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Roll Out the Gun Barrels: Star Strife

By J. L. Butler

Basic Rules:

Each player should have distinctive dice. If not all of one color, at least make sure everyone knows which dice belong to which player. This can get problematic when you have more than 3 or 4 players, of course.

Your forces will consist of some number of dice of various types. By adding up the total number of sides on all your dice, you get the point value of your army. Players will usually want to have the same number of points, but need not. Determine who goes first by some random method, then have all players roll their dice.

Each turn consists of two phases. During phase 1, the first acting player plays and then during phase 2, the second acting player plays. A unit may only act once in a turn. If it conducts a defensive action during the other player's phase, it may not attack. If it attacks in its own phase, it may not conduct a defensive action during the other player's phase.

In a direct assault, pick one die of yours that shows a number greater than one die of an opponent's. That enemy die is eliminated and placed in your scoring area.

For a flanking maneuver, choose two or more of your dice whose total equals that of an enemy die. Greater than doesn't work, the total must be equal. This represents the greater finesse required in outflanking an opponent. Additionally, one of the dice used in the flanking maneuver must show a value that is at least half as large as the value shown on the die being attacked. This keeps a horde of d1's from being able to overwhelm any other target, unless that target rolled really poorly. As with a direct assault, you place the enemy unit in your scoring area.

Note: The presence of attrition units may change who is the victor of an engagement. Should after attrition casualties the defender hold the advantage, he is the victor and the attacker's die is eliminated. The defender then suffers damage as if he were the attacker. In the case of a tie, both sides suffer damage.

Damage: Units suffer damage as a result of engagements. In direct assaults, the attacker's die is reduced by half the value of the defender's die. For example, if your D12 with a '10' showing is used to polish off a D10 with an '8' showing, the D10 is eliminated and your D12 is now reduced to '6'. An attacking die which is at least 4-sided cannot drop below one, unless already equal to one. Those which drop to zero or less are eliminated, and go to the defender's scoring area.

In flanking maneuvers, those points of damage may be distributed among the attacking units as the attacker wishes. Any attacking die may be reduced to zero and thus eliminated.

Catastrophic Damage: Any unit reduced to '1' cannot roll again.

Once you've made your attack, regardless of the type, the phase passes to the next player. Obviously, in a game with many players, the opening rounds will be very bloody as all the low-rolling dice are eliminated.

The game ends when only one player has any dice left. Total up the sides of the dice you have in your scoring area, highest total wins


Attack Sequence:

  1. Declare attack (type, target and participants)
  2. Call for Reaction (continues until both sides pass)
  3. Resolve Attrition combat (attrition units are counted after attrition casualties)
  4. Determine Victor
  5. Eliminate Loser and Assign Damage

Units:

Note: D1-D3 units regardless of type gain the Attrition tag. Attrition units cannot control, deploy or field other attrition units.

Small Fry: These units are unattractive targets, but can get lucky and outflank a big unit that got a bad roll. It's recommended that no more than half of any total army be made up of Small Fry.

D1:

D1 Battlesatellite/Space Mine (Cannot kill units larger than D6 unless flanking.) (Attrition unit.)

D1 Space Combat Drone (Represents a pattern of 1-10 drones. Adds +1 attack, +1 defense to controlling unit; takes up one control channel. Owning player can buy more SCDs than control channels, extras are deployed in space as D1 attrition units until a control channel is freed. Can be targeted separately. A ship can only control D/2 of units in control channels.)

D1 Decoy (Cost: 2 pts.) (Adds +2 defense to controlling unit; takes up one control channel. Decoys cannot be replaced in combat. Can be targeted separately.)

D1 Interceptors (Cost: 2 pts.) (Represents a pattern of interceptor drones and/or rockets. Attrition. Reaction. Held out of play aboard owning starship until used. Requires an open control channel at beginning of turn of use. Interceptors react into play from their deploying starship and are immediately removed at end of the turn in which they were deployed. +3 defense to controlling unit. The interceptors themselves gain +2 attack when rolling for attrition casualties only.)

D2:

D2 Corvette/System Defense Boat (Escort. Attrition. Cannot kill units larger than D4 unless flanking.)

D3:

D3 Heavy Corvette (Escort. Attrition.)

Medium Fry: The meat of any army.

D4:

D4 Fighter Squadron (Attrition. Reaction. Must be deployed from a carrier. Fighters can stack more attack points than their target in flanking maneuvers.)

D4 Mecha Squadron (Attrition. Must be deployed from a carrier. Mecha can stack more attack points than their target in flanking maneuvers. If given a control channel, they lend their firepower support to the controlling ship, surrending their own attack. Supported ships receive +1 attack, +2 defense. Supporting mecha provide a die roll towards attrition casualties against enemy attrition units attacking their controlling ship. Mecha receive +0 attack, -1 defense against fighters in open space; mecha receive +1 attack, -0 defense against fighters in bad terrain. Mecha receive +3 attack vs. ships without defending mecha or fighter cover.)

D4 Frigate/Patrol Ship (Escort)

D4 Gunboats/Heavy Fighters (Attrition. Reaction. -1 defense, cannot drop below 1. May add +1 to attack when flanking or not as owning player wishes.)

D6:

D6 Destroyer (Escort)

D6 Guided Missile Destroyer (+1 attack, only 1 control channel)

D6 Escort Carrier (Carrier)

D6 Defense Platform (Station)

D8:

D8 Light Cruiser (May add +1 to attack when flanking or not as owning player wishes.)

D8 Light Carrier (Carrier)

D8 Base Station/Space Station (Station)

Big Fry: The units that you want to have a few of, but really hope they never roll 1s.

D10:

D10 Heavy Cruiser/Battlecruiser

D10 Guided Missile Cruiser (+2 attack, only 1 control channel; can deploy 0 D4 units but gets 2 carrier actions for supporting drones)

D10 Fleet Carrier (Carrier)

D10 (Station)

D12:

D12 Battleship

D12 Attack Carrier CVA (Carrier)

D12 Basestation (Station)

D20:

D20 Dreadnought

D20 Supercarrier (Carrier)

D20 Battlestation (Station)

D30:

D30 Superdreadnought

D30 Battlestar/Mother Ship/Command Ship (Carrier)

D30 Frontier Station (Station)

D60 (D30x2):

D60 Warstar

D60 Basestar (Carrier) [Note: Basestars can carry as many as 300 fighters.]

D60 Starbase (Station)

D100 (not recommended):

D100 Borg Cube

D100 Starfortress/Fortress Station/Asteroid Fortress/Death Star (Station)


Unit Type Rules:

Stacking: Certain units may launch mass attacks, namely fighters and mecha. Fighters and mecha can stack together more points of units than the die roll of the target die in flanking attacks.

Attrition Units: Attrition units suffer casualties when participating in attacks. Attrition units roll their dice and divide by 3 (round down) and eliminate that many enemy attrition dice involved in the attack. Non-attrition units involved in the attack roll their dice and divide by 4 (round down) and eliminate that many enemy attrition dice involved in the attack.

Reaction Units: If these units have not already acted this turn, reaction units may be sent in as reinforcements by the defender to bolster a particular battle for his side. Or he may opt to pass. Either way, after this, the attacker is free to send in any reaction units of his to the fight that have not acted to compensate. Or he too may pass. This continues until both players have passed. Then all reaction and attrition units roll their dice and resolve casualties. The survivors add their points to their respective side and if the attacker's total is greater than the defender's then the target die is removed from play; otherwise it is not.

Escort Units: Escorts can either attack or defend in a turn. Either counts as an action, and they cannot act twice in a turn. In defense, if your opponent manages to take one of your dice, you can choose to have one or more escorts take that die's place, but only if their total is greater than or equal to the difference between your opponent's die and the die she is trying to take. Example: Your opponent uses a d12 to take your d10. The d12 reads "11", and your d10 reads "8." Her d12 beats your d10 by 3 points. HOWEVER, you notice you have an escort in play. The escort shows 3. You can choose to sacrifice the escort to your opponent instead, and keep your d10 in play. Now lets change that situation... This time, she again has 11 on her d12 and you again have 8 on your d10, but none of your escorts show 3 or higher. But you do have 2 escorts in play, with the numbers 1 and 2. You can sacrifice these two escorts (because their total equals 3 or higher) and keep your d10.

Carriers: Carriers are used to deploy fighters, gunboats and mecha. Carriers also gain Carrier Actions depending on size.

Carrier Type: Can deploy X D4 units: # of Carrier Actions:

D6 CVE 2 1
D8 CVL 3 1
D10 CV 4 2
D12 CVA 5 2
D20 SCV 8 3
D30 BatS/MS 12 5
D60 BaseStar 24 10

Certain non-carriers can deploy a limited number of small craft as seen below:

Non-Carrier: Can deploy X D4 units: # of Carrier Actions:

D6 DD (or smaller) 0 0
D8 CL 1 0
D10 CA 1 1
D12 BB 2 1
D20 DN 3 2
D30 SDN 5 3
D60 WAR 10 6

Carriers cannot attack and thus their attack strength is always considered zero. They roll as normally to provide a defense number. Non-carriers utilizing Carrier Actions forfeit their attack that turn if they use a Carrier Action. Non-carriers forfeit their Carrier Actions if they use an attack that turn.

Carrier Actions:

Repair Attrition: Roll carrier die, if even, the loss of an attrition unit in combat is prevented.

Rally: The friendly attrition unit of your choice re-rolls its die.

Disperse: Friendly D4 attrition unit is dispersed into 4 D1 Attrition units.

Coordinate: Grants a friendly attrition unit +1 offense for a turn.

Stations:

Stations can both attack and use carrier actions without penalty. Only the strategic defender may have 1 station (barring a special scenario) and he may only have 1 (again, barring a special scenario). Stations cannot participate in flanking attacks although they may be the target of flanking attacks. Stations gain +3 attack, +3 defense, +5 defense against flanking attacks. Stations have D/2 (round down) control channels. Stations may make use of decoys. Stations gain the carrier capacity and carrier actions of a carrier of their die.

Control Channels:

Starships have limited communications and scanner resources; these are represented by control channels. A ship has only D/2 control channels. These channels are used to control drones and decoys or such and/or coordinate close support with mecha squadrons. A single die may conduct a supported direct assault by attacking with drone, decoy or mecha support with only the units that fit into its control channel allotment. Damage incurred in such a supported direct assault may be scored off of accompanying drones, decoys and mecha first.

Command Points (optional):

At the beginning of each turn, each player rolls a D6 and gains that many Command Points. You may use a Command Point at the beginning of a Phase to reroll a single friendly die. You may expend all of your Command Points to force a single enemy die to reroll (in which case, that player may not use Command Points to reroll.)

Terrain Types:

Asteroid Field: +3 defense for all units. Attrition units gain +2 attack vs. non-attrition units.

Ancient Minefield: Every turn, during their phase, each player gains 5 D1 Basic Space Mines to use against their opponent.

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