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Starship Troopers» Forums » Rules

Subject: Mechanics rss

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Phil Hamilton
United States
Alton
Illinois
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This is an effort to summarize the turn sequence, the mechanics of retrieval, and the engineer sequence. Hopefully my abbreviations are decipherable. The exact sequence can have a big effect on play.

Terran / Humanoid

Special Function Phase:

• reinvert face-up humanoid (in empty hexes)
• transfer SW&E (same hex) IIG3a
• position MI for drop and launch IIIB (no more phases)
• engineer may emplace demo (can't have moved, loaded, or unloaded) IVB2b; same to create breach VIIF
• 2nd SpFPH - may detonate (must be in un-stunned condition) IVB2d
• air car loads or unloads passengers in same hex (air car still move in MPH after unloading, but not loading) IVC5
• activate LD (can't move, attack, etc.)
• use special talent (may unload first)

Movement Phase (1 unit at a time - IC5):

• enter tunnel (must begin turn in breach hex), may continue tunnel movement VIC4
• exit tunnel by moving to breach hex ending movement (may use ExJPH) VIC4e
• move MI, engineers, warriors, HW's etc.
• drop DAP (explodes auto. if unit in hex) or HNG IIIC2a.
• drop DAR (explodes Arachnid or Terran MPH only)
• load 1 man carry (must begin in hex, move next turn) VE
• load 2 man carry - (must begin in hex, move same turn) VE

* End of movement phase:
• land beacon in T-2. land boat in T-1; lift off boat in T [VB]
• soft landing: land beacon in #1; land boat in #2; exit - lift off in #3 VD (all units must move off boat hex before lift off)
• expose inverted unit if in same hex as enemy unit

Ranged Weapons Phase:

• fire HE or NUC launcher
• humanoid fire HW unit

Close Combat Phase:

• combat on surface or tunnels
• use HNG

Extended Jump Phase (1 unit at a time):

• MI may move 1/2 movement allowance IIH, but not if HVY or in tunnel
• drop DAP (explodes auto. if unit in hex) IIIC2a or HNG
• drop DAR (explode at any time, Terran or Arachnid movement phase)
• End: expose inverted units in same hex as enemy unit

End of turn:

• Eliminate critical installation counters IJ p. 5 (must have started and ended turn in same hex)
• Turn stunned/disrupted units face-up (unless stunned or disrupted in Terran player turn. Then must wait until end of next Terran turn - see CRT).


Arachnid

Special Function Phase:

• reinvert face-up Arachnid units (empty hex)
• engineers may create breach in a hex they occupy IID2
• move warriors, workers, HW's from cell to breach IID4
• move warriors, workers, HW's from breach hex to cell IID5
• detonate munitions (also during Terran MPh and ExJP) IVD4
• engineer may repair adjacent destroyed tunnel IVE2a
• capture WIA - move to cell from breach hex VF3
• engineer may construct 1 or 2 hex tunnel segment

Ranged Weapon Phase:

• fire HW unit

Movement Phase:

• move warriors, workers, HW's
• move engineers
• load WIA capture (must begin turn in hex), and can move in same turn

Close Combat Phase:

• combat

End of turn:

• turn disrupted unit face up (unless disrupted in Arachnid turn. Then must wait until end of next turn. See CRT).

Mechanics

Retrieval (corrected):

T-3 At end of T-3, to be retrieved, a unit must be within movement phase (T-2), ext j ph (T-2) + movement phase (T-1) + ext j ph (T-1) + movement phase (T) of beacon intended landing hex (subtract 6 for possible drift)

Leader and scout = 34 mp's (10 + 5 + 10 +5 +10, less 6)
HVY leader and scout = 24 mp's (10 + 10 + 10, less 6)
Marauder = 18 mp's (6 + 3 + 6 +3 +6, less 6)
HVY Marauder = 12 mp's (6+ 6 + 6, less 6)

T-2 Beacon lands at end of movement phase in T-2. Each unit gets ext j ph (T-2)

At end of T-2 MPh, to be retrieved, unit must be within Ext J ph (T-2) + movement phase (T-1) + Ext J ph (T-1) + movement phase (T) of the beacon intended landing hex (subtract 6 for possible drift). A unit will get Ext J ph after beacon lands.

Leader and scout = 24 mp's (5 + 10 + 5 + 10, less 6)
HVY leader and scout = 14 mp's (10 + 10, less 6)
Marauder = 12 mp's (3 +6 + 3 + 6, less 6)
HVY Marauder = 6 mp's (6 + 6, less 6)

At end of T-2, unit must be within movement phase (T-1) + Ext J ph (T-1) + movement phase (T) of the beacon which landed at the end of T-2 MPh

Leader and scout = 25 mp's (10 + 5 + 10)
HVY leader and scout = 20 mp's (10 + 10)
Marauder = 15 mp's (6 +3 + 6)
HVY Marauder = 12 mp's (6 + 6)

T-1 Boat lands at end of movement phase in T-1. Each unit gets movement phase (T-1) + ext J ph (T-1)

At end of T-1 MPh, unit must be within Ext J ph (T-1) + movement phase (T).

Leader and scout = 15 mp's (5 + 10)
HVY leader and scout = 10 mp's (10)
Marauder = 9 mp's (3 + 6)
HVY Marauder = 6 mp's (6)

At end of T-1, to be retrieved, unit must be within movement phase of boat/beacon hex. A unit will only get movement phase in T.

Leader and scout, and HVY = 10 hexes
Marauder and HVY = 6 hexes

T last turn Boat leaves at end of movement phase in T. Each unit gets movement phase (T). Unit moving into boat's hex is immediately loaded. No ext J phase in last turn to reach boat.

If Beacon is destroyed

Per Q&A, boat will attempt to land at original intended landing hex on T-1, at end of MPh. To guarantee retrieval, all HVY marauders must be in the intended landing hex at the end of T-1 MPh (they will get only T MPh = 6 hexes). HVY scouts and officers must be within 4 hexes of the intended landing hex (T MPh = 10 hexes). All functional marauders must be within 3 hexes of the intended landing hex at end of T-1 MPh (they will get T-1 Ext J, and T MPh = 9 hexes). Officers and scouts must be within 9 hexes of the intended landing hex (T-1 Ext J, and T MPh = 15 hexes).

If beacon was destroyed, i.e. T-2, depending on when the beacon was destroyed, it will affect the maximum distance from the intended landing hex. If beacon was destroyed at the end of the Terran movement phase, a unit will get T-2 Ext J, T-1 MPh, T-1 Ext J, and T MPh. All marauders must be within 12 hexes of the intended landing hex at the end of T-2 MPh (3 + 6 + 3 + 6, less 6); and 9 hexes of the intended landing hex at the end of T-2 Ext J (6 + 3 + 6, less 6). HVY marauders must be within 6 hexes of the intended landing hex at the end of T-2 MPh (6 + 6, less 6). All officers and scouts must be within 24 hexes of the intended landing hex at the end of T-2 (5 + 10 + 5 +10, less 6); and 19 hexes of the intended landing hex at the end of T-2 Ext J (10 + 5 + 10, less 6). HVY officers and scouts must be within 14 hexes of the intended landing hex at the end of T-2 (10 +10, less 6). If the beacon is destroyed in the Arachnid portion of T-2, see the para. above.

Rad hexes

Note that any rad hexes may subtract from the maximum range.

Engineers:

1st turn: engineer (loaded) moves to target hex
2nd turn: engineer unloads in sp function ph
3rd turn: engineer emplaces charge in sp function ph
4th turn: engineer explodes charge in sp function ph
5th turn engineer can load in sp function ph, or move in movement phase

Takes 5 full turns to move by air car to a hex, perform eng mission, and re-load.
An engineer on foot only needs 4 turns (skips unloading in 2nd turn).
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