STAR FLEET BATTLES
STARLINE 2500

Star Fleet Marines

Star Fleet Marines 1: Assault
Star Fleet Marines Last Stand

Star Fleet Marines 2: Last Stand

        This project began fifteen years ago with the publication of a draft rules prototype in SFB Module P6: The Galactic Smorgasbord. It was known from that time, and until just recently, as Star Fleet Assault, but we have revised the title to clarify what's going on (by adding "Marines") and because this has turned from a small, one-time project into the first in a series of three or four game modules of a new product line.
        The objective is a 24th-century ground-combat game which is fast, simple, and fun and can be played simultaneously with Star Fleet Battles or Federation Commander without slowing them down. I have fanatically fought against those in the playtest group who wanted to add just about every "special rule" ever seen in a ground-combat game. I want a game with no record keeping, and without a lot of exceptions and modifiers. For example, I refused to include a "command and control rule" since every unit has the equivalent of a satellite phone and Internet access, and nobody is ever out of contact with headquarters.
        Each counter is a group of five Marines (i.e., a "Boarding Party" from SFB or a "Marine squad" from FC, facilitating interactions) or a single vehicle (tank, ground combat vehicle, shuttle, or whatever). Each hex is 100 meters. While you can stack a lot of units in one hex (more infantry than vehicles, but still a lot), only a few can fire out of that hex in each direction.
        The game system is one of player turns. On your turn, each of your units can either shoot or move, not both. Shooting comes first (after which the unit is turned upside down so that you remember not to move it), then movement, then you turn all of your upside down units right side up. When you shoot at an enemy unit, you cross-index the kind of unit that is shooting with the kind of unit being shot at, adjust this for any terrain that provides protection, and roll one die. The enemy unit might be destroyed, stunned (turned upside down so it won't be able to shoot or move on its next turn), or unharmed.
        The first game module, SFM: Assault!, includes Marines, other infantry (commando, heavy weapons, engineers, Prime Teams, militia), and vehicles (tanks, trucks, engineer vehicles, command vehicles, and various light-armored troop carriers).
        Units will be able to dig in, call for regular artillery or transporter artillery, do assault landings with shuttles or transporters, do close assaults, use opportunity fire to shoot during the enemy turn, and conduct air strikes with fighters or gunboats.
        Many have asked if we could do minis for this game, and while in theory we could, science fiction minis just do not sell very well, so that one comes down in the "let's see" category. (They could probably be used in Prime Directive, so maybe.)
        Expect to see SFM:A! in your store late in 2011 and SFM:LS sometime in 2012.

Star Fleet Marines Test Scenarios
Zombie Apocalypse
The Battle of Vista De Las Vegas

Blog Link:
The Battle for The Town

Star Fleet Marines Documents
Star Fleet Marines Unit Types
Cestus Map Panel Segment
Captain's Log #44 Explanation of sequence of play

Preview Counters   Marines Honor Ribbons
Commando Heavy Weapons Marine Marines Ribbon
Counters
Those who worked on Star Fleet Marines will receive this unique campaign ribbon. Note the "combat infantry wreaths" detonating the special honor give to those who meet the enemy face to face.
Star Fleet Marines Wallpapers  
Marines 1  
Marines 2  
Marines 3  
Marines 4  


 

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