Open navigation menu
Close suggestions
Search
Search
en
Change Language
Upload
Sign in
Sign in
Download free for days
0 ratings
0% found this document useful (0 votes)
36 views
Star Gate
Star Gate board game
Uploaded by
tdsotw998
AI-enhanced title
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content,
claim it here
.
Available Formats
Download as PDF or read online on Scribd
Download now
Download
Save StarGate For Later
Download
Save
Save StarGate For Later
0%
0% found this document useful, undefined
0%
, undefined
Embed
Share
Print
Report
0 ratings
0% found this document useful (0 votes)
36 views
Star Gate
Star Gate board game
Uploaded by
tdsotw998
AI-enhanced title
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content,
claim it here
.
Available Formats
Download as PDF or read online on Scribd
Download now
Download
Save StarGate For Later
Carousel Previous
Carousel Next
Save
Save StarGate For Later
0%
0% found this document useful, undefined
0%
, undefined
Embed
Share
Print
Report
Download now
Download
You are on page 1
/ 9
Search
Fullscreen
SPACE CAPSULI ST eee ie ae Lat StarGate MUM alms) om elt! cre me Cer "@ ed ee Ce EOStarGate The Final Space Battle for Galactic Freedom Copyright © 1879, Simulations Publications Ine, New York, N.Y, 10010 [1.0] INTRODUCTION Using hei mysteriously contelledStaratesasan Infalble method for surprise attack, the power hungry Viranians have carried ona terrible War of Puryication spanning the milky wey for neatly Ear years. Remnants of civilizations shattered by the miahi ofthe ViranianTri-Ships have band- fe together into a coalition and assembled r2g- {ag bate fet awaiting any opportunity to stike back atthe Viunian enemy. In 2519 A.D. that oF portunity arises when, on some distant part of the alan, the Virunians come up against an adver sary so unexpectedly overpowering that itisallthe \inunian fet ean do to. fee pelbmell back through their sareates to arsive near their source of sength, the Nalleate But thei Tr-Ships are ‘how randomiy separsted and thet unified om ‘mand non-enstant- Coalition telepaths catch wind ff the evens (ranspicing and. move their fleet {oward the Nallate, arriving there just a he fst helpless Virunian elements tumble forth in disar ay From she stargate, The wil alle that follows wll decide whether the Virunias will ever Senin ioe elany ‘Stargate recreates this batle using a tlied, sem abstract movernent stem. Most of the pot the game are primarily moved im seaight lines along the hesgrid, which often means @ Player most move his playing. pieces to less advan tapeous hexes, unless he is willing to expose them ‘addtional hazards. This may seem strange 10 Players who visualize the rap asa representation of space. However, the technolggy of the distant Tauure, with which this game is concerned in an absirace manner, enables spaceraft 10 "ide ‘rom one another in the vasiows planes and dimen: ns ceated by the Nllgne, a phenomenon cen teal to Viranian power, Thus, when one ships 0 ‘nthe same line of hexes as another, the two ships fare considered not to be inthe same type of space Ad may not make contact ane of the ships were ‘maved to. hex that was in ine with the other Ships hen, he wo would then beinthe same plane Of space and thus make contact, For most ships, Shitting. beomeen these planes” without proper preparation requires the suspension of all defen- Sive mechanisms, exposing the ship (0 attacks {against whichis helpless te respond The Players attack each other's forces in one of ‘yo ways, attempting to destroy the opposing Pieces and hus win the game. Approach takes Place while a Player is moving his units and Com bar takes place after allhisunits have been moved Approach and combat ae resolved by rolling adie and referring to ane ofthe tables included with the same. If nue is avalable, Players may use te ‘andomizer chitsineluded inthe countershect. Place all the randomizer chitin a coffee mug oF similar container, Tf ie roll is called for, dea ‘one of these chits at andom 0 give number from [to 6. Return the chit othe mug after noting the result. [2.0]. GAME EQUIPMEN CASES: (2.1) THE PLAYING PIECES The playing pices consist of 100 die-cut card- board counters which represent 19 various Coal Hon unis (Geparated into four races: Humans (2.11) Sample Unis 2.11 Samptetnits tat oe go} — Eon see ‘cniaoa Fon = (2.0) Soman ot Unt Types a a 2 Ht, [yore py 228 van | 938 — _> eee vows | 228 = or cs xe Mane | > 2 Duonoips: 619 =o Bl ime | BS “Meta-Mevish;[gugu and Duonoips) 21 Vieunian units, and 19 game markers, The pieces ar placed fn and movedacross he map during pay. 2.2] THEMAP ‘The map represents a plane of space one light minute across. Two Stagates are located on the ‘map in hexes 0914 and Ov. Each Stargate fe sure rounded by six hexes called orbit hexes. The ‘Nallate is located in hex 2109. The two Stareates tnd the Nallpte at a a focal point Fr postive tnd negative numbered exes which affect the Strength of someo the units inthe game. [3.0] SET-UP FOR PLAY GENERAL RULE: ‘The Coalition and Vrunian unitsare placed on the imapduring the frst few Game-Tures CASES: (3.1) HOW COALITION UNITS. ENTER THE GAME During the Coalition Staging Seament of each Game-Turn, the Coalition Player may place one ‘nit from each of thefout Coalition ack Tour hexes of the Coalvon staging are than one uit may be placed ina single hex of the Staging area. These units must then be moved ito the playing area in the following Coalition Mowe. ment Phase. The staging aea may not be entered by any nits once they ae in play, nor may staged unis move within the staging area prior to enter Sng he playing cea [3.2] HOW VIRUNIAN UNITS ENTER THEGAME. Before starting ply, all 2 Virunian units should ‘be turned face-down (blank side up) and andomly mixed. During the Deployment Phase ofthe tts, Virunian Player Turn, the Vieunian Player rolls the die for each of the two tarsates onthe map, Starting with Stargate A GeO), The number tolled represents the mimnber of Viranian units ‘which will be placed in that particular Stargate hex, Virunian units are drawn blind and placed upside-down in both Stargate hetes, staring with Stargate A. Neither Player should know which tunis thee ae, For example, the Viunian Playerrolisa Janda 4 In Stargate A. he would place thtce units face down Stargate B would eeive four unis, For the nex and all subsequent deployments each die rolls halved, rounding ractions up (ee 23 ‘oF becomes 2) This proces is followed in cach succeeding Virunian Deployment Phase until all ‘Virunianunitshave been deployed, ‘There is no tmit to the numberof Virunian units hich may occupy a single Stargate es, However, fo unis may ener Stargate except by this pro- ss. Vieunlan its move from the Stargates nto play duringthe Virunian Movement Phase [4.0] SEQUENCE OF PLAY GENERAL RULE: Stargate is played by two Players in Game-Twens cach composed of Viunlan Player Turn Coalition Player Tura, and two independent Segments. The Player whose Player Turn sin pro ress is called the Phasing Player. Each Player ‘moves his units and revolve combat in his Player Turn, according othe Following outline GAME-TURN SEQUENCE OUTLINE COALITION STAGING SEGMENT The Coalition Player places up to four uni Coalition stazingaren, VIRUNIAN PLAYER TURN 1. Deployment Phase: The Virnisn Player ean only deploys his ship unis inthe wo Stargate. 2. Movement Phase: The Virunian Player may ‘move one unit from each Tr-Ship group by either ‘moving units on the map oF Mipping over unis ‘within the Stargates, (Case 8.1), However, once a intheSecond wait of a TesShip has been moved, The ‘Vinunian Movement Phase auromariclly ends 3. Combat Phase: The Virunian Player must now Atak all Coalition ‘unite with which he as Friendly units stacked or to which he has a Tre Shipadjacent (COALITIONPLAYER TURN 1. Movement Phase: The Coalition Player may ‘move any or all of his units, and must move those {ntheCoaliion staging are. 2. Combat Phase: The Coalition Player must now Attack all Viumian units with wich hes Fri Iyunits stacked. [5.0] MOVEMENT GENERAL RULE: During his Movement Phase, the Coalition Player ‘may move any or all of his units. The Vieunian Player may move one unit or stack of units from tach Tv Ship group during hs Movement Phas, Units move by linear movement, teleportation, wobbling, or gate skimming, depending on theit pecifie movement abi PROCEDURE: ‘Move each uit one ata time, tracing the path of ‘movement through the hesgrid, As each unite ‘moved ints hex, one Movement Pont must be paid from the units total Movement Allowance, tls the unit is being teleported. Units may nevet ‘bemoved into Stargates othe Nallgate, oF oT the map. Cases: [8.1] LINEAR MOVEMENT ‘A Player uses linear movement to move Human, Tgugui, Duonoip, and. Virunian ansport and ‘weapon units during his Movement Phase Linear ‘movement represents standard propulsion move ment through Finite spac. Units being moved by Tinear movernent may only be moved slang the rain of the hexarid, in straight line of exes (however, se Case.3). Thus aunitmay be moved in one of sx directions from the hex in which # starts the Movement Phase ‘A unit being moved by linear movement may be moved up to as many heres as its Movement Allowance slates. It may never be moved further than its Movement Allowance or save an unused portion of it. A unit may be moved into hexes oe- ‘Suped by Friendly or Enemy units, However, fa ‘units moved into or though an Enemy oeeupied hes, the approach routine is tregsred (sce Case 7.0}, which must be completed before dhe move tment of that unit can continue, A unit may be ‘moved into a Stargate exit hex, but the movement ‘of thatunitisthen altered by gateskimming 3.3). {5.2] TURNING ‘The Phasing Player may atemp to turn a nit ia the hexgrid when tis being moved by linear move- rent, Such a units referred to as a Turning Unit and is susceptible to Enemy ire whenit shits rom ‘moving in one direction 10 another. Whena Player ‘moves unit, using near movement, io the fist hex that is n0t along the straight path determinee bythe unit's movement thos far inthe Movement Phase, the unit must stop unt all eligible Enemy ‘units have fired att The dies rolled once by the non-Phasing Player for each Enemy unit that i ‘within eight heres ofthe Turning Unit. These igh hexes may be traced ina nonlinear path anc through any ype of hex a or 2is rolled at any time during the process, the Turning. Uniti iminated. f @ Tor 2 is not rolled, the Tnear movement of the unit may continue. Tf the uni ‘vas Turned agua, the process would be repeated, This process i no: used Tor unis thac are moving by wobbling and for unis that are Tarwing as 3 result of gate skimming. Units that are being teleported may never Tur inthe hexari, Exam ple: [5.3] GATE SKIMMING ‘A uni thal is moved by linear movement may be ‘moved into a Stargate orbit hex and then ina cir ular direction through the other oebit hexes of that Stateate, The six orbit hexes around 3 Stargate ae refered to.as an Orbi Hex Circe. & unit employing lncar movement may enter & Stargate orbit hex trom any direction, unless, Tinear movement continued, dhe next hex ented asa Stargate hen. Example: Probiites 7 TPromiited [5.31] When a unic is moved into an orbit hex must be moved through af least two mote orbit hexes before leaving the Orbit Hex Citce. These Inexes must be the next heres along the Orbit Hen CCirele inthe direction the unt was heading when ‘wasmoved into the ist obi hex. [8.32] The required movement of unit around a ‘Orbit Hex Circle doesnot have tobe completed it fone Movement Phase if there are not enough Movement Points remaining inthe unit's Move ment Allowance. Aunt’ required movemen: ould be spit between wo Game-Turns. Counter: have been provided to show such a unit's "Gate ‘Skimming status at theend ofatura. fa unit has entered only one hex of the Orbit Hex Circle, ‘Skim marker shouldbe placed onthe uit withthe crow pointing inthe direction that the uit mus. ‘move, If te ont has entered second hex ofthe Orbit Hex Cirle, a2 Skim marker shouldbe pl fed on the unit. unit without a Skim marker on ‘may ext the Orbi Hex Cree, Auni’s movemen cannot be stopped in an obit hex i has Move: ‘ment Point remaining {5.31 A unit may only be moved out ofan orb Inox to reenter the normal hexsrid in the ditetion that theunit was moved into the orbit hex, [8.34] Upon leaving an Orbit Hex Circle, a unit's remaining Moverient Points are doubled forthe ‘emainder of that Movement Phase I such unt is moved through another Orbit Hex Cite it ‘Movement Points would be doubled again, or quadrupled. However, a unit with an augmented ‘Movement Allowance eainot be Turned (5.2. A\B,C = Lega gate skimming. D = teal exits ‘must passthrough atleast one more orbithex. E= Iigpal eit; mst leave in direction of arrow D or “continue around the Orbit Hex Circle, P= Turn from hex 1102 prohibited [5.4] TELEPORTATION ve gnits and certain Virunian combined units (Gee Case 1) aze_moved ‘by. teleportation (Gignfied. by aT inthe unit's Movement Allowance oF of the Vieunian Combined Unis Capabilities Chart) Teleponation represents in: Stantaneous travel froma point toa distant known Point Units shat are teleported have no maximum Movement Allowance, but must tace a straight line of hexes when Being teleported, like units be ing moved by linear movement. Unis being teleported may be moved ay far asthe owning Player wishes and may be moved through any type of hex within the restitions found in the following secondary cases {5.41] When a unit is teleported through ‘Slaceate, the dei tolled; on rol of one the uit ‘seliminated {5.42} A unit being teleported isnot affected by ‘Stargate orbithexes nor may tusegateskiming. [5.43] The approach rootine (7.0) is triggered ‘when a teleported unit ends fis movement on an Enemy unit, but not when is moved inough one {8-44} Leugul units may be moved by linear move- rent with a Movement Allowance of si, of they ‘may be teleported, They may do either, but nor brhina single Movement Phase (8.48) If an Igugui nit (not Viunian) is feleported more than sit hexes in a Movement Phase, the die rolled after completing the move Onaroll of one, the units paced one hex further along tts méverent path; ona rol of six, he unit {s placed one Rex Dock. If the uni i unable to sntke this adjustment without breaking a move ‘ment rue, theunit eliminate, [8.8] IGUGUL-HUMAN TELEPORTATION ‘augui units that are nat moved during the Coaltion Movement Phase may “lena” their telepor- ting abiiy to Human waits, Ta do so, a8 Iauaut unit must sari the Coalition Movemen’ Phase within four fexes of the Human unit to be leleported. If the Ieugu! unit remains stationary for the ente Movement Phase, the Human usit may be teleported exactly ay sf it were a Tout ‘uit subject voll the restrictions of Case 4 [5.6] WOBBLING “Meta-Mexish and Virunian control units are mov- ‘ed by wobbling (signified by a "W" inthe units Movement Allowance). Wobbling represents raltidimensional travel dough known and Unknown space. Units that are moved by wobbling te not subject io the one-direction restrictions of linear movement and. do not trigger Enemy fire when they turn. They may be moved up coas many Fees asthe Movement Allowance state, in any direction or combination of directions. I they are ‘moved into or through an Enemy occupied hex, the approach routine i rigged (7.0) Ait be” ing moved by wobbling may not execute gate sim- ming, Dut it may move nto or through orbit exes I desived [5.7] MINDLESS TRANSPORT UNITS Hf a Virunian control unit is eliminated, the transport unit ofthe same Tr-Shipproup s moved atrandom, if i ison the map oF a5 soon as its Fesealed 10 be on the map. At the begining of ‘ach Virunian Movement Phase, each transport Unit belonging to 2 Te-Ship with an eliminated onteol unt is moved five exes ina straight fine, ‘Todeterne te direction ofthis movement, ook atany Stargate andits orbit cele and rlla die. A line traced from the Stargate through the orbit hex ied om the die describes the diection that the Transport unit would be ‘moved, If the transport nit is dicted co be mot 8 off the map of into’ a prohibited hex, itis liminated, I iis directed to be moved onto of through any other unt or stack of units Virunian ‘oF Coalition) all units iw the hex, including the Transport unit are eliminated. This process is fed forallrandom transport unitsevery Vir nian. Movement Phase, Transport vis being moved eandomly demof count aa Virunian move (Gee Case 58). [5.8] VIRUNIAN MOVEMENT. RESTRICTIONS, ‘The Virunan Player may move one uni from eath of his Te-Ship groups per Virunian Movement Phase. A'stack of unis from the same Tet Ship counts as one unit fr this purpose (ee Case 8.1) Im adition, ae the lst unit move in his Move. ‘ment Phase, the Virutian Player may move a = Cond unit of any one Trship group. This moves falled the Vinmian Bonus Move and signals the fend of the Movement Phase. Unit all Veunian luni are revealed, the bonus move must be made by aunit ina Stargate being revealed forthe fist time, To move an unieveaed unit in a Streate, the Virunain Player lps ic over and rolls adie Placing the unit in the Stargate orbit ex that Inatched the die col, He repeats this process for any uneevealed uit he wishes to move ust reveal ‘edits aresubjeet othe following resritons: 1. Ia Stargate orbit hex is occupied by another nit, any unt to be placed there is placed in the next unoccupied orbit hexina clockwise direction. 2. Once a unit hasbeen revealed, itmust be moved immediately. 2. The movement of unit must begin by moving i out of the orbit hex and inion normal hex, fsccording tothe rules for that typeof unit's move tien. This not considered gate skimming and the unit doce not receve any bencits for pate skimming wien Isso moved. 4, Ifa woit belongs toa TH:-Ship group containing ‘units that ave Been moved in that Pha, it Is moved as the Viunian bonus move, andthe “Movement Phases finished for that turn, even if there are TrisShip eroups remaining that have not ben moved at al. [5.9] VIRUNIAN TRESHIP MOVEMENT [ATriShip (three unis ofthe sume T-Ship group ‘ne hes moved by teleportation, However, i may be Turned onceat any point ints moversen ‘This basially means tha aT Sip can be moved torany hex om the maps singe movement I is not Subject to the conditions of Turning (Case 5). [6.0] VIRUNIAN MONADS GENERAL RULE: Three of the Virunian units, called Monads, do not belong to a Te-Ship and are not subject 10 Virunian Movement restrictions. They may be moved every Virunian Movement Phase, once Feveated, and do.not count toward the limit of ‘moves the Virunian Player may make per tur “The nis each have a Combat Strength of Sand & Linear Movement Allowance of 6. Monads may ‘ho be stacked with oder Vrunian units including ‘Monads. The elinination of Monad units has no ‘hearing ithe ietory conditions. 17.0] APPROACH GENERAL RULE: Friendly units may move into and through Enemy ‘ocapied hese: during their movement. Bvery time ‘uni isso méved, both Players take part inthe ap- proach routing, a combination of mobile combat and defensive fie that is part of the Movement Phase. CASES: [7:1] THE APPROACH ROUTINE, “The approach Foutine i executed according tothe «ules Tound in he following secondary cases. {7.4N] Bach Piayer chooses an approach option tactic chit but keeps it concealed. He may choose ‘warp (an iiirect approach using matt displacement), charge (a head on approact), or ‘manuever (a darting, aerobatic approach). In o- Ing this the Phasing Player is choosing his ap- proach strategy and the non-Phasing Player (or ‘defender isaitempsing to guess that stratesy, {7.12} Both approach option tactic ehits are revealed at the same time and the evo options ‘chosen are cross-referenced on the Approach Op- tion Mats to determine the approach numbes [7.13] The dieis rolled. fhe rollisequa tor ese than the approach number, the unit being moved is eliminated. If a." follows the approach humber, one defending unit inthe hex would be limited insead (owners cholo). [7.2] APPROACH OPTION MATRIX (see separate set) [7.3] RESTRICTIONS ON ‘THE APPROACH ROUTINE, The approach routine is used for each unit in- dividually asthe Phasing Player attemprs to move ivimo an Enemy occupied hex. Some units have special restrictions on them concerning the ap proach routine as follows, 17.31) The approach routine isnot used when & Tri Ship is moved. Also, itienot waed when a unit fs being teleported throuh an Enemy oosupies Fhe. Tas used when a unit Being teleported ends its ‘movernentinan Enemy occupied hes. [7.32] The Coalition Player may only choose the ‘harge option when moving a Duonoip unit He ‘may choose from all three when defending with, Duonoipunis [7.33] The Coalition Player may nor choose the ‘Shargeoption when moving a Meta-Mexish unit (7.34) Inany approach routine in which an lug Uniti being moved ori defending but not when it {being used asa shielding uit 7), the Viraian Player mast announce one option he is no choos ing before he approach option displays are reveal of (7.4] SHIELDED APPROACH When Players moving a unit intosan Enemy oc ‘ped he, the Player with the greater number of Units in the hex i shielded, Ta determine which ‘ideas more units inthe hex, count the umber of ‘efending units that occupied the hex a the begin ring ofthe current Movement Phase and compare {ito the Tolal mansber of nits belonging tothe Phasing Player he hex. This includes unis that have just been moved into or through the hex, “nis eliminated when the Phasing Player attempt ‘to move them no the he inthe current Phase, fad the unit prsenly Being moved into the hex For example, two. Virunian units oscupy & hex that @ Coalition unit is entering. The Vieunian Players shielded since eas two unt facing one Coalition unit. If the Coalition Player moved nother uit into the he, regardless of what hap= ened to the first-unit. nether side would be hike, since both ies have two uit, [fsther Players units are shielded in an approack routine, the appreach rumber (as determined in (Case 7-1 is cross-referenced withthe appropriate ow on the Shielded Approach Chart ta see how the approach number 1 alered in the shielded tunis” favor. Numbers in the Shildes Approach ‘Chart replace ihe appropriate approach number in ‘the Approach Option Mates [7.5] SHIELDED APPROACH CHART (Gee separate sheet) {8.0] STACK! GENERAL RULE: [No more than tree Friendly units may be ina hex at the end of the Fiendly Movement Phase and Toughow all other Phases, Thus, a maximum of ‘i ums (lhvee Coalion ad three Virunian) may be ina hex atone time, There sno imi tthe umber of units which may passthrough 2 hex during a single Movement Phase. IF Friendly units fre stacked together in the Combat Phase, their Combat Strengths are added together when at tacking or defending. unles the units are rom the Sime Viunian Tr Ship. CASES: [8.1] VIRUNIAN TRLSHIP STACKING Each Virunlan unit has a Ty-Ship designation that denotes which of st T-Ship groups it belongs to. ‘There are thre unis in each TreShip group. If two or thre unite from the ame TH-Ship group cin the same hex, rewards of the pretence of other Friendly of Enemy units the ewo or three ‘nits are treated as one unt forall combat and ‘ovement purposes. Units of the same TH-Ship retested 3 individual units forthe purposes of Stacking, determining shielded approach (7.4), And Nulgate elimination (11.3). Such a stack is Called combined unit and refers tothe Virunian ‘Combined Unit Capabilities Chart todeterminelts combat and movement valves instead of wing its Dried strengths. The Virunian Player may join ‘hits ofa Te Ship in an Enemy occupied hex dure Jnghis Movement Phase and engage in combal us ing thee ul cambined stent,(8.2) VIRUNIAN COMBINED UNIT CAPABILITIES CHART (Geescparatesie) [9.0] COMBAT GENERAL RULE: Combat occurs during the Combat Phase when ‘opposing units are inthe same he, The Phas Payer mostatack all Enemy onitsina ex witha {eae Friend uns in that hex. Other Friendly Uns that ae not athe hex may contribute tothe aki they ar win ange (Seton 10.0, The Phasing Player i caled the attacker, the other Player is the defender, regardless ofthe overall tg ataton PROCEDURE: ‘Tota the Atack Suengths ofall he units involved Inanaltack andthe Defense Strengths ofthe units Inthe hex under attack. Subtract the total ength (of the defending units fom the attackers total ‘The result isthe combat differential, expressed in points. It may be either a postive or negative ‘umber, The attacker finds the appropriate om bat diferenal column on the Combat Revs Table (9.2) and roll the die, The die coll cross referenced with the combat differenti yellds a combat result. This should be applied immediately to the involved units before eoing on to resolve tnother combat. Separate combats may be resolv= fed inany order that the attacker wishes, as long as allcombatsare resolved. Alleombat results are ex plained on the Combat Resuls Table. CASES: [9.1] WHICH UNITS ATTACK In addition to Friendly units stacked with Enemy units, any other Friendly units that are within ange, a¥ explained in Section 10.0, may par= ticipate in an attack — but are not reared to. No ‘unitmay attack (ranged or n-hex) more than once pet Combat Phase, and no Enemy unit maybe at- Tacked more than once per Combat Phase. An al- tack ina single hex must involve all Enemy and Friendly units in that he. Ifa Player finds he ca ‘not meet the miiemum differentia on the Combat ‘Results Table(~2) when calculating the attack, all attacking units inthe hex are aulomrically ‘eliminated: no combat takes pace. [9.2] COMBAT RESULTS TABLE. (Gee separate sheet) [9.3] UNITS THATMAY NOT ATTACK ‘All Virunian control and transport units have no ‘Attack Strength. ‘These unity may not atack (citherin-hex or ranged) unless they are part of a combined unit (see Case 8.1). If Coalition and ‘iranian units both occupy a given hex ducing the Virunian Combat Phase, and all the Viewnian uns in the hex are not eligible to atack, chose Virunian units are automaticaly eliminated; no ‘combat takes pce (9.4) TRESHIP COMBAT CAPABILITIES, ‘Virunlan Te-Ships must attack all Bnemy units swith which they ae stacked and adjacent, Thus 8 ‘Tr-Ship could be required to atack Enemy units inas many as seven difereat hexes at once — the ‘one i occupies and the six surrounding it. When altacking adjacent Enemy units, TH-Ships do not se ranged attack, they use their full Combat Sirensthof 10. [9.5] BERSERK WEAPON UNITS If a Virusian contcol unit is eliminated, the ‘weapons unit of the same THi-Ship group goes beste, If isin play. The weapons unt instant attacks the neatest unit (Friendly or Enemy) Tegardiess of what Phase is in progress, and twice its normal strength, or 6. Ranges not taken Into account in this attack. IF two units are the same distance from the weapons unit, i attacks the single unit of the Virunian Players choice Regardless of the outcome of the attack, the weapons unit is auromatealy eliminated acre ‘comb is resolved. If such a weapons unit is jus entering play, or subsequently enters play, iti placedinits designated Stargate orbit het and thes aries out tsbeserk attack, [10.0] RANGED ATTACK GENERAL RULE: ‘Most units may take part in an attack even if they arenot stacked with Enemy units, by adding por. tion of ther Attack Strength to the strength of Friendly units attacking in-hex, This portion is called the Ranged Attack Strength and depends 08 the distance in exes thatthe unit sing ranged a tack is from the hex under atack. All eligible Friendly unit that are near range of an Enemy ‘sitG) being altacked may contribute their Rang ‘od Attack Strength, CASES: [10.1] WHICH UNITS MAY EXECUTE RANGED ATTACK, ‘To eligible for ranged attack, await must not be stacked with an Enemy anit or have taken part Another attack (ranged or i-hex) in that Comba: Phase. Itmust beable to trea linear range hat leer im heres than its own Attack Strength fro ‘self tothe Enemy units under attack By in-hes lumi, A near range i a straight line of exe Ciraced in the same manner as linear movement) counted by including ehe defenders hex but not theranged attack unis hex, Linear ange may not be traced through Stargate, obit, or Nulleate exes orto hexes not occupied by both Feiendly ad Enemy units [10.2] CALCULATING RANGED ATTACK [Afier determining that a units eligible For eanged attack, is Ranged Attack Strength is calculated by Subtracting its range in hexes trois printed A "ack Strength The resulting numbers simply ada fed to the Attack Streit of the Friendly units the hex under attack when calcul siterent Tack Strength of tree is two hexes away from & ‘Virunian unit being stacked by another Coalition ‘unit. The Human unit could contribute a Ranged ‘Attack Surenath of one 10 the tolal AMtach Steength(3- 2 =, [10.3] RANGED ATTACK RESTRICTIONS (10.39, Re, ranged tac results less of the outcome, units using fare never affected by combat {19.321 Duonoip unis may everest anes (1033) Detedingunitsmyneverexcete rans [11.0] STARGATE AND NULLGATE ENERGY FIELDS GENERAL RULE: ‘A number of heses on the map have numerical ‘values that affet the Combat Strength of Vi ian unis, These hexesareealled energy hexes anc Seminate™ from the two. Slarzates andthe CASES: [01.1] EFFECT OF ENERGY HEXES ‘ON VIRUNIAN UNITS, 1a Virunian unt, o slack of Virunian units, iin an energy hex during either Player's Combat Phase, the numerical value in the hex i added 10 ‘he total Combat Strength ofthe Virunian unit) For example, §+(~2)~ 3] IF there is move than ‘one Vieunian unit in the he, the number is added ‘othe total Virunian Combat Sirenath i the hes. Energy hexes have no elfect on Virunian move ‘men! or approach and no atfect at all on Coalition Unis, The numbers inthe Stargate orbit exes do noteffectVirunian Combat Strengths; they are us for an entirely diferent purpose [11.2] THE NULLGATE ‘The Nullgate (hex 2109) prohibited to all move- rent, ether into or through, However, a Player tay afempt ‘o moves unit through the Nullgateit ‘hat unis being elepoted, When doingso, die ‘must be rolled; ona roll of one or twa the unit fs eliminated. Units may not be moved by gee skinn- ‘ming around the Nulgate nor may Veunian unite be deployed inital hee [11.3] NULLGATE. GRAVITATIONAL FORCE If at the end of a Game-Tur there are any Virae rian or Coalition units in any energy hexes with 3 ‘value of four, there ia posibiity thatthe erate vty ofthe Nullate wil eapturea unit and send itplommeing to a fery death. A die is rolled by the Vitunian Player; on a rll of 1 or 2, one Viru- nian unit in a four vale energy hex scliminated: fn a ral of 3 or 4, one Coalition unit in a four ‘value energy hex is eliminated; ona roll of $ oF 6, ‘no unit is eliminated, No more than one unit ms) be eliminated per Game-Turn by this process. If ‘ore than one units eligible tobe eliminated, the ‘owning Player must ehoose one. If na eligible unit {alls into the eataxory rolled. no. nite are climinated, [12.0] VICTORY CONDITIONS GENERAL RULE: Victory in Stargate is achieved by ether Player when he fulfills the conditions described below. Play continues until one Player mets the te: ‘quirements of the victory conditions there is no ‘etnumber of Game-Turns. CASES: (12.1) VIRUNIAN VICTORY {fat any point the Coalition Player bas lost eight units and in these eight there isa least one unit {rom each of his four races, the Virunian Player is immediately declared the winner. [12.2] COALITION VICTORY fat any point the Virnian Player has ost atleast ‘one uni from each of his sx Tre Ship groups, the Coalition Player is immediately declared the wis rer. If both this and condition 12.1 are fulfilled at the same tim, the Coalition Player is declared the DESIGN CREDITS Designer: John Butterfie Physieal Systems and Graphics ohn Butterfield, Grey Costly Phi Kosnett, David Werden ‘Blindtestng: Fred Faulkner and the Bluegrass Wargamers Rules iting: David Werden, 16.4 Barasch Production: Orhan Auis, Robert A. Deg Kote Higgins, Ted Kelle, Manfred F.Bilkube, Bob RyerSTARGATE CHARTS AND TABLES [7.2] APPROACH OPTION MATRIX Phasing Player's (Attacker’s) Approach Option Non-Phasing Warp Charge Mans memes Wem 2 t " Wefender’s Defenders Charge (b) ld 2 ‘Option) “Maneuver () 1 id Results are expressed as approach number hexiseliminated See Section 7.0) me defending unit inthe [7.5] SHIELDED APPROACH CHART Approach Option. ‘Matrix Number 24 ad Defender Shielded 32 0 Auacker Shielded 10 2a Results are expressed as approach numbers (ceplacng thse determined on the Approach Op- om Matrs). SeeCase 4.» [8.2] VIRUNIAN COMBINED UNIT CAPABILITIES CHART ‘Units of same Combat Movement TriShipin ex Strength Allowance Control/Transport * (3) §, SWorT ControVWeapons «6 = Sor SW ‘Transport/Weapons 5 5 Control/Transport/ T (ee Weapons (TriShip) 10 Case 5.9) Parenthesized Combat Strength can be used for defense only, T = Teleportation. W = Wobbling. SeeSecton 5.0 [9.2] COMBAT RESULTS TABLE, ‘Combat Differential (Attacker minus Defender) 3058 8 or thra oF 4 "7" more 2 1 Ed Ed Ed Bd 2 Da Db Dd Dd Fd Fd Ed Ed 3 Da Db Db Dd Dd Ed Ed Ed 4 5 beetle oa Db Dd Dd Bd Ba Da Db Db Dd Dd Ed Ed Ea Da Da Db Db Dd Dd Ed 6 Ea Ea Da Da Db Db Dd Dd allatacking unis; d= all defending units; D = all affected units are ispersed (tie opposing Player may move dispersed units to any 00: profited, unoccupied hex within five exes of the units" position atthe Instant of combat dispersed units may be placed in different hens); E allaffected units eliminated from play: Db = all attacking and defending “nis dispersed attacking Player dsperss defending misfit) STARGATE CHARTS AND TABLES [7.2] APPROACH OPTION MATRIX Phasing Player's (Attacker’s) Approach Option Charge Maneuver r id — - er Results are exprested hexiseliminated (see Section 7.0), [7.5] SHIELDED APPROACH CHART Approach Option Matrix Number 2 1 Defender Shielded 3.2 0 Attacker Shielded 10 2d Results are expressed as approach numbers (Geplacing those determined on the Approach Op- tion Mate, See Case [8.2] VIRUNIAN COMBINED UNIT CAPABILITIES CHART Units of same Combat Movement ‘TreShip inex Strength Allowance ControvTransport (5). $, SWorT ControlWeapons 6 Sor SW ‘Transport/Weapons 5 5 Control/Transport/ T (see Weapons (TrisShip) 10 Case 5.9) Parenesized Combat Strength can be used for detense only. T = Teleporation, W =. Wobbli SeeSection5.0 (9.2] COMBAT RESULTS TABLE, ‘Combat Differential (Attacker minus Defender) 3 sae oF thu or oe er ee ee 1 Dh Dé Dé Ed Ed Ed Ed Ed 2 Da Db Dé Dé Ed Ed Bd Ed 3 Da Db Db Dd Dd Fd Fd Ed 4 Fa Da Db Db Dd Dd Fd Ed S Ea Da Da Db Db Dd Dd Ed 6 Ea Ea Da Da Db Db Pd Dd a= allatacking unis; d all defending units; D = all affected units are dispersed (the opposing Player may move dispersed units to any non- ‘prohibited, unoocupied hex within five Hexes of the unite position atthe Instant of combat: dispersed nits may be placed in diferent exes); Db allattacking and defending ‘units dispersed (attacking Player disperses defending units fs), (01001 "NWO MON, "94 SuOREDHANASUONEINS E261 WEAAGOD ‘lt © 14Buk609 01008 “A-N "OA wan "30 suoReaNGnG SUORENUSPACE CAPSULE #2 ONT eran ea StarGate The Final Space Battle OTE Dac eee ee Nene RU Oe eas eNOS have wracked the Milky Way for nearly 80 years in the War of Purification. Pea esr Ue eee ce ae nT ESS EO Pere eat Senn Reiser aac Steer ess stroke. In 2519 AD, the moment has arrived: the Vir Pere ea ena ee es ane Red dispersed and without their potent unified command. Coalition telepaths, sens- PN oN en eC Meira RMR a UN ema) ensue will decide the Virunian fate in the galaxy. StarGate re-creates this climactic battle using a stylized, semi-abstract system of movement that allows the combatants to conceal themselves f-om one another in the various planes and dimensions created by the Nullgate. Players use cardboard playing pies representing units of the Virunian and Coalition forces, to maneuver and Coee een Ser eecoe ane ee meen ooo et] various game functions See DO aa NS al ean eae eRe Simulations Publications, Inc. PA eee Cn Ca AU CA| £ a 2 8 a
You might also like
OOB Pacific Manual Printer-Friendly
PDF
100% (1)
OOB Pacific Manual Printer-Friendly
37 pages
Star Frontiers Knight Hawks Wargame Rules
PDF
No ratings yet
Star Frontiers Knight Hawks Wargame Rules
42 pages
Battle of Britain LP
PDF
No ratings yet
Battle of Britain LP
2 pages
Stellar Horizons Player Aid v1.2
PDF
No ratings yet
Stellar Horizons Player Aid v1.2
2 pages
Ancient Battles - Armies of Antiquity
PDF
No ratings yet
Ancient Battles - Armies of Antiquity
52 pages
Andy Callan Punic Wars Paper Cuts Army List
PDF
No ratings yet
Andy Callan Punic Wars Paper Cuts Army List
28 pages
Observation Table - D6 Anti-Tank Armour Penetration Table - 2D6 Results
PDF
No ratings yet
Observation Table - D6 Anti-Tank Armour Penetration Table - 2D6 Results
1 page
Commands & Colors Ancients Rules Summary
PDF
No ratings yet
Commands & Colors Ancients Rules Summary
6 pages
Start With Saga
PDF
No ratings yet
Start With Saga
15 pages
Thalassa
PDF
No ratings yet
Thalassa
32 pages
Commands and Colors Ancients 2.1 PDF
PDF
No ratings yet
Commands and Colors Ancients 2.1 PDF
4 pages
Wargames Illustrated Feb 2019 SWC
PDF
No ratings yet
Wargames Illustrated Feb 2019 SWC
2 pages
Star Soldier Rules of Play
PDF
100% (1)
Star Soldier Rules of Play
20 pages
Bomber Command Play Book
PDF
No ratings yet
Bomber Command Play Book
12 pages
Horizon Wars Errata & FAQ PDF
PDF
100% (1)
Horizon Wars Errata & FAQ PDF
2 pages
WGN 208 Jly 79c
PDF
No ratings yet
WGN 208 Jly 79c
40 pages
Arcane Legions Special Ability Table 01252011
PDF
No ratings yet
Arcane Legions Special Ability Table 01252011
7 pages
Rogue Stars Errata and Clarifications
PDF
No ratings yet
Rogue Stars Errata and Clarifications
7 pages
LZ Rules v2
PDF
100% (1)
LZ Rules v2
73 pages
Guns and Grenades Rules PDF
PDF
No ratings yet
Guns and Grenades Rules PDF
13 pages
Scenario Tutorial - "Fulda"
PDF
No ratings yet
Scenario Tutorial - "Fulda"
4 pages
Historical Simulation and Wargames the Hexagon and the Sword - Riccardo Masini
PDF
No ratings yet
Historical Simulation and Wargames the Hexagon and the Sword - Riccardo Masini
215 pages
Field Commander Rommel FAQ
PDF
No ratings yet
Field Commander Rommel FAQ
4 pages
Cataphract Rules Dec 2019
PDF
No ratings yet
Cataphract Rules Dec 2019
32 pages
DBSA Fast Play Rules
PDF
No ratings yet
DBSA Fast Play Rules
3 pages
Space Policy SWAT Future Space Strategies 13 Unclassified
PDF
No ratings yet
Space Policy SWAT Future Space Strategies 13 Unclassified
189 pages
Thunder at Twilight: Dune
PDF
No ratings yet
Thunder at Twilight: Dune
21 pages
3rd Generation Quick Reference Sheet
PDF
No ratings yet
3rd Generation Quick Reference Sheet
2 pages
Men of Iron Rules 1 2.pdfxu DGX
PDF
No ratings yet
Men of Iron Rules 1 2.pdfxu DGX
16 pages
To the Strongest! Free Army List eBook
PDF
No ratings yet
To the Strongest! Free Army List eBook
73 pages
PDF v1.02 EDITIONS Color Support Counters and Terrain Markers Etc
PDF
100% (1)
PDF v1.02 EDITIONS Color Support Counters and Terrain Markers Etc
24 pages
Sellswords Close Quarter Battles Supplement LFxmok
PDF
No ratings yet
Sellswords Close Quarter Battles Supplement LFxmok
94 pages
Basic Impetus Fantasy
PDF
No ratings yet
Basic Impetus Fantasy
31 pages
Loque & Load Issue 1 Nov 1999 For Flintloque
PDF
No ratings yet
Loque & Load Issue 1 Nov 1999 For Flintloque
7 pages
What Is Sgboh
PDF
100% (1)
What Is Sgboh
3 pages
Flickfleet Rules Draft
PDF
No ratings yet
Flickfleet Rules Draft
16 pages
Live Free or Die Optional Rules
PDF
No ratings yet
Live Free or Die Optional Rules
1 page
Brutal Space
PDF
No ratings yet
Brutal Space
118 pages
AAM Eastern Front Revised
PDF
100% (1)
AAM Eastern Front Revised
7 pages
Arcane Legions Cheat Sheet
PDF
No ratings yet
Arcane Legions Cheat Sheet
2 pages
Kutuzov Rulebook
PDF
No ratings yet
Kutuzov Rulebook
40 pages
'Eres To You Fuzzy Wuzzy Colonial Wargames Rules © Robert George Cordery 2000
PDF
No ratings yet
'Eres To You Fuzzy Wuzzy Colonial Wargames Rules © Robert George Cordery 2000
8 pages
Attlelore: Ampaign Ules
PDF
No ratings yet
Attlelore: Ampaign Ules
10 pages
Strategy & Tactics #35 - Year of the Rat
PDF
No ratings yet
Strategy & Tactics #35 - Year of the Rat
66 pages
WGN-042-Sep-65-OCR
PDF
No ratings yet
WGN-042-Sep-65-OCR
24 pages
MARS - Featuring WARZONE Adventures in Miniature
PDF
100% (1)
MARS - Featuring WARZONE Adventures in Miniature
18 pages
Cosmic Encounter: The Complete Book of
PDF
No ratings yet
Cosmic Encounter: The Complete Book of
12 pages
Battles of The Ancient World: System Rules
PDF
No ratings yet
Battles of The Ancient World: System Rules
31 pages
Bolt Action World War II Wargames Rules 2nd Edition Warlord Games Peter Dennis Illustrations - Get instant access to the full ebook with detailed content
PDF
No ratings yet
Bolt Action World War II Wargames Rules 2nd Edition Warlord Games Peter Dennis Illustrations - Get instant access to the full ebook with detailed content
77 pages
Command Manual Ebook PDF
PDF
100% (3)
Command Manual Ebook PDF
144 pages
Commands & Colors Ancients Rules Summary v3
PDF
No ratings yet
Commands & Colors Ancients Rules Summary v3
8 pages
Volley and Bayonet Player Sheet
PDF
No ratings yet
Volley and Bayonet Player Sheet
2 pages
Dust Warfare Special Abilities v1.3
PDF
No ratings yet
Dust Warfare Special Abilities v1.3
5 pages
Miniature Wargames 06 2025 Freemagazines Top
PDF
100% (1)
Miniature Wargames 06 2025 Freemagazines Top
64 pages
Basic Concepts: Martain Empires Faq
PDF
100% (1)
Basic Concepts: Martain Empires Faq
8 pages
AAM Base Set Revised
PDF
100% (1)
AAM Base Set Revised
12 pages
B 17 Homemade Mission Charts
PDF
No ratings yet
B 17 Homemade Mission Charts
2 pages
StarGate 1979 SPI
PDF
No ratings yet
StarGate 1979 SPI
7 pages
Stargate Rules Version2
PDF
No ratings yet
Stargate Rules Version2
19 pages
Project Vanguard RPG Beta
PDF
No ratings yet
Project Vanguard RPG Beta
30 pages