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SPACE CAPSULI
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StarGate
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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
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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|
£
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