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GZG

  • Stargrunt Actions
  • Stargrunt Attributes
  • Snipers & Named Characters
  • Stargrunt2

Stargrunt Actions

  • A Unit Activation is that unit taking its game turn, where it takes two Actions.
  • Any Action by part of the unit counts as an Action for the whole unit.
  • Outside of Close Assault or Transfer Action, a unit doesn't get any actions other than its one activation per game turn.

Move

  • If moving out of cover and morale <= Shaken, reaction test LV+2 needed. (this test can only be attempted once per activation.)
  • A unit may move either its Move Rate per action, or Combat Move by rolling d{move rate} times two, or Travel-Move.
  • The destination of a combat move must be set before rolling, and the unit must move along the path established before the roll.
  • encumbered troops (causualties or or heavy weapon kits) have -2 to Move Rate. (you can't move more casualties or packs than you have able-bodied troops.)
  • Entering / Leaving a transport costs one move, and passengers must already be (or on exit, must be placed) within 6".
  • Travel Move:
    • double the speed of standard move
    • column formation is vulnerable: when attacked, count range bands as one closer, and always gains a suppression.
    • takes one Reorg action to switch between Travel and Standard move-modes.
ModeMove Rate
troops, full kit6
very light troops, little kit and no armor8
slow power armor6
fast power armor12
vehicles12
UAV24
Move CostTerrain Class
1clear
2poor
3difficult
  • Roads are always cost 1. includes dirt tracks if they're stable and in good order.
  • Open is cost 1 for everything but low-mobility wheeled, which costs 2. Flat desert, grasslands, firm with minimal obstacles.
  • Light Scrub: tundra, rougher grasslands...
  • Rough/Broken: rocks, gullies, thick scrub.
  • Cultivated: ploughed or paddy fields, orchards.
  • Slopes: rolling terrain or moderate hills. cost 1 if you have legs, else cost 2.
  • Swamp: bogs, bayous, soft sand, deep snow...
  • Open Water:
    • boat/GEV/grav costs 1.
    • if unit has amphibious mods, costs 2. (Except Low mobility, which at best swims at cost 3)
    • power armor and walkers can trudge along the bottom at cost 3.
  • Rivers/Streams: Often-narrow banks, not easily navigable by water craft or it'd count as open water.
    • for Grav, it's cost 1.
    • Low-Mobility can cross a ford at cost 3.
    • Others can cross anywhere, at cost 3.
  • Woods: two numbers means different costs for light vs dense:
    • Light Woods: sparse woodlands, not much undergrowth.
    • Dense Woods/Jungle.
Motive TypeScrubRoughCultivatedSlopesSwampWoods
Infantry122122
Power Armor111122
Low-Mobility Wheeled3-32--
High-Mobility Wheeled23223-
Tracked1222-3/-
GEV23221-
Grav (ground-skimming mode)12121-
Walker122133/-

Fire Small Arms

  • may include the unit's support weapons at same target unit.
  • Unit may make two such actions in one activation but only with different people and weapons; each physical gun or person can only fire once per activation.

Range

  • The size of a range band is "quality die max" -- for an untrained d4, that's 4"
  • The Base Range Die is d4 if distance is less than 1 range band, d6 if less than 2x...
  • The Effective Range Die is that plus:
    • 2 shifts for hard cover, or 1 for soft cover
    • 1 shift for in-position
    • 1 shift if target is size0 (one person)
  • Small Arms Fire is automatically ineffective if the range die shifts past d12.

Fire Support, Special or Heavy Weapon

  • Unit may make two such actions in one activation but only with different people and weapons; each physical gun or person can only fire once per activation.

Heavy Range

  • The Range Band for manually aimed heavies is 12".
  • If the heavy is acting as a support weapon in a small arms volley, it uses the volley's range band.

Close Assault

  • Reaction test required.
  • always costs both actions of current activation.

Reorganize

  • This is the "shuffle elements' positions" and general-purpose "interact with environment" action. (Which comes into play with custom scenarios.)
    • Shuffling elements can put them in better firing positions, bring them back into unit integrity
  • includes medical treatment
  • A unit can only attempt this action once per game turn.
  • If unit is suppressed, unit must be in cover to attempt this.
  • REGROUPING: two depleted units can be merged.
    • Both must be in Integrity.
    • This counts as a Move for the activated unit, and costs a full activation of the other unit. (The acting unit ends its activation immediately.)
    • The better leader is kept.
    • The larger unit's quality is the net quality.
    • confidence is averaged, rounding up. (2 confident soldiers + 20 broken => 22 steady)

Communicate

  • Roll Sender's Quality Die (downshifted per bypassed tier of chain-of-command)
  • Difficulty is the worst LV of the sender and receiver
  • on a failure, the message was garbled and the action wasted.

Observe

  • Clear line of sight auto passes tests against hidden units. (not bombs or traps.)
  • test needed if hidden unit is in cover:
  • hidden defender rolls: d4, +cover shifts, +1 shift per 12" (rounded down), +1 for in-position.
  • observer rolls two dice: unit quality, gear grade:
ToolDie
Mark 1 Eyeballd4
basic sensorsd6
enhanced sensorsd8
superior sensorsd10
  • partial success reveals units (not snipers or traps)
  • full success reveals snipers, and reveals traps if observer is within 6"

Recon by Fire

  • Set dice / difficulty as per Firing.
  • on less than full successs, zero results.
  • on full success, the only effects are: presence of enemies verified, and target gains suppression.

Recon by Drone

  • a drone-recon specialist element has plenty of spare drones.
  • launching is an action.
  • Then, operating a drone is the only action that unit can do, or the drone is destroyed.
  • each operation action allows the drone to either move (Rate 24) or Spot (the drone has a gear grade.)
  • to shoot down an enemy drone, it must be in the first range band. roll attacker quality vs drone's grade.

Remove Suppression

Roll unit quality die, higher than LV, to remove one suppression.

Detach Element

  • This action designates one or more elements of a unit as a quasi-independent unit.
  • Of the two subgroups, the main unit is the one with the leader.
  • The detachment doesn't have a real leader, and doesn't get an activation marker.
  • Once out of Integrity with the parent, the detachment can only act when a leader Transfers Action to it (at which point it gets the two actions, as per Transfer Action. It's a tier below the parent unit.)
    • (For Comms Tests, the original Unit Leader is still the Leader of both groups.)
  • When it moves into Integrity with the parent, the detached element discards its Detached status.
  • If one sub-unit is outside a transport, and the other sub-unit is inside (or is) the transport, they are not "nearby" for comms or merging purposes.

Rally

  • A Leader can rally a sub-unit and that unit's leader.
  • A unit can only attempt this action once per game turn. (Editorial: that's what p16 says, but it feels real sketchy, and perhaps was intended as "unit may be ralled at only once per [activation|game turn]".)
  • If actor is in direct contact (6 inches) with receiver, no comms roll or ECM test needed.
  • Else this action is also a Communicate action.
  • Roll target unit Quality vs Acting LV + Target LV
  • Success raises confidence. (Capped by Fatigue.)

Transfer Action

  • If actor is in direct contact (6 inches) with receiver, no comms roll or ECM test needed.
  • Else this action is also a Communicate action.
  • On success, receiver gets an immediate Activation, with the normal two Actions.

In Position

entering in-position

Takes an action and a reaction test

threattest mods
+2not in at least soft cover

while in-position

  • Incoming direct fire: unit counts as being at one worse range band; if this shift pushes target die over d12, casualties are impossible.
  • Against incoming indirect blasts, unit's damage resist test gets one open(armor, impact) shift.
  • "reorganize" action triggers another "entering" test, but doesn't cost an action -- failing this test means the reorg happened but the unit has lost in-position

exiting in-position

either:

  • spend one action to exit "in-position" status
  • react vs lead+2 (regardless of cover)
    • success means you're no longer "in-position" and your planned action happens
    • fail means neither change happens.
Stargrunt Attributes →
  • Move
  • Fire Small Arms
    • Range
  • Fire Support, Special or Heavy Weapon
    • Heavy Range
  • Close Assault
  • Reorganize
  • Communicate
  • Observe
    • Recon by Fire
  • Recon by Drone
  • Remove Suppression
  • Detach Element
  • Rally
  • Transfer Action
  • In Position
    • entering in-position
    • while in-position
    • exiting in-position
Copyright © 2012-2024 Alexander Mathews <xander@ashnazg.com>