DROP TROOPS







INTRODUCTION Futuristic Tactical Miniatures Ruleset. Each player controls a squad of heavily armed Drop Troopers (Space Marines). PLAY BALANCE One player creates the scenario. The other player choses which side he wants. VICTORY When a scenario objective is completed or one side routs or is wiped out. The loser has to buy the winner a fig. SCALES 1 Figure = 1 Man. 1 Turn = 5 Seconds 1 Inch = 5 Meters MINIATURES For use with typical Space Marine pewter and plastic figs. Individual miniatures are also referred to as units, men, troopers, and figs. DICE Four, six, eight, ten, etc. sided dice are needed. SQUAD CREATION A typical squad will have 2D6 or 3D6 men. UNIT STATS & UNIT CREATION Each unit will have its own set of stats that have to be recorded. Each basic Marine begins with: 1. One main Weapon System 2. One Pistol 3. 1D6 Grenades 4. One Mark 5 Power Armor Battle Suit Power Suits have 5 built in Systems. Roll on the Power Suit System Table for each Marine. Squad Leaders and Officers will always have a Command Module. A marine can only have a heavy weapon if he has a Carry stat of +1 or greater. LIGHT MAIN WEAPON SYSTEMS 1D20 Weapon Acuracy Damage Range AOA ROF Ammo 1 2 Pistols 2 1 Pistol & 1 HTH 3 2 HTH Weapons 4 Laser Rifle +2 -- 24 - 2 1 5 Blaster Rifle -- +2 16 - 1 2 6 Bolter Assault Rifle +1 +1 20 - 2 3 7 Bolter SMG -- -- 12 - 3 3 8 Laser Sniper Rifle +3 -- 36 - 1 1 9 Plasma Rifle +3 +2 8 1 1 3 10 Bolter Squad Gun +1 +1 24 - 3 4 11 Grenade Launcher -- * 24 * 1 2 12 Star Caster +1 -- 16 - 3 4 13 Flamer +3 -- 5 3 1 4 14 Gauss Rifle +2 * 10 -- 1 3 15-20 Pick one AOA = Area of Affect. ROF = Rate of Fire = Attacks per Action Point. Range is in inches. Light Weapons with an area of affect greater than 0 that miss will deviate in a random direction (1D12 o’clock) for a distance of 1D4 Inches. Carrying a Squad Gun gives the unit Move -1 & Dodge -1. BOLTER AMMO 1D8 Type Notes 1 Shotgun shells Range Half. Penetration Roll -1. Accuracy +1. Damage Roll +1 2 Armor-piercing Penetration Roll +1 3 Hollow Tip Damage Roll +1 4 Tracer Accuracy +1. Conceal -2. 5 Caseless ROF +1 6 Large Clip Ammo Roll +1 7 Flechette Penetration Roll -1. Range x 1.5 8 Pick One Or roll on Super Ammo Table GRENADES 1D6 Type Damage AOA 1 Offensive Frag -- 3 2 Incendiary -- 4 3 Armor Piercing +3 1 4 Blast +1 2 5 Smoke None 6 6 Defensive Frag -- 5 These include thrown and Launched Grenades. The range of a thrown grenade is 5 inches. Thrown Grenades that miss will deviate in a random direction (1D12 o’clock) for a distance of 1D2 Inches. HEAVY MAIN WEAPON SYSTEMS 1D12 Weapon Acuracy Damage Range AOA ROF Ammo 1 Continuous Wave Lasgun +2 -- 18 -- 4 3 2 Missile Launcher +2 * 60 * 1 4 3 Grenade Mortar -- * 40 * 1 3 4 Rail Gun +1 +3 54 1 3 3 5 Plasma Generator +3 +4 12 3 1 4 6 Flame Thrower +4 -- 6 4 1 4 7 Gatling Laser +2 +1 24 1 3 3 8 Chain Gun +2 +2 20 1 3 4 9 Gauss Cannon +3 * 16 2 1 3 10 Blaster Cannon +1 +4 16 2 1 4 11 Sonic Disrupter +3 +1 8 6 1 2 12 Pick One Gauss weapons if they hit will damage a suit on a roll of 1-4 on 1D6. Heavy Weapons with an area of affect greater than 0 that miss will deviate in a random direction (1D12 o’clock) for a distance of 1D8 Inches. Carrying a Heavy Weapon gives the unit Move -1 and Dodge -1. MISSILES 1D2 Weapon Damage AOF 1 Plasma +4 5 2 Armor Piercing +7 1 PISTOLS 1D10 Weapon Acuracy Damage Range AOA ROF Ammo 1 Bolter -- -- 10 -- 2 2 2 Blaster -1 +1 8 -- 1 2 3 Laser +1 -1 12 -- 2 1 4 Flamer +3 -- 4 2 1 4 5 Plasma +3 +1 6 1 1 3 6 Gauss +2 * 6 -- 1 3 7 Needler +2 -2 8 -- 3 3 8 Star Caster +1 -1 10 -- 3 4 9 Twin Bolter -- -- 10 -- 3 4 10 Pick HTH WEAPONS 1D6 Weapon Damage Acuracy Range Parry x Unarmed -2 -- 1 -- x Power Suit Fist -- -- 1 -- x Hand Weapons -- -- 1 +1 x Pole Arms(2H) -- -- 2 -- 1 Chain Sword +2 +1 1 +1 2 Power Claw +3 +2 1 -- 3 Power Sword +3 +1 1 +1 4 Power Mace +4 -- 1 -- 5 Shock Whip +1 -1 2 -- 6 Power Glaive(2H)+3 -- 2 -- Parry = Dodge bonus vs HTH attacks. SUIT SYSTEMS TABLE 1D20 System: Notes: 1 High Density Armor Armor +1 2 Reflex Augmentation Move +1, Dodge +1 3 Jet Pack (Move = 15/+5, Detect +1, Dodge +1) Move -1 4 Sensor Suite Detect +1 (Including Mines) 5 Stealth Package Conceal +1 6 Battle Computer Dodge +1, Initiative +1 7 Advanced Exoskeleton Carry +1, HTH Damage +1 8 Targeting Computer Accuracy +1 9 Built in Weapon 50% Light/ 50% Pistol 10 Medtech Kit Heal bioforms 11 Ammo Reserve Ammo Rolls +1 12 Engineering Module Repair machines, equipment, vehicles 13 Bionic Integration Initiative +1, Move +1 14 Force Field Armor +1, Conceal -1 15 Gyrostabalizers Accuracy +1, Carry +1, Dodge -1 16 Command Module As his action this turn give squad Initiative +2 17 Stim Injector Dodge +1, Initiative +1, Move +1 for 1D6 turns. 18 Scientific Sampler Analyze the environment, As action get Detect +2 19 Power Amplifier Main Weapon gets Damage +1 20 Pick one The stat bonuses for Jet packs apply only while the unit is flying. The first level of Jet pack give Move = 15. Every additional level is Move +5. Built in weapons can be fired along with held weapons at the same target. The Stim Injector can be used once per battle. After it wears off the unit is Dodge -1, Initiative -1, Move –1. ARMOR Type Armor Notes Nothing 0 Move +1, Dodge +1 Fabrics +1 Vacc Suit +1 Riot Gear +2 Ablation Suit (+5) Only vs. energy weapons, Move –1, Dodge –1 Exoskeleton +3 Impact Armor +3 Move –1, Dodge –1 Battle Rig +4 Power Armor +5 Space Marines (Everybody else is just squishies) Assault Armor +7 Move –1, Dodge –1 Light Vehicle +6 Medium Vehicle +8 Heavy Vehicle +10 Only Power Armor and Assault Armor have Basic and Advanced Suit systems. Some custom and experimental suits have more than 5 systems. Older models have fewer systems. STANDARD SYSTEMS In addition to Basic and Advanced Suit systems each suit of Power armor has: Onboard Computers, Communications equipment, Air-tight Life Support systems, Power & Fuel systems, a basic exoskeleton, etc. ADDITIONAL EQUIPMENT Explosives Communications equipment Medical devices: Healing Bonuses Mine Sweeper: Detect +5 Engineering tools: Repair bonuses Land Mines (Damage +3, Conceal +3, AOA = 1’) Scientific gear: Detection Bonuses TURN SEQUENCE The turn has 3 phases: 1. Initiative Phase 2. Action Phase 3. Morale Phase INITIATIVE PHASE Both Players roll 1D10. This is the Initiative roll. The smaller force gets +2 to the roll. The side with the most initiative bonuses gets +3 to the roll. The side with the lower score must move his units first in Action Phase. ACTION PHASE Every unit gets one Action Point (AP). An AP can be used to do the following things: 1. Attack at Accuracy +1 2. Move and Attack 3. Move at double speed (Move +5) 4. Move and Find Cover (Conceal +1) 5. Move and Evade (Dodge +1) 6. Forward Observer: Call in coordinates to Indirect Fire Weapon Systems 7. All other Actions: Healing, repairing, etc. The basic Movement rate for all infantry units is 5 Inches/turn. A unit may make its attack at any time during a round: Beginning, end, during other units moves, etc. All attacks are considered to be simultaneous: Every unit can get an attack in. DETECTION If there is any possibility the attacker may not be able to see or detect his target roll 1D10. This is the detection roll. A unit may make one detection roll per turn without losing his action point. The Attacker adds his Detect skill bonuses. The target subtracts his Conceal skill bonuses. If the roll is equal to or greater than 1D10 the attacker may attack the target. Other Modifications: Target airborne Detect +5 Target attacked recently Detect +1-2 Target stationary Conceal +1 Target behind cover Conceal +1-2 Target prone or kneeling Conceal +1-2 Target at range of 40+ Conceal +1-2 ATTACKS The attacker rolls 1D10. This is the attack roll. The attacker adds his Accuracy skill bonuses. The target subtracts his Dodge skill bonuses. If the roll is equal to or greater than 1D10 the target has been hit. Other Modifications: Target behind cover Accuracy –1-3 Target prone or kneeling Accuracy –1-2 Target at over half range Accuracy –1-4 AMMO After making an attack a unit must roll 1D6. This is the Ammo Roll. If the number is equal to or less than the Ammo stat of the weapon, the trooper must spend an action point to reload or recharge the weapon. The weapon cannot be used again until then. PENETRATION & DAMAGE If an attack hits roll 1D10. This is the Penetration Roll. The attacker adds his Damage bonuses. The target subtracts his Armor bonuses. Add 2 to the roll if the target has no armor. If the roll is equal to or greater than 1D10 the target has been damaged. If damage was inflicted Roll 1D8. This is the Damage Roll: 1-2 Suit Damaged only. (Suit is damaged on all of the following:) 3-4 Unit Wounded: May keep fighting if he receives medical care. 5-6 Unit Incapacitated: May be used in later battles if he receives medical care. 7-8 Unit Killed: May be revived to Incapacitated status if he receives medical care in 1D6 turns. A damaged suit is Move –2, Accuracy –1, Carry –1, Dodge –2, Armor -1 MEDICAL CARE Requires a unit with a Medtech Kit or other medical equipment. Requires an Action Point be used. Medical attention successful on a roll of 6-10 on 1D10. Only two field attempts may be made to revive a dead trooper. Extra skill levels in Medical give +1 to the roll. REPAIRS Repair suits, weapons, vehicles etc. Requires a unit with Engineering Module or other tools. Requires an Action Point be used. Repairs successful on a roll of 6-10 on 1D10. Only three field attempts may be made to repair a piece of equipment. Extra skill levels in Engineering give +1 to the roll. MORALE PHASE The entire squad tests morale under the following circumstances: Suffered ˝ casualties. Outnumbered x2 or greater. Lost a Commander. No commanders left. Roll 1D10. this is the morale test. Subtract one from the roll for every condition listed above On a roll of 2 or less the squad routs. HEROIC PERSONAS SKILL TABLE Roll 1 or more times on this Skill table 1D20 Ability: Effect: 1 Sureshot Accuracy +1 2 Natural Leader Initiative +1, Morale test +1 3 Medic Healing roll +1 4 Mr. Fix It Repair roll +1 5 Strong Man Carry +1, HTH damage +1 6 Brawler HTH damage +1, HTH to hit +1 7 Tough Guy Armor +1 8 Athletic Move +1 9 Sentry Detect +1 10 Sneaky Conceal +1 11 Reflexes Dodge +1 12 Pack Rat Extra Equipment or Custom Suit 13 Empath Psionic Ability 14 Trigger Finger ROF +1 15+ Reroll PSIONIC ABILITIES 1D6 Power: Effect: 1 Teleport Move self anywhere on the map 1D3 times per battle 2 Slow Time Get double Action Points for 1D6 turns. Once per battle 3 Psionic Blast Range = 18’. Damage +1. Ignore Armor. 1D3 times per battle 4 Telepathy Initiative +1D6 and Detect +1D6. Once every 1D3 turns 5 Precognition Initiative +1D6 and Detect +1D6. Once every 1D3 turns 6 Fear Projection Opponent unit in LOS routs for 1D3 turns. 1D6 times per battle NEOHUMAN RACES Evolved Neohumans- Have 1D3 rolls on the skill table. Highly intelligent. Replace physical skills with mental ones. Pacifistic. Transhuman Supersoldiers- Have 1D3 rolls on the skill table. Highly aggressive. No Psionics. Superiority complex. Bioconstructs- Have 1D6 rolls on the skill table. Huge. No Psionics. Also called Anthro-synthetics. Bioroids- Have 1D6 rolls on the skill table. Can pass for human. Short lifespans. Also called replicants. Replace mental skills with physical ones. Natural Armor +1D6 Clones- Same as Humans. Often have identity issues. Mutants- Have 1D6 positive rolls and 1D6 negative rolls on the skill table. Usually Disfigured. Also called Distorts. Androids- Have 2D6 rolls on the skill table. No Psionics. Very Expensive. Can pass for Human. Robots- Have 2D6 rolls on the basic suit system table. Heavy Worlders- Carry +1, HTH Damage +1, Move -1. Very Short. Spacers- Accuracy +1, Carry -1, HTH Damage -1. Tall. Live in low gravity environments. Cyborgs- Have 1D6 rolls on the basic suit system table. Also called Dead-Walkers. FACTIONS 1 Colonial Federation 2 Terran Empire 3 Andromeda Alliance 4 Corporate Mercenaries 5 Fringeworld Pirates 6 Templars of the Church of Mankind 7 Independent Warlords 8 Rebel Worlds 9 Planetary Defense Forces 10 NeoHuman Rebellion SPACE FANTASY CONVERSION Space Dwarves- Carry +1, HTH Damage +1, Move -1, Armor +1, Dodge -1. Space Elves- Carry -1, HTH Damage -1, Move +1, Dodge +1. Space Orcs- Carry +1, HTH Damage +1, Initiative -1 ALIEN RACES Breeders- HTH to hit +3, HTH Damage +4, Move +5, Dodge +2, Armor +4 Cunning, Animalistic, Do not use technology. Tyrants- HTH Damage +3, Move +2. 4 arms: 2 attacks per turn. Large. Intelligent. Agressive. Biological based technology. SAMPLE VEHICLES Hover Cycle- Rider unprotected. 50% of attacks will hit rider. Move = 25. Ground Bike- Rider unprotected. 50% of attacks will hit rider. Move = 15. Hover Pod- 1 Rider, 1 Passenger. Unprotected. Move = 20. Mounts 1 Heavy weapon. Trike- 1 Rider, 1 Passenger. Unprotected. Move = 20. Mounts 1 Heavy weapon. LAV- Crew of 2. Light Armor. 2 Heavy weapons. Move = 12 APC- Driver & 7 Passengers. Medium Armor. Turret with 2 Dual Heavy weapons. Move = 10. Raider- Crew of 2. Move = 10. 5 Heavy weapons Medium Tank- Crew of 3. Move = 10. Medium Armor. 3 Heavy weapons & 1 Large weapon. Main Battle Tank- Crew of 4. Move = 8. Heavy Armor. 4 Heavy weapons & 2 Large weapons. Battle Walker- 2 Heavy weapons. 1 Pilot. Move = 12. Armor +9. 5 Rolls on Suit Table. Crawler- Remote Control. Move = 5. Light Armor. 1 Large weapon. LARGE WEAPON SYSTEMS 1D6 Weapon Acuracy Damage Range AOA ROF Ammo 1 Missile Racks - * 240 * 1 5 2 Magnetic Autocannon - * 120 * 2 4 3 Particle Accelerator - +7 160 2 2 3 4 Plasma Projector - +10 40 3 1 4 5 High Energy Laser - +5 200 1 2 3 6 Gaussian Field Emitter - * 60 5 1 4 Large weapons are not portable. They are mounted on vehicles or are considered to be artillery. Large Weapons that miss will deviate in a random direction (1D12 o’clock) for a distance of 1D12 Inches. LARGE MISSILES 1D2 Weapon Damage AOA 1 Plasma +6 7 2 Armor Piercing +15 1 AUTOCANNON SHELLS 1D2 Weapon Damage AOA 1 Armor Piercing +12 1 2 High explosive +5 4 OFF MAP STRIKES 1D6 Type Attacks AOA Pattern Acuracy Damage 1 Smart Bomb 1 5 - +3 +15 2 Precison Strike 2 6 5 +2 +12 3 Barrage 3 8 20 -- +10 4 Strafe 4 4 10 +1 +8 5 Saturation 5 7 5 -1 +6 6 Tac Nuke 1 10/15/20 - -- +50/10/5 These attacks can target any part of the map. These attacks represent artillery, air strikes, cruise missiles, and orbital strikes. Pattern- Targeted attacks must be within this distance of each other. Strafe- The pattern is a line of attack. It costs a unit one AP to call in a off map strike. The strike arrives 1D6 turns after being called in. SAMPLE SQUAD 8 Man Colonial Federation Drop Troop. All units have Laser pistols and 4 Blast Grenades. SARGE Heroic Skills- Natural Leader Weapon – Bolter Pistol & Chain Sword. Ammo: AP Armor Systems- High Density Armor, Command Module, Engineering Module, Battle Computer, Sensor Suite DOC Weapon - Gauss Rifle Armor Systems- Medtech Kit, Stealth Package, Engineering Module, Scientific Sampler, Sensor Suite LUCKY Weapon - Blaster Rifle Armor Systems- Power Amplifier, Reflex Augmentation x2, Jet Pack, Battle Computer PUDGE Weapon - Plasma Rifle Armor Systems- Built in Grenade Launcher, Force Field, High Density Armor, Stim Injector, Advanced Exoskeleton MAC Weapon - Bolter Squad Gun. Ammo: Tracer Armor Systems- High Density Armor x3, Sensor Suite, Targeting Computer HAWK Weapon - Laser Sniper Rifle Armor Systems- Stealth Package, Targeting Computer x2, Reflex Augmentation, Sensor Suite MOUK Weapon - Missile Launcher. Ammo: Plasma Armor Systems- Advanced Exoskeleton x2, Targeting Computer, Gyrostabalizers, High Density Armor GUS Weapon - Bolter Assault Rifle. Ammo: Caseless Armor Systems- Engineering Module, High Density Armor, Battle Computer, Stealth Package, Jet Pack SUPERSOLDIERS For Space Ranger, Power Ranger, Action figure type action: Each hero has 10 rolls on the basic suit system table and 10 rolls on the skill table. HEAVIES For Heavy Power Armor Action: Each suit can have: 1 Heavy Weapon or 2 light weapons (Right Arm) 1 Heavy Weapon or 2 light weapons (Left Arm) 1 Heavy Weapon or 2 light weapons (Back/Shoulder Mount) Heavies have HTH damage +2 & Base Armor value = 8. SUPER AMMO Rare, expensive ammunition for Bolters. Keep tract of Individual shells. A soldier will only have 1D6 shells. 1D10 Ammo 1 Burster AOA = 3, Damage Roll +1 2 Micro Missile Accuracy +3, Penetration Roll +1 3 Hot Flash Damage Roll +4 4 Grape Shot Damage Roll +1, Accuracy +4, Range x ˝ 5 Hunter Seeker Accuracy +2, Range x 2 6 Safe Cracker Penetration Roll +3, Damage Roll +1 7 Plasma Shell AOA = 2, Damage Roll +2 8 Screamer Same as Fear Projection 9 Numb Numb Gauss effects, Accuracy +1 10 Brain Bullet Same as Psionic Blast DROP TROOP ROSTER CARDS Thanks Zak! Click here for Trooper card. Click here for Cyborg card. Click here for Alien card.






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