetrating hit, you must roll the number (or less) shown at range against the armor class.     For example a hit, at range 9-12 inches, against armor class E would require a 5 or less to penetrate.   If the target is a robot or vehicle, roll against the target’s special damage matrix with each penetration as single roll.   

 SCREENED TARGETS:  Roll the to-hit number or less to flare the screen.   F indicates automatic Flaring.    Once the screen is flared it provides no more protection until the next turn.

 Example:   Cover firing a laser rifle at a man sized target at 10 inches.     The to-hit number is 6 + 2 for Cover Fire = 8, so roll a D-10 for every weapon firing at that (or similar target).    If the target is armor class C the penetration number is  7.  For each hit roll 4 D-10, rolls of 7 or less indicate a penetration.   If the target is a living creature one penetration is enough to cause a casualty.  

 Vehicles and Robots as targets:  If the target penetrated is a human sized robot three penetrations is sufficient to cause a casualty.    If the robot is only penetrated once or twice there is no immediate effect, but the penetrations on subsequent turns will be added to the existing total. 

 If the target is a vehicle roll a D-6 on the following chart to determine the number of special damage rolls with each penetration equaling one damage point.   

  

Damage

Points

Die

1

Roll

2

D-6

3

***

4

***

5

***

6

1-5

0

0

1

1

2

2

6-10

0

1

1

1

2

2

11-15

1

1

2

2

2

2

16-20

1

1

2

3

4

4

21-25

1

2

3

4

5

6

26-30

2

3

4

5

6

7

31-35

3

4

5

6

7

8

36-40

4

5

6

7

8

f

41-50

5

6

7

8

f

f

f equals vehicle destroyed by explosion.

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This page is (c) 2010 by John McEwan.
Created 4/4/10
Modified 04/05/2010