Salvage Crew Star Mogul Game

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    Contents

    IINNTTRROODDUUCCTTIIOONN..........................................................................................................................................................................................................................................................................................................................................................................................................44

    TTIIMMEELLIINNEE,, HHIISSTTOORRYY,, AANNDD GGAAMMEE SSEETTTTIINNGG................................................................................................................................................................................................................................................................................................................44

    CCHHAAPPTTEERR 11 -- GGAAMMEE OOVVEERRVVIIEEWW....................................................................................................................................................................................................................................................................................................................................................77

    What You Will Need In Order To Play ...................................................................................................................................7

    How to Play the Game...............................................................................................................................................................7

    Rules Of Play..............................................................................................................................................................................9Salvage Company Structure....................................................................................................................................................9Turn Sequence ........................................................................................................................................................................9Strategy Points ........................................................................................................................................................................9Fog Of War ...........................................................................................................................................................................10

    Movement .................................................................................................................................................................................11

    Exclusion Zone Rule.............................................................................................................................................................11Merging Units Together........................................................................................................................................................12Infantry Embarking Onto a Vehicle......................................................................................................................................12Vehicle Crew Disembarking.................................................................................................................................................12Movement Restriction from Terrain .....................................................................................................................................12

    Shooting ....................................................................................................................................................................................13Visible Targets and Range....................................................................................................................................................13Infantry Screen Rule .............................................................................................................................................................13Shooting At Infantry .............................................................................................................................................................13The Returning Fire Rule.....................................................................................................................................................14Vehicles Shooting .................................................................................................................................................................15Machine gun (front 180

    o) .....................................................................................................................................................15

    Shooting At Vehicles ............................................................................................................................................................15VEHICULAR DAMAGE TABLE .......................................................................................................................................16

    INTERNAL DAMAGE TABLE ..........................................................................................................................................17SUPERSTRUCTURE FAILURE TABLE ...........................................................................................................................17

    Weaponry .................................................................................................................................................................................18Description Range Special rules...............................................................................................................................19Equipping Infantry With Weapons .......................................................................................................................................20Difficult to Obtain Rule ........................................................................................................................................................20Very Difficult To Obtain Rule..............................................................................................................................................20

    Hand-To-Hand Combat (Knuckle Time!) .............................................................................................................................20Engaging In Melee................................................................................................................................................................21Playing Out A Melee ............................................................................................................................................................21Combat Roll..........................................................................................................................................................................21Bravery Tests ........................................................................................................................................................................23The Exclusion Zone Rule and Melee Combat....................................................................................................................24Assaulting Vehicles ..............................................................................................................................................................24

    Company Loyalty.....................................................................................................................................................................25LOYALTY TEST CONDITIONS........................................................................................................................................26The Retreating Infantry Rule ................................................................................................................................................26Permanent Changes To A Companys Loyalty Score...........................................................................................................26

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    Gathering Valuable Salvage On The Battlefield...................................................................................................................27Recovering Salvage from a Salvage Counter........................................................................................................................27Loading The Recovered Salvage Onto A Vehicle ................................................................................................................28Transporting The Salvage To The Drop Zone ......................................................................................................................28

    CCHHAAPPTTEERR 22 MMAANNAAGGIINNGG YYOOUURR CCOOMMPPAANNYY......................................................................................................................................................................................................................................................................................................3300

    Salvage Crew............................................................................................................................................................................30Setting Up and Equipping Your Salvage Company..............................................................................................................31Employing New Crew Members...........................................................................................................................................32Skill/ Upgrade Points Available After Recruitment..............................................................................................................32Skills and Upgrades ..............................................................................................................................................................33BIO Crew Skill List ..............................................................................................................................................................33MEKK Crew Upgrades List..................................................................................................................................................35

    The Company Boss and Company Shareholders..................................................................................................................36Boss Skill List.......................................................................................................................................................................36Vices .....................................................................................................................................................................................37Placing a bounty on the head of a company boss..................................................................................................................38

    Equipment for Your Salvage Company.................................................................................................................................39Equipment Special Descriptions ........................................................................................................................................40Vehicles And Heavy Equipment Available On The Outer Rim............................................................................................41Demolition Bot ....................................................................................................................................................................41Salvage Dog..........................................................................................................................................................................42Phoenix .................................................................................................................................................................................43Arachnid................................................................................................................................................................................43

    Company Assets.......................................................................................................................................................................44

    Bank Loans...............................................................................................................................................................................46

    CCHHAAPPTTEERR 33 -- GGAAMMEE MMIISSSSIIOONNSS....................................................................................................................................................................................................................................................................................................................................................4477

    Mission Deployment And Maintenance Costs For Your Crew............................................................................................47Recovery/Repair Rolls for Infantry Casualties .......... ........... ........... ........... .......... ........... ........... ........... ........... .......... .......... 48

    Determining A Mission............................................................................................................................................................48

    1) Salvage Rights Mission........................................................................................................................................................49Introduction...........................................................................................................................................................................49Deployment & Salvage Counters..........................................................................................................................................49Condition 1 ...........................................................................................................................................................................50Condition 2 ...........................................................................................................................................................................50

    2) Salvage Raid! .......................................................................................................................................................................50Introduction...........................................................................................................................................................................50Deployment & Salvage Counters..........................................................................................................................................51

    3) Fight Over An Asset ............................................................................................................................................................52Introduction...........................................................................................................................................................................52Deployment...........................................................................................................................................................................52

    4) Rescue/ Recovery Mission...................................................................................................................................................53Introduction...........................................................................................................................................................................53Deployment...........................................................................................................................................................................54Winning Conditions..............................................................................................................................................................54

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    FFIINNAALL TTHHOOUUGGHHTTSS..............................................................................................................................................................................................................................................................................................................................................................................................5555

    RRUULLEE CCHHAANNGGEESS AANNDD NNEEWW MMAATTEERRIIAALL FFRROOMM VVEERRSSIIOONN 22..00 TTOO 33..00 ............................................................................................................................................................................................................................5566

    AACCKKNNOOWWLLEEDDGGEEMMEENNTTSS ..........................................................................................................................................................................................................................................................................................................................................................................5566

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    IInnttrroodduuccttiioonn

    You are a Star Mogul and the owner of a newly formed Salvage Crew. The outer rim is a treasure trove of lostor abandoned property. Your mission is to stake your claim by force if necessary to these forgotten riches.

    Salvage Crew: Star Mogul is a set of rules for use with the 25mm and 15mm scale, table-top sci-fi war gamesminiatures manufactured by Mega Miniatures at www.MegaMinis.com (The 15mm line as of March 2011 is inpre-production and should be available this summer).

    TTiimmeelliinnee,, HHiissttoorryy,, aanndd GGaammee SSeettttiinngg

    After the discovery of the Tachyon Drive by the Tread Lightly Corp. in 2227, the era of slow and difficult

    expansion to the stars was over for mankind. Previously, only a small number of great expeditions to the starswere undertaken with manned crews after the pale blue dots - Earth-like planets - began to be discovered backin the 2020s.The journey times of the Great Expeditions lasted decades. No word of their success or failure could be receiveduntil long after any events had occurred. Nevertheless, despite some dramatic failures, many of the colonistsinvolved in these expeditions succeeded, and word did get back to Earth that humanity had finally broken freefrom its cradle and was living and developing its culture on other worlds.

    All this took a long time to accomplish - the Tachyon drive changed all that. A revolution in space traveloccurred for all the nations of the Earth shortly after its discovery as the details of the technology were leaked,bought or stolen. Mankind was already well established throughout the home system by 2227, with working

    colonies on several of Jupiters moons, Mercury, the Asteroid Belt and Earths Moon. The terra-forming andsettlement of Mars into a wider more accessible habitation for humanity was also well under way.

    After 2227, numerous nations and groups began building their own armadas of star ships, mostly with theintention of colonizing even further afield than previously achieved by the Great Expeditions. For many more pale-blue dots had been seen since they first began to be discovered, and the new technology quickly became readilyaffordable. Earth was a crowded place and the prospect of establishing a fresh vibrant society with planet-wideand unchallenged resources elsewhere was an enticing prospect for many political and/or religious organizationswho found it difficult to gain ground on Earth. Out amongst the stars, power was not yet held tightly in the grip ofthe largest governments and corporations.

    This game has been designed for the use of both 25mm and15mm miniatures.

    All movement and firing distances displayed will be in inches foruse with the 25mm miniatures. Directly next to these measurementswill be a number in brackets. Example: [7] representing inches for15mm miniatures. Therefore the example 12 short [7] represents a firing

    distance of 12 inches for 25mm figures and a firing distance of 7 inches for a15mm figure.

    We may have overlooked some distances so all you need to do is convertby multiplying the inches by 60% or .6 and then round up or down.Example: 12 x .6 = 7.2 or 7.

    We would appreciate it if you let us know about any errors you may find.

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    A race began with the intention of colonizing space and large sums of money were offered to Earths civilians toenlist in the ranks of the many armadas leaving for the outer colonies.This time became known as the Young Exodus, as most of the colonists were chosen for their youth and vigor.The call of the colonies lured many out into space to an uncertain future, but many saw the benefits over acrowded and stifling life on Earth.

    The colonies were initiated, some over 100 light years from Earth. However, a number of them reporteddiscovering evidence of ancient relics from a long dead civilization, which was compounded even further when the

    evidence was collated and the results seemed to indicate the different colonies were reporting evidence fromwhat were the relics of the same civilization! The ruins and artifacts discovered proved to be more than 400,000years old. The discovery came initially as a shock for much of humanity. Besides the many scientific/archeologicalforays to discover further evidence, many saw it as an opportunity to get rich quick, and sought to discovervaluable artifacts among the alien ruins, of which there seemed to be many. With the help of the Tachyon drive, itwas possible for small groups to begin combing the ever-expanding frontier of space for more of these valuablealien relics. A new gold rush began, led by factions emerging from the original human colonies established duringthe Great Expedition phase, who found themselves in the best position to capitalize on the momentousdiscoveries to be found amongst the ruins of the ancient Mimjip civilization.

    By 2340 mankind appeared to be creating an empire amongst the stars - a source of great hope and joy amonghumanity! Earth was in the process of successfully regulating its population and its biosphere, and finally seemedto becoming, at least for the time being, a healthy global ecosystem. Except for the efforts of the dissention, the

    global economy was also largely healthy, and very few went without food or lifes necessities. The home system,although crowded, prospered well and a golden age seemed to descend for an entire generation.

    The independence of the colonies was not seen as a problem initially by the home system, but more a necessitydue to the logistical problems of maintaining control over them. The colonies were also motivated to declare someindependence from the home system as the support they received turned into offers of trade. This was acceptablefor all concerned - for a while. Then the discovery of the Forge at Alpha Centauri occurred and relations brokedown rapidly. The Alpha Forge, as it became known, was an orbiting starship construction platform the Mimjipanirace had left behind. Its technology relied upon the gathering of rare elements from the local asteroid belt whichwere then shaped and tempered slowly into a near indestructible starship hull deep in the fires of Alpha Centauriitself. It was the outer colonists that discovered the forge and worked out its operating procedure, but the obviousmilitary implications of the new starship hulls became apparent quickly to Earth and the governing bodies of thehome system. Using heavyweight diplomatic and economic muscle, the council of Earth attempted to obtain

    possession of the forge for itself. The whole situation deteriorated badly not long thereafter when earths councildeclared all members of the newly formed Federal Union on the Outer Rim in violation of their legal obligationsand sent in a cohort of storm troopers to obtain the Forge by force. The assault was repelled, just barely, by theefforts of a lieutenant engineer Thomas Redcloud (awarded the Gold Aurora), who fixed the entire docking areato self destruct, catching the storm trooper reinforcement party off guard and allowing the defenders toconsolidate their defenses in time.

    After this, the Frontier Union organized the Alpha Forge with heavy artillery in case Earth tried to take thisvaluable artifact by storm again. There was no declaration of war the Frontier Union had no army. So they hadno choice but to organize one in response to the actions of Earth, and also, the growing number of slave raids bythe Hydrissian devourer cult on the fringes of known space that began in 2442 (ref. Hydrissians). The FrontierDefense Force (FDF) was organized and ties with the home system became much more restricted as the coloniesstrove for self sufficiency.

    Around this time, shortly after the century turned to the 2400s, a new threat loomed on the horizon. The discoveryof the Mimjip Pathogen reared its ugly head, though too late for many on the frontier. Somewhere among theexploration and exploitation of the ancient Mimjip ruins a deadly virus had been released. The virus had laindormant for many thousands of years, and was probably thought of as an innocuous infection by the ancientMimjipani race. The accidental release of this virus had devastating consequences on humanity as it lay semi-dormant for several decades before it was discovered and made itself felt. By this time it had spread throughoutthe colonies and throughout the home systems. The resulting pandemic killed many millions, and has broughtmankinds fledgling empire among the stars to its knees.

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    Entire space colonies have now lain deserted for decades and much that was built has now been laid to waste.Finally, in more recent years, the Mimjip pathogen seems to have played itself out, and cases are becoming muchrarer. Perhaps only those who are naturally able to fight the virus have survived. Nevertheless, the road is nowopen for those who are brave enough, or perhaps foolish enough, to begin the process of rebuilding what waslost.

    This is where you come in! With enough money to buy a salvage starship, and employ a rough and ready crew,you can see the opportunities that await someone who can survive on the Outer Rim and gather the resources left

    behind from the ruins of two empires, one human, one alien.

    Will you accept the challenge of the distant stars and set up your own company on the frontiers of deep space?The council of Earth, the Frontier Union and Humanity needs people like you, people who have enough grit to

    take up the challenge, heed the call of the distant stars, and become a Star Mogul!

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    CChhaapptteerr 11 -- GGaammee OOvveerrvviieeww

    What You Will Need In Order To Play

    Pencil and paper

    Handful of six-sided dice referred to as (D6)

    Measuring tape or yardstick.

    Table-top or floor space area, at least 4x4

    This rule set

    A clip board to keep your notes tidy

    The provided 2D paper Starter Salvage Crew figures.

    The provided 2D Salvage Pile counters, and 2D Deployment zones.

    Various ruined buildings or structures. Free 3D paper buildings will be available in May 2011.

    Note: When asked to roll 1D6 that means one dice. 2D6 is two dice and so on. Sometimes a plus or minus signappears after the number 6 such as 1D6+3 meaning after rolling one die add three to the results. 1D6-2 means toroll one die and subtract two from the total. If you roll a 1 on a D6 and then subtract 2 equaling -1 or any negativenumber you simply failed your roll.

    How to Play the Game

    Salvage Crew: Star mogul, Ruins of an empire is usually played out on a tabletop or on the floor. You will need aspace of at least 4 feet x 4 feet to play out a good game with at least two players. If there are more than twoplayers present you will need a larger playing area to accommodate the larger number of models in play. A

    salvage company may typically consist of 10 20 infantry models and 1 6 vehicle models (see Salvage CrewStarter Unit page 57).

    The game setting takes place around 2450 AD and is all about each player creating their own salvage companyout on the wild frontiers of known space, maintaining it like a business through adversity and hopefully to theheights of success. With crew members to pay wages to and equipment to buy and maintain for your crew to use,you will find yourself running out of money quickly if you cannot find a way to earn some hard cash out on the wildfrontiers of the Outer Rim.

    You (the salvage company boss) will create your company from the meager funds you have accumulated throughyears of gritty adventuring in space. Once you have attracted a suitable set of crew members and purchased theequipment you think you will need to start out in your new profession, it will be time to begin chasing rumors andnews reports of lost space colonies, crashed star freighters or alien artifact sites. Though dont think it will be as

    easy as just arriving and collecting anything valuable! There are many other salvage companies and opportunistsout there who are also desperate for a quick cash haul. You will be competing against them for your share of anyvaluables, and that means you are going to have to get nasty. You will need the best equipment and finest crewto succeed.

    A game of Salvage Crew: Star Mogul usually begins with the random positioning on the playing area of valuableitems that are to be fought over by the players. These items are called salvage counters and represent piles ofdebris, industrial equipment or even small ruined buildings where any items of value will need to be sorted orrecovered from. This work is most commonly carried out by your salvage crew members.

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    After the salvage counters have been positioned at the start of the game, all players will place their own DropZone marker upon the playing area. Each player only has one of these normally and it represents the area on thefield of battle where a players salvage crew and equipment are dropped off onto the planet surface by a dropship, in readiness for the coming fight. Also, once the valuable items have been recovered from salvagecounters, a player will need to get them back to their Drop Zone in order to have them airlifted out. This is carriedout by a players cargo vehicles which are essential equipment for a salvage company boss! You can then sellthe salvage later at a handsome profit margin (hopefully).

    That is a players primary goal in the game to extract as much salvage as you can during a game in this fashionand make as much money as possible afterwards when you sell what you have recovered.

    However, a player must also attempt to prevent the opponents from gathering salvage in the same manner. If aplayer cannot do this then they will find themselves with little salvage to sell, and also playing against moreformidable opponents in subsequent games as the competition builds their force faster than them because theywill have more money available to them.

    So, a player will have to engage opponents in fire fights, and even in hand to hand combat as well, in the hopethat they can weaken and disrupt the activities of the competition during that game and obtain more salvage tosell.

    Each player takes it in turns to perform actions (like moving and shooting) with the models within their salvage

    company. But there is a twist the turns players take are interrupted midway with a random dice roll on the Fogof War table which can allow a player the ability to increase their level of activity for that turn OR it can have theopposite effect and allow the opponents to be active instead. In this way a player can be active even when it isnttheir turn! This aspect of the game gets even better with more than 2 players as you can end up being moreactive on your opponents turns than you can during your own! This adds a level of unpredictability during a gamethat keeps all players involved at all times.

    A player can leave a game at any time by calling down their drop-ship to collect all crew, equipment and salvagein the drop zone. This should not be taken lightly as this imparts advantages to those players still left in the game.The level of competition for the remaining salvage will be reduced for those players making their lives easier.Also, if a player has crew and equipment left outside of the drop zone as they call their drop ship in, they will beleft behind. This can have a devastating effect on the loyalty of the rest of your salvage crew as your salvage bosswill be seen as a bad leader. However if a players company is in dire straights, calling down the drop ship might

    be the only course of action before the player sees their whole salvage company wiped out!The game ends when all but one of the players has called down their drop ship and evacuated their salvagecompany from the battlefield. The last player standing on the field has the advantage of being able to rally all crewand equipment back to their drop zone without leaving anything behind. However, any remaining salvage must beleft, unless it is already loaded onto a cargo vehicle, as the opponents may shortly be carrying out an orbitalbombardment of the area to neutralize competition. A common practice among cut-throat salvage companies onthe Outer Rim.

    Once the game is over each player can sell whatever valuable salvage they gained either to the local governmentor on the black market. The money obtained from such sales is used to employ new crew, buy new equipment orif a player is unlucky, just cover the expenses from the last mission.

    There are other game missions that will occur as well. All of them revolve around obtaining valuables from thefield of battle. You might find yourself in a head on battle with an opponent for the ownership of an abandoned

    manufacturing plant, or valuable alien artifact site. Or you might find yourself acting under the employment of thelocal law forces to investigate reports of smuggling in a particular area. You might even find yourself doing thesmuggling!

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    Rules Of Play

    Salvage Company Structure

    Your army or Salvage Company is divided into units. A unit will be either a VEHICLE(s), or a group of

    INFANTRY. All units will come under one of these two categories.

    Players take it in turns to maneuver their armies across the board to obtain their goals, usually in search ofvaluable salvage. Though often there are other stakes to play for, depending on the mission that has beendecided upon by the players. Each player turn sequence is as follows:

    Turn Sequence1) Phase 1: Perform actions like moving and shooting.2) Fog of War phase: Roll a dice to determine random occurrence.3) Phase 2: Perform actions like moving and shooting

    4) Work out hand to hand combat.Then the opponent has their go move back to point 1).

    Strategy Points

    Each player turn, a player has a number of strategy points (SPs) to spend on operating his entire force. Thenumber of strategy points available to each player represents the level of strategic influence on the battle that thecompany boss has. Influenced by factors such as his or her overall level of awareness of the ongoing situation,the size of his/her force and any skills that may be employed to swing the battle in a favorable way.

    So the number of available SPs for each player will be individually tailored to their salvage company, and liable tochange whenever units are lost or vehicles destroyed. A new tally should be made at the start of each of yourturns to see how many units you have in play.Skills that your company boss (you) may be able to employ may also add to the number of strategy points youhave available each turn.

    Strategy points will be spent, most of the time, on a unit performing one of the following actions:

    movement (including embarking/disembarking a vehicle)

    shooting

    recovering salvage from a salvage counter loading salvage onto a cargo vehicle

    rallying fleeing units (compulsory) merging units together regrouping after melee

    There may be other actions not listed here that can be performed during a game that will cost SPs. These will bedetailed later in the appropriate section.Other actions may occur during a players turn, or even during the opponents turn, that DO NOT require SPs tobe spent on them, but these will be the results of either special abilities, or specific reactions against specificoccurrences. (The most common being the return fire allowed by an infantry unit being first fired upon by anenemy infantry unit, during the enemy turn - see The Returning Fire Rule on page 14).

    The number of strategy points available to a player on each of his/her turns is equal to the number of unitsthat player has in play currently (less any units that are fleeing or have been completely destroyed) with 2added to it. (No. of units currently in play +2).

    Infantry units must have at least 4 models in them at the start of the game. Units of vehicles may have anynumber of models in them at the start of the game.

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    Each strategy point may be spent on the actions of only one unit within the players force. All modelswithin that unit must perform the same type of action if they are able. Those that cannot perform the actionwill do nothing while that SP is spent and the action is carried out by the rest of the unit.

    Furthermore, each player turn is divided into two halves: Phase 1 and Phase 2. No more than half the availablestrategy points can be spent in each phase. If there is an uneven number of strategy points available the oddpoint is available only in Phase 1. (i.e.: round up!)

    e.g.: A force with 9 SPs would spend 5 in Phase 1 and 4 in Phase 2.

    In any of your phases, you may spend the available SPs on any of your units you like, in any order until all theSPs available to you that phase have been used. So, spending SPs on shooting, movement, recovering salvage,rallying retreating infantry or any other action may happen in any order you wish. You cannot spend more than2 SPs on the same unit in one phase,

    Fog Of WarThe purpose of dividing the player turn into halves in this manner is to allow the FOG OF WAR ROLL on the Fogof War Table. This aspect of the game can add unpredictable events that simulate the confusion and lack ofstrategic awareness experienced by members of a salvage crew involved in the ongoing battle at ground level.The presence of high technology, and sophisticated sensing and imaging equipment on the field does notnecessarily mean that salvage crews will have an entirely accurate view of the proceedings!It should be mentioned that this can be an important part of player strategy especially if they can use it to

    confound or counter the efforts of the other player(s).After the player whose turn it is has finished spending their SPs for Phase 1, the dice are rolled, and a resultdetermined immediately from the FOW table shown below.

    After the FOW results are worked out, the player whose turn it is moves onto phase 2 of his turn, and spends hisremaining strategy points. Unused strategy points are not carried over into the players next phase or turn.

    After this, it is the other players turn.

    Fog of War Table(Roll 2D6 and add the scores.)

    Result

    2 3 You gain +2 Strategy Points (SPs) to be spent IMMEDIATELY, before the next phaseoccurs. Otherwise they are lost. They may not be spent on the same unit.

    4 6 You gain +1 Strategy Points (SPs) , to be spent IMMEDIATELY, before the next phase

    occurs. Otherwise it is lost.

    7 No result, carry on into next phase.

    8 10 Your opponent(s) gains +1 SP, to be spent IMMEDIATELY, before the next phase occurs.Otherwise it is lost.

    11 12 Your opponent(s) gains +2 SP, to be spent IMMEDIATELY, before the next phaseoccurs. Otherwise they are lost. They may not be spent on the same unit.

    Strategy points gained from the FOW table in this way may be spent on units IN ADDITION to their normalallowance of SPs per turn. If you gain SPs from FOW during the opponents turn (results 8 12 on the 2D6)they do not affect your total SPs available when your next turn comes around. They are effectively free.

    Neither player may take any actions during the Fog of War phase other than those that are a result of, orare directly related to, the spending of any free SPs granted by the FOW roll that turn.

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    Movement

    Your force will consist of a number of different groups of infantry and vehicles. Each group, or unit shouldpreferably be organized so that it plays a role upon the battlefield (e.g.: offence, defense, salvage acquisition).Each vehicle is also a separate unit. Vehicles should also be purchased with a particular battlefield role in mind.

    If you spend one strategy point on movement, then one of your units gets to perform its movement, though youmay opt to have some of the models in the unit stand still , as long as they stay within 4 [2.5] of the unit leader

    (see Exclusion Zone rule below ).

    Ground vehicles may alter their facing as far as they wish at any point during their movement, but they arerestricted in the number of times they can turn like this every time they have 1 SP spent on moving them. The limiton the number of times per SP a ground vehicle can make a turn of any arc is called the turning score. Flyingvehicles are dealt with a little differently.

    Whenever you spend SPs on Flying vehicles movement, that model is also limited in theamount it can turn its

    directional facing by the maneuvers score. This maneuver score is mentioned in each flying vehicles individualdescription, along with its movement score. When a flying vehicle maneuvers, it can turn anything up to, but nomore than 45

    o(half a right angle) for every maneuver point it has available whenever an SP is spent on its

    movement. Once a flying vehicle has used up its allocation of available maneuvers during a move, it can nolonger turn and must do any further movement in a straight line. It is a good idea to mark the bases of flyingvehicles with the eight points of the compass (just tiny dabs of white paint at 45

    oto each other) which will help you

    turn your flying vehicles accurately and clearly during a game. Mark one of these points boldly, so that you candetermine which direction the model is facing at all times. See the diagram below.

    If a flying vehicle has the description freedom of movement, thenit has an unlimited number of maneuvers available whenever itmoves, and may change its facing as and when it wishes during itsmovement.

    Some flying vehicles also have a minimum movement value ininches due to the powerful engines they employ whilst moving.This is the minimum movement the vehicle must move when anSP is spent on it moving. Flying vehicles cannot finish theirmovement on obstacles or other models. If a flying vehicle has nochoice but to end its move on a terrain feature on the board that ishigher than 2 then it will crash into it and receive 3D6 damage. Ifthe terrain feature is less than 2 high, or if the move ends on amodel just shorten the vehicles movement enough to avoid acrash.

    Exclusion Zone Rule

    One of the models in an infantry unit should be nominated unit leader and a second model nominated as 2nd

    incommand. Infantry models in an infantry unit must try at all times to keep their base or a part of it, within the unitleaders exclusion zone - a 4 [2.5] radius around the unit leader. The only time this rule may be intentionallybroken is during a sprawling hand to hand combat which is detailed later in the hand to hand combat section. Iffor any reason an infantry model finds itself entirely outside of the unit leaders exclusion zone, all models in theunit must try to move back into contact with the exclusion zone as soon as possible.

    If the unit leader should die, then the 2nd

    in command should be nominated to take over as normal. If this modelshould die as well, then promote another (3

    rd) leader, but to continue operating as normal on the playing area, a

    Humanoid, bipedal infantry (including bipedal MEKKs) will normally move up to five (5) inches perstrategy point spent, and vehicles will move anywhere up to twenty (20) inches per point depending uponthe type of vehicle. [12] in 15mm scale.

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    company loyalty test must be made for the unit at the start of each of your phases. Full rules for the LOYALTYTEST CONDITIONS appear on page 25.

    Vehicles do not need to be organized into units since each vehicle is a unit.

    Merging Units TogetherTwo or more units may merge into one larger unit during one of your phases by moving all the models involved towithin 4 [2.5] of the model that is nominated as the leader of the new unit. This costs 1 SP to perform. The new,

    larger, unit is not created until the SP is spent.

    Infantry Embarking Onto a VehicleFor an infantry unit to embark upon a vehicle, the vehicle must have the designation transport in its description.The vehicle should have in its description the passenger capacity which does not include the vehicle crew. Forthe infantry to get on the vehicle, the vehicle must remain stationary for the entire phase the troops areembarking. The infantry must move onto the vehicle so this will cost 1 SP to perform. The infantry do not need tostart in base to base with the vehicle, they may move in from some distance during the embarking move. As soonas the infantry models are in base contact with the vehicle they may then immediately embark. Infantry may startthe game embarked upon a vehicle. A vehicle may not carry passengers if it is carrying salvage, or viceversa.

    Vehicle Crew Disembarking

    Vehicle crews or passengers can disembark by spending 1 SP. Place the models anywhere within 2 [1] of thevehicle. The crew and/or passengers then become a new infantry unit and must nominate a leader. If the crewand passengers disembark you may have the crew form a different unit than that formed by the passengers. Thisall still only costs 1 SP to perform. The unmanned vehicle and crew combined now count as one unit in total forthe purpose of calculating how many SPs that player has to spend each turn. Vehicle crew with the engineeringskill will have to disembark if they wish to avoid a penalty when using that skill to repair a vehicle.Vehicle crew will become stragglers if their vehicle is destroyed while they are outside of it. If more than onecrewmember becomes a straggler treat them all as independent models.

    Movement Restriction from TerrainInfantry and vehicle movement may be restricted by dense or difficult terrain. This will result in a reduction in themovement allowed (in inches) for the respective models. Players should decide, before the game starts, whichterrain features on the board constitute movement restrictions, and also how much each feature actually restricts

    movement. E.g.:

    Difficult Terrain (scrub, light woods, mud, climbing a hill): Infantry, -1 per SP spent; ground vehicles -2 or -3 perSP spent

    Very Difficult Terrain(Marsh, very steep hill, dense wood, crater): All movement halved.

    Straggler modelsSometimes a model may find itself alone on the battlefield at the start of one of your phases and is unable to

    move to a friendly unit leaders exclusion zone that phase. If this occurs then they become subject to theStraggler Rule. That model may only stay where it is currently located, or it may fall back steadily directly tothe drop zone at full speed. It costs no SPs to move the model across the playing area during each of yourphases (movement occurs in phase 1 and phase 2 only). The model may only shoot if it is returning fire. Ifany model in a similar unit type that is within its leaders exclusion zone approaches within 4 inches [2.5] ofthe straggler model, the model becomes a fully functioning normal unit member again, and may be movedautomatically into a position that puts it within the leaders exclusion zone, AND also in base contact with theunit member that appeared within 4 [2.5] inches initially. (Or as close as possible to it). The unit the model

    joins may be a different one to its original unit.

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    Shooting

    All weapons, whether they are carried by infantry or mounted on a vehicle have a damage dice roll. For instance,the Arclight Blaster will inflict 1D6 + 6 damage to a target when it hits. To determine if the weapon hits the target,the operator needs to make a weapon skill check on 2D6. (In this case a small arms weapon skill check, as thatis the category in which the Arclight Blaster falls) If the result is equal to or lower than the operators skill level,and it is within the weapons range, then the attack is successful. Remember that skill in one weapon category

    (e.g.: small arms, heavy weapons or heavy artillery) is not transferable to another category they are differentskills. Each skill covering the variety of weapons in each category.Spending 1 Sp on a unit shooting means all models in that unit must shoot if they can. However they may choosedifferent enemy models as targets, even if the targets are attached to different enemy units. Individual models in aunit may be picked out, and fired upon, as long as they are within line of sight, and within the weapon range. Amodel base (friend or foe) will block line of sight for firing. For infantry blocking line of sight, take the base size, forvehicles take the vehicle footprint on the table.

    Visible Targets and RangeTo determine if a target is visible or not, get down at eye level on the table and see if there is a significant portionof the model visible. A rule of thumb is that at least one third of the model base must be showing to be targeted,regardless of whether it is infantry or a vehicle. For flying vehicles, one third of the model itself should be visibleas the base itself is often hidden at ground level on the tabletop.This rule will be subject to varying interpretation at times, so common sense, as well as fair play and fun shouldrule the hearts of both players involved when determining visibility.If a target is out of weapon range, it is not visible.

    Vehicles have firing arcs which may restrict what can be fired upon by the weaponry mounted on the vehicle.This is detailed below in the vehicles shooting section.An infantry model has a 360

    ofiring arc.

    Infantry Screen RuleA model based on the ground (not flying vehicles) cannot shoot at a target through two intervening models (eitherfriend or foe) if the intervening models bases are less than 1 apart. Also remember that you need to see at leastone third of the targets base to be able to target that model. In this way, your infantry models can form an infantryscreen that may be used to protect units, including vehicles, that are directly behind them, as seen from ashooting model.

    Shooting At InfantryIf a shooting attack is successful and the target is an infantry model, then follow this procedure to determine if thetarget model is removed from play:

    1. Roll the weapon damage dice as stated for that weapon.2. Add the targets resilience score and the targets armor score together, also add any modifiers that may

    apply. This will give us the targets defense score.3. If the weapon damage exceeds the targets total score of resilience, armor and modifiers, (i.e.: the targets

    defense score) then the target has been seriously hurt or killed, and is removed from play.

    To hit a target at short range, roll the skill dice normally to determine a hit. If the target distance is long range,then reduce the skill level by2 on the 2D6 skill dice roll when determining a hit.Also, if shooting at a target in short range, and your model base has a higher elevation on the playing area thanthe highest point of the target model by more than 3, (e.g.: due to standing on a hill, or on a wall) you may add+1 to the shooters weapon skill.

    Infantry models may only shoot one of their equipped weapons every time an SP is spent on their unit shooting.Vehicles may shoot all of their weapons.

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    4. If the weapon damage equals the targets total score of resilience, armor and modifiers, (i.e.: the targetsdefense score) then the target has been wounded (if it is a BIO) or damaged (if it is a MEKK). It maystill play a part in the battle if there is somebody friendly on the field with the battlefield medic skill (or thetechnician skill if the victim is a MEKK). Lay the injured figurine on its side until it has been attended to bythe medic/ technician. Wounded or damaged crew may not be shot at by the enemy, they areconsidered down and probably dead by enemy crewmembers who will probably have morelively opponents nearby to deal with at that point!

    Humanoid creatures generally have a resilience score of 3.

    Light armour has a value of 3.Medium armour has a value of 5.Heavy armour, or battle armour may have a value of 7 or more.

    The targets total defense score may also be modified by the following types of cover:1. Light cover (hedges, fences, foliage) = +1 modifier2. Heavy cover (barrels, buildings, walls, rocks) = +2 modifierNote: It is worth using building corners as cover. Even though they are vertical, they can still provideheavy cover for an infantry model. Cover bonuses are not cumulative.

    Other defense score modifiers may count, such as a BIO having biomechanical implants (which give a bonus

    to resilience).

    If the target is removed from play in this fashion, they may not necessarily be dead. After the game, the companyboss can roll a recovery/repair roll to see if his recruit recovers. On a roll of 1 4 on 1D6 (for BIOS), the targetrecovers and may be used in the next game. On a 5 6, hes dead. If the target is a MEKK, this recovery/repairroll may only be successful on a 1 or 2 on 1D6. This is because although tough and resilient, MEKKs onceknocked out of action will have suffered very heavy damage and probably rendered useless. They do not havethe bios ability to self heal. See more on the Recovery/Repair Rolls for Infantry Casualties in Chapter 3 - GameMissions.A unit may shoot at an enemy unit that is engaged in melee with a third, friendly unit, but a loyalty test must bemade by the shooting unit in order to do so.Bear in mind that if you shoot at enemy models that are engaged base to base with your own troops, you may hityour own troops and even suffer a drop in company loyalty as a result . Enemy infantry that are shot at while

    already engaged in hand to hand combat may NOT invoke the returning fire rule (see below). If you DOshoot at enemy models that are engaged base to base with your own troops, then for every successful hit, roll a1D6 if the result is a 1 or 2 then you have hit your own crew member, and must then roll the damage dice andresulting effects as if the fire had been made by an enemy. Otherwise the aim is true.

    The Returning Fire Rule

    Wounded/damaged Infantry models and the Coup de GraceAny enemy infantry models that come into base to base contact with your wounded/damaged infantry modelsmay deliver a coup de grace. Provided you have no healthy infantry models within 3 to protect your fallencomrade. For more about wounded models and medics, please refer to the medic skill in the crew skills sectionlater. Wounded models may be shot at only on the phase they become wounded. Wounded models do not countas infantry screen.

    When a unit is fired upon by another unit, a gun battle may ensue. Any infantry models in a unit, not engagedbase to base in melee, may return fire immediately after any members of their unit are fired upon by anotherunit. At no SP cost.

    A vehicle unitmay return fire immediately after being fired upon by another unit, provided that the unit beingshot at is also within the vehicles firing arc. However heavy artillery class weapons may not return fire

    they are too cumbersome to engage in fire-fights.Before a unit can return fire, casualties must be determined for the initial shooting by the antagonistic (first) unit.Only then, if there is anybody left alive, may the targeted unit return fire. Therefore a unit may get to shoot at theenemy during the enemys phase.

    When returning fire you can shoot at any model in the enemy unit that is visible.

    Lastly, if your unit is returning fire on an enemy unit that is partially engaged in melee with some of your ownrecruits, then your unit must make a loyalty test to do so. However, they may return fire automatically (without aloyalty test) on any models in that enemy unit that are further than 3 [2]from any of your own infantry models.

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    Vehicles ShootingWeapons mounted on vehicles have a firing arc measured in degrees usually either 90

    oor 180

    o. A weapon

    firing arc is based on the side of the vehicle associated with the weapon. For instance, a pivot mounted machinegun on a salvage dog truck might have the designation

    Machine gun (front 180o)

    Which would mean that it can fire at any target within a 180o

    arc of the front of the vehicle.Another example would be machine gun (left flank 90

    o), which would mean that it could fire at any target in a 90

    o

    arc on the vehicles left flank. The following diagram illustrates the different weapons firing arcs for vehiclemounted weaponry.

    Vehicle crew must only use the weaponsequipped with the vehicle, while they areaboard the vehicle. E.g.: You cannot equip asalvage dog cargo truck crewmember with aheavy weapon, and have that model use itwhilst being a gunner on the salvage dog.(See the Equipment Special Descriptions

    section later for more on the salvage dog.)Vehicles can shoot over the heads of friendlyinfantry models that have bases wholly orpartially within 3 of the vehicle.

    Shooting At Vehicles

    A vehicle is a unit. Troops inside a vehiclecannot be shot at (though they may takedamage as a result of the vehicle itself takingdamage see the internal damage tablelater). A vehicle cannot be shot at through ascreening infantry unit as long as the modelsin the screening infantry unit are 1 [.5] inch

    apart or less, otherwise two models furtherthan 1 [.5] inch apart represent a gap which

    does not screen the vehicle. Flying vehicles may ignore this rule when shooting at enemy vehicles as they havethe ability to target from the air, which ignores this land based infantry screen. Flying vehicles cannot be screenedin this way.When shooting at a ground based vehicle you must determine which side of it presents the largest target. This isthe side of the vehicle that must be shot at. If there is any doubt, roll a dice to settle the issue.

    When shooting at a flying vehicle you must determine which side of the vehicle is being shot at. You should dothis by marking the base of a flying vehicle model with the eight points of the compass, as described in flyingvehicle movement above. The eight points on the base will help determine which side of the flying vehiclepresents itself to the attacker as per the front, sides and rear delineations appearing in the diagram on page11.

    Just as infantry are hurt by dice rolls that either equal or exceed the models resilience score using the damagedice, vehicles are damaged by a dice roll that exceeds their armor value. All vehicles have an armor value forthe front, rear, either side (flanks) and top. The top armor is only a viable target to flying vehicles that are in line ofsight and within 12 [7] inches; or infantry within 12 [7] inches that are positioned in a building (or equivalent)which raises them at least 3 [2] inches above the top of the vehicle model chassis (not including aerials and otherparaphernalia that are attached.)

    For every point that the damage dice roll exceeds the vehicle armor value, a roll on the vehicular damagetable is made. For example, a vehicle with 8 armor value on its left flank is hit by a Tachyon rifle, which does 11

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    points of damage. This means 3 dice rolls are made on the vehicular damage table (11-8=3). Each dice roll on thevehicular damage table is made by rolling 1D6.

    Furthermore, all vehicles in the game fall under one of two categories: either civilianclass or military class. Theonly difference this makes is that civilian class vehicles can have their armor score permanently reduced byenemy fire as the makeshift armor that is bolted and welded onto these vehicles is shot off and blown apart. Thisis represented by results 1 to 3 on the vehicular damage table (shown below). Military class vehicles have muchbetter armor, which is designed to withstand battlefield damage. Therefore, the first three results on the vehicular

    damage table are ignored if the vehicle falls under the military class in its description.

    Additionally, each vehicle has a superstructure score that can also be reduced by enemy fire. When thesuperstructure score is reduced to 0, that vehicle will suffer a catastrophic failure, represented by a roll on thesuperstructure failure table (page 17).

    VEHICULAR DAMAGE TABLE

    (Roll 1D6)

    1. Lose 1 armor point permanently on the side ofthevehicle taking fire (only applies to civilian class vehicles)2. Lose 2 armor points permanently on the side ofthevehicle taking fire (only applies to civilian class vehicles)3. Lose 3 armor points permanently on the side ofthevehicle taking fire (only applies to civilian class vehicles)4. Lose 1 superstructure point permanently

    5. Lose 2 superstructure points permanently

    6. Internal damage! Roll on the INTERNAL DAMAGE table below

    Two salvage groups shoot it out!

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    INTERNAL DAMAGE TABLE

    SUPERSTRUCTURE FAILURE TABLE

    (Roll 1D6 only results 1, 2, and 6 are cumulative)

    1. Crew hurt all vehicle crew suffer from a small explosion in the cab, or a dramatic drop/increase inpressure. All vehicle crew make a RES test by rolling 1D6. Compare the result with each crew membersresilience score. If the dice roll is higher than the crew RES, then that crew member dies. This will

    probably curtail one of the vehicle functions. Either movement or weaponry. Until another person can

    take over the role this replacement must have the appropriate skills. The replacement may come froman infantry unit nearby. Resize the infantry unit - this reduction in unit size does not count for infantryunit casualties. If the vehicle is a demolition bot then just deduct 2 from the superstructure points

    instead.

    2. Weapons system shut downpermanently roll randomly to determine which weapon on the vehicleis effected, if there is more than one weapon equipped on the vehicle. Ignore if no weapons present.

    3. Immobilized may be repaired by someone with ENGINEER skill (the driver may have this skill).Repairs may be attempted during the next phase, and each phase thereafter. The engineer must remain

    within 1 [.5] inch of the vehicle and may not engage in shooting or fighting while repairing the vehicle.The vehicle may still shoot, but may not move or turn facing. If the vehicle is a flying vehicle, itbecomes very difficult to manage instead, and the pilot must make a pilot skill check at the start of each

    turn to operate the vehicle normally. If the check is failed then the pilot loses control of the difficult

    vehicle and crash lands anywhere within 8 [5] of its current position (but not on an enemy model). The

    pilot must make a RES test (see result 1). If the pilot survives then that model will escape the wreckageand have to make their way across the battlefield as per the straggler rule.

    4. Power core leak movement permanently reduced by 25% (round up). Not cumulative with multiplepower core leak results. Throttle bonus also halved. Minimum movement score also reduced by 50%.

    5. Severe power core leak movement permanently reduced by 50%.(round up) Not cumulative withmultiple power core leak results. Throttle bonus lost entirely. Minimum movement score also reduced

    by 50%.

    6. Internal explosion superstructure suffers 6 damage points and the crew AND any passengers arehurt (as result #1). This result is cumulative with other internal explosion results. If superstructure is

    reduced to zero, then roll once on the superstructure failure table below.

    (Roll 1D6)

    1. KABOOM! the vehicle explodes, the driver and crew/passengers are fried with no post-gamerecovery/repair roll. All models within 3 [2] inches of the vehicle take 1D6 + 5 damage.

    2. 5. Vehicle smashed beyond repair this vehicle will remain on the battlefield as wreckageforevermore. If the driver makes a successful vehicle driving, dangerous driving or pilot skill roll

    he/she and any passengers may eject immediately (see below). If not, he/she and all passengers

    suffer severe wounds and are removed from play but may still make a recovery/repair roll after the

    game. If passengers and driver bail out in time, the driver may join the passengers to create a

    larger infantry unit.

    6. Power core failure a chain reaction builds deep within the vehicles power unit. At the start ofthe next phase that occurs, regardless of which players turn it is, the vehicle goes KABOOM! (seeresult #1). Ejectrule: If the driver/ pilot make an immediate driver or pilot skill test. If successfulall vehicle passengers and crew can eject from the vehicle and land directly anywhere within 2 [1]

    inches of the vehicle. From that point on, they are on their own and follow the straggler rule. Pilots

    and drivers may only be armed with small arms.

    At the start of the next phase a flying vehicle will move 10 inches in the direction it is facing. Thepoint where it starts is the point where the pilot may have ejected the previous phase and the point

    where it stops is the point where the explosion will occur. If the skill test is failed, the pilot/driver

    and passengers are fried and cannot be brought back with a survival/repair roll after the game.

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    Weaponry

    There are 3 different categories of weapon in the game:1. small arms this is a catch-all classification for a wide variety

    of firearms that might be carried by infantry. It might range fromautomatic rifles and pistols, shotguns, and small hand-heldenergy weapons. There are a few notable exceptions, thearclight blaster for instance, that also fall into the small armscategory.

    2. heavy weapons this covers the heavier weaponry that mightbe carried by infantry and also sometimes mounted on vehicles.Examples include the mini-gun, the SPM (self-propelledmissile), and infantry cannons. These weapons invariably havetheir own particular damage dice roll and also usually haveother rules that apply, detailed in the separate descriptions foreach weapon that appears below.

    3. heavy artillery these weapons are mostly found mounted on

    vehicles due to their extreme size. They also have individualdamage dice and rules pertaining to each weapon, coveredunder the description for that weapon (see below). Most ofthese weapons have restrictions on the number of times theycan fire per player phase/ turn due to the need to reset orrecharge the powerful ammunition for each shot. They are onlyfound in the hands of infantry on very rare occasions.

    Description Range Special rules/notes

    General smallarms

    1D6+4 112short [7]24 long [14]

    Covers ordinary small arms, such as rifles, pistols, shotguns and smallenergy weapons not covered elsewhere in the rules. At least 50% of allinfantry models must be equipped with general small arms due to thescarcity of all other weapons.

    Arclightblaster

    1D6+6 113 Short [8]26 Long [15]

    See Difficult to Obtain Rule rule, page 20.

    Flechette rifle 1D6+4 215 Short [9]30 Long [18]

    See Difficult to Obtain Rule rule, page 20.

    Avenger 19(close assaultrifle)

    1D6+5 1 12 Short [7]18 Long [11]

    Standard FDF military sidearm. Very high rate of fire.

    Grenade

    Frag -

    1D6+4

    EMP -special

    1 8 [5]

    (1 radius) [.5]

    Uses throw grenade skill to hit accurately. Roll double 6 on skill checkand drop the grenade at your feet. BOOM! May be equipped along with

    another weapon. Effects all models with base partially or wholly within 1blast radius of strike point. May be lobbed over obstacles less than 3high and 2 deep at non-visible targets. Apply a 2 modifier to throwersgrenade skill level if target is not visible.EMP grenade effects MEKK only. Roll 1D6+2 and compare againstMEKK resilience score. If the result is higher then the MEKK has beenshut down. Treat as wounded/damaged. May be used on civilian classvehicles also. If hit, roll 1D6. A result of 1 means the vehicle has beenimmobilized (as result 3 on the internal damage table).

    Sniper Rifle 2D6 or4D6

    1 24 short [14]48 long [28]

    Special see description in the Equipment for Your Salvage Companysection later.

    Numberof hits

    Small Arms

    DamageDice

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    Description Range Special rules

    Mini-gun 1D6+4 1D6+116 Short [10]32 Long [20]

    Strafe pick a target and divide the number of hits as evenly as possibleamongst the target and every figure visible within 3 inches. May be

    mounted on vehicles. May be carried by any infantry.22mm lightinfantry cannon

    3D6-2 118 Short [11]34 Long [20] May be carried by any infantry. Needs no physical augmentation to use.

    75mm pump-action infantrycannon

    3D6 114 Short [8]26 Long [15]

    May only be carried by warbots, or infantry if they are using physicaaugmentation in the form of a powered battle suit.

    HEPAC: high-energy particleacceleratorcannon

    2D6+3 118 Short [11]32 Long [20]

    May only be carried by warbots, or infantry if they are using physicaaugmentation in the form of a powered battle suit.

    Self-PropelledMissile

    varies1 16 short [10]

    32 long [20]

    Gnasher missile high explosive 2D6 damage to all models with basepartially or wholly within 1 blast radius of strike point.Bonesaw missile Armour piercing 1D6+3 damage.Shocker missile EMP delivery system. Effects MEKK crew within 1

    blast radius of strike point. Roll 1D6+2 and compare against the MEKKsresilience. If the result is higher, then the MEKK has been shut downCount it as wounded. May be used on civilian class vehicles also ifhit, roll 1D6. A result of 1 means the vehicle has been immobilized (asresult 3 on the internal damage table).

    ClusterBomb

    1D6+5

    2 [1]radius

    115 Short [9]24 Long [14]

    Choose a visible target within range this may be a spot of open groundor scenery. Blast radius: All models within 2 inches of the target aredamaged.May be used by any infantry or mounted on vehicle.

    Description Range Special rules

    NOVAbombard

    3D6-21 shot perphase

    20 Short [12]36 Long [22]

    Blast radius:Choose any target within range, target need not be visible thismay be a spot of open ground or scenery. Roll to hit. All modelswholly or partially within 1 inch of the target are damaged. Roldamage individually for each model affected. May not be used inthe Fog of War phase due to its slow rate of fire.

    Anti-mattercascadehowitzer

    1-3D6+31 shot perphase

    12 Short [7]24 Long 14]48 Extreme [29]

    Blast radius:3D6+3 at short range to all within (or partially within) 22D6+3 at long range to all within (or partially within) 21D6+3 at extreme range to all within (or partially within) 2Extreme range is minus 3 to weapon skill when shooting.

    Tachyon rifle 4D6+21 shot perphase

    20 Short [12]33 Long [20]

    May not be used in the Fog of War phase due to its slow rateof fire.

    Note- Blast radius: Weapons that have a blast radius effect models even with only a small part of their basewithin the radius of effect. Roll separate damage dice for each model caught by the blast. Where the target is aspot of open ground or scenery, place a marker there while working out damage. Target must be visible unlessotherwise stated.

    Heavy Artillery: May Only Be Mounted On Vehicles

    Numberof hits

    DamageDice

    Heavy Weapons

    Numberof hits

    DamageDice

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    Self Propelled Missiles: A missile launcher can only be fired once per phase as it has to be reloaded for eachshot (it costs no SPs to load). If the user fails the skill check then the missile is wasted as it fails to lock on thetarget.Vehicle mounted weaponry can shoot over the heads of friendly infantry with base wholly or partially within 3inches of the vehicle model.Number of hits refers to the number of times a target will be struck by a bullet/ missile from that weaponwhenever a single successful shot is scored on the target by the shooter of the weapon. For example one hitfrom a flechette rifle will hit the target twice. Each hit doing 1D6+4 damage independently.

    Equipping Infantry With WeaponsAlthough it would be lovely to be able to arm your salvage company to the teeth, there are rules regarding theamount of weapons allowed for the company based on how many crew members are in that company.

    Difficult to Obtain Rule

    Arclight blasters and flechette rifles come under the difficult to obtain rule. This means that for every onearclight blaster or flechette rifle purchased for your salvage company as a whole, there must be at least 3 othercrew members (including vehicle crew) with weapons present in your company that are not equipped with aflechette rifle or arclight blaster.

    Very Difficult To Obtain Rule

    All heavy weapons follow the very difficult to obtain rule. This means that for every one heavy weapon youpurchase for your company as a whole, there must be at least 4 other crew members (including vehicle crew) withweapons present in your company that are not equipped with a heavy weapon.

    Example 1) If you have two infantry models in your company armed with heavy weapons, you must have at least8 other infantry models in your company that are not equipped with heavy weapons.Example 2) In order to get 1 arclight blaster and 1 flechette rifle in your salvage company, You would need aminimum of 8 models. 6 armed with small arms and the 2 models that are to be equipped with the arclight blasterand flechette rifle.

    Weapons mounted on vehicles are not included in this rule.

    It is up to you where you place these weapons within the different infantry units comprising your force. You mayplace them all within one unit if you wish, or spread them more evenly among your units as long as the difficultto obtain and very difficult to obtain rules are adhered to.

    Hand-To-Hand Combat (Knuckle Time!)

    When opposing infantry units draw close to each other on the battlefield, things get very heated, and hand-to-hand (melee) combat may well result. This requires a distinct set of rules to deal with how units meet in meleecombat, and which factors determine the outcome, i.e. who wins. Hand-to-hand combat is usually a short, violent,and decisive occurrence. Crew-members will typically use knives, iron bars, chains or any other basic handweapon. This type of weapon delivers no bonus in melee. More powerful weapons exist that do give a bonus inmelee combat. These weapons add a bonus to your Combat Rating and are detailed in their individualdescriptions in the equipment section later.

    All infantry models exert a zone of control (ZOC) in a radius of 3 inches out from the models base, in a 360 arc.If one of your infantry models enters an enemy ZOC (i.e. part of your infantry models base is within 3 inches ofone or more enemy infantry models bases, and no impassable obstacles lie between them), then your modelmust halt, and you must decide once your entire units movement is complete whether or not to enter into hand-to-hand combat with the enemy model(s). Entering into hand to hand costs no SPs. It is very likely that you willhave several models from the same unit in this situation at this point (as many as possible even!). If you decide toenter your unit into combat, then you may immediately move your models that are within the enemies ZOC into

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    base-to-base contact with the enemy model(s). This is a free move. Alternately, you may perform one of thefollowing actions:

    shoot at the enemy unit that has some of its models within your ZOC - which costs one SP and requiresyou succeed in a loyalty test if there are friendly models engaged in base to base melee with the targetenemy unit.

    your entire infantry unit may voluntarily retreat. (See the

    The Retreating Infantry

    Rule in the Company Loyalty section later in this chapter.)

    Engaging In MeleeOnce the decision has been made by one of the players to initiate a melee, move all the models owned by thatplayer (and that are positioned within the enemy ZOC) up to base-to-base contact with the enemy models. He/shemay choose individual opponents specifically, but you must spread the melee as evenly as possible amongstthose models engaged, e.g. you cant pile all your models up against only one enemy model if there are several enemy models to in range to choose from. The enemy models cannot move while this takes place.

    If only some of your models move forward into base to base melee with the enemy unit, this may leave some ofyour models outside of your unit leaders exclusion zone. This is OK, but the situation must be corrected as soonas the melee is over. They cannot move away but they can shoot into the melee if they wish (for 1 SP). For detailsof how to correct this see the The Exclusion Zone Rule and Melee Combat section later in this chapter.

    Playing Out A MeleeOnce the models are positioned base-to-base for fighting they cannot take any further action other than melee orretreating. The first melee phase occursat the end of that player turn, after phase 2 finishes and at the endof every subsequent phase 2 until the melee is resolved and the survivors disengage. Melee is worked outon an individual model basis. Both players nominate a part of the melee to work out (i.e. a group of base-to-basefigures) and then move on after that bit is worked out to another part of the melee. It is therefore advisable to setup the models engaged in a melee with this in mind to make it easier to calculate the results. Models cannotshoot while engaged base to base in melee.

    Combat RollModels that are engaged base-to-base in a chosen part of amelee all fight at the same time by adding their hand-to-hand combat skill score along with their defense score(NOTE: defense score = resilience score + armor score)to obtain their combat rating and then adding 1D6+2 to thetotal. The result is the COMBAT ROLL, which is thencompared to the opponents combat roll. Also, various othermodifiers may be applied to the combat rating depending onequipment and other skills.

    Condition Combat rating modifier

    1. If model is attacked while defending heavy/lightpassable cover such as a low wall, barrels, +2barricade, low wire fence or hedge.

    2. Model has powerful melee weapon* +?

    *A powerful melee weapon will add a nice bonus to the combat rating, depending on its type.

    The diagram to the left illustrates how a melee might bearranged in little, easily handled bunches. Parts A, B and

    C. Note that the models are spread out as evenly aspossible amongst the available opponents.

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    Each model rolls the combat roll dice once for each enemy model it is facing in melee that it is in base to basecontact with.The winner of the melee is the one with the highest combat roll. If the losers score was beaten by only 3 points orless (e.g.: 18 beating 15), the loser is only wounded/ damaged lay the figure on its side; hopefully a battlefieldmedic or technician will arrive to help the model. If the losers score was beaten by 4 or more points, he has beenseverely incapacitated or killed and is removed from the game. If the combat roll for each model is the same,neither model is hurt and they continue fighting.

    A single model may be engaged in base to base melee with multiple opponents. He/she may try to kill all ofthem in the same melee phase but for every subsequent opponent after the first the model must deduct 3 fromits combat rating. This is cumulative, so against the third opponent deduct 6, the fourth 9 etc. Order ofopponents is chosen by the player with the most models involved, (determine who chooses with a dice roll if thenumber of models engaged is the same on both sides This can occur because large models may count asmultiple models, demobots for instance count as 4 models).

    Melee example A salvage company boss wearing HADES armor has a total combat rating of 22. She is attacked by threeenemy salvage crew (A, B and C) in melee. Enemy A has a CR of 13, enemy B has a CR of 14 and enemy C hasa CR of 17.

    The order the melee is worked out is chosen by the enemy, as the company boss is outnumbered. This meansthe company boss cannot pick and choose the order of opponents to her advantage!The enemy player decides that the best way to give his weakest crew a chance of hurting the company boss is tosend up his best fighters first, as they have a chance of beating the boss high CR. This will reduce the boss CRscore for the weaker members of the group. He might just as well have decided to try the opposite strategy sacrificing his weakest fighters first to enable the best fighter a good chance of winning!

    So enemy C vs the boss C rolls a 2 on the 1D6+2 combat roll. The boss rolls a 1. Enemy C (Combat Roll:17+4=21) does not have a high enough combat roll to beat the boss (Combat Roll: 22+3=25). The boss alsobeats enemy C by more than 4 points, so enemy C is killed.

    However, against the second opponent the boss CR is now only 19. Enemy B rolls a 4 giving him a combat rollof 14+6=20. The boss then rolls a 2, giving her a combat roll of 19+4=23 not enough to kill enemy B, butenough to wound him. Enemy B is lain flat and now needs a medical attention to function normally again.

    Against the third opponent the boss CR is now only 16. Enemy A rolls a 5 giving him a combat roll of 13+7=20.The boss rolls a 1 giving her a combat roll of 16+3=19. The boss has been wounded by enemy A. The HADESarmor model is lain upon its side and must await medical attention.

    Hints and Tips: Avoid being Outclassed in melee - Be very cautious about sendingyour weakest melee fighters into hand to hand combat with powerful enemy fighters.They can find themselves completely outclassed and unable to contend against a highenemy combat rating. If this occurs they will stand no chance at all of hurting the enemyon their own. However, sacrificing weak melee fighters against a powerful opponent is a

    good way of reducing the enemy CR to a manageable level. The above combat exampleillustrates this.

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    Bravery Tests

    At the end of the melee phase, after all combat rolls have been made and casualties worked out, both units mustmake a bravery test by rolling 1D6 and adding their loyalty score to the result. Both units then add the followingmodifiers to this result to try and beat their opponents combined score:

    BraveryCondition Modifier

    1. Outnumbered by the enemy -22. Outnumbered by the enemy 2:1 or more -4

    3. Your entire unit has battle armor +24. Each casualty caused this phase in the melee +15. Each casualty received this phase in the melee -1

    The final scores are compared. If the loser loses by 3 points or more, then the unit will retreat immediately,directly towards their drop zone for twice their normal movement score (for medium infantry, this would be 10 [6]inches as their movement score is 5 [3] inches per phase). This retreat maneuver does not cost SPs to perform.It is covered in more detail in the Company Loyalty section.If the loser loses by less than 3 points, the combat will continue into the next turns melee phase.

    Count all of your infantry models inunits still wholly, or partially engagedat the end of a melee when working

    out the outnumbered modifier. Evenif your models belong to more thanone unit.

    Large models and hand to hand combat Some large models count as more than one model when in hand to hand combat. The demobot, forinstance counts as four models. This means that an opponent must have more than four models engagedin base to base melee to outnumber the demobot and decide the order of combat. Otherwise, the playerowning the demobot gets to choose the order.

    Also, counting as more than one model affects whether a unit will be outnumbered or not during a braverytest at the end of the melee phase (see below). For instance a demobot and a salvage crew membercount as 5 models for a bravery test.

    Note that a large model that counts as more than one model does not affect the penalty modifiers forfighting multiple opponents. So, a lone salvage crew member fighting a demobot will not suffer -9 to hisCR (for fighting four opponents), he will fight with his normal CR.If the demobot were fighting two opponents it would suffer a -3 to its CR against the second opponent.

    Often, a large model, usually a huge robot type, may be described as both a mekk and a vehicle. Thedemobot and the asteroid miner cyclops for example. If this is the case then the model fights in hand tohand as normal infantry, using a CR score, but takes damage like a vehicle.When the large model loses a round of hand to hand combat count up how many points it lost by.Compare its combat roll result with the enemy combat roll result. The difference is the number of rollson the vehicle damage table the large model will take.For example, a demobot and a salvage company boss are fighting. The demobot scores a 23 on itscombat roll, the salvage company boss scores a 25. The demobot will suffer 2 rolls on the vehicle damagetable.

    A large model described as both a vehicle and a mekk cannot suffer more than amaximum of 12 rolls on the vehicle damage table during the same hand to hand combatphase. This does not apply to models only described merely as a vehicle. These are ordinary vehiclesand cannot fight in melee (the salvage dog for instance). There is no limit to the number of rolls on thevehicle damage table these models can be subjected to in a single phase. See the assaulting vehiclessection shortly.

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    If any of the units involved in the melee lose 33% or more of their number in one melee phase, they do not needto take a loyalty test. The bravery test at the end of each phase of melee takes precedent. Also, an infantry unitengaged in melee that takes 33% or more casualties in one phase due to enemy shooting must take a normalloyalty test. (Shooting casualties will not take place in the melee phase).On subsequent phases, if there are enemy infantry models within your ZOC at the start of your phase 1 or phase2, then the models in your infantry unit