Astral Dreams Space Opera Miniature Game
By
C. Gerard Luft
Legal
This Miniature game is based off of the story Astral Dreams (copyright © 2002 C. Gerard Luft). The game mechanics herein are derived from the Open Gaming License of the D20 Systems Reference Document.
The Setting
In the hundred and sixty-fourth millennia after the birth of Christ, mankind had only just discovered the power that lies in the quantum universe. Humanity was dependant on the Hyperspace/ Time Continuum for its pan-galactic empire. But the discovery of the Calabi-Yau continuum meant that man could finally reach out to galaxies other than his own. But it would take another hundred millennia before the Quantumliners could safely navigate the six extra-dimensions of the Calabi-Yau Universe and make the Hyperspace Drives obsolete.
But one man would not wait. The first use of the artificial wormholes that were constructed along the superstrings of the quantum dimension was for intergalactic listening. Pesrume Ladek, the greatest cyberneticist mankind had ever produced took a humble assignment at an Imperial Intergalactic Listening Post. He used the station’s mainframe to download his mind and soul into a complex algorithm and transmitted it through the local wormhole to God knows where.
It is now the dawn of the five hundredth millennium since the birth of Christ. The Empire of Man has reached out into the intergalactic depths of space, and a lost son has been found…unfortunately. The great Quantumliners of the Scouting Guild has encountered an artificial species completely inimical to humanity. Each alien robot is directly controlled by a single artificial intelligence known as Ladek! The twisted, disembodied mind of the former human scientist now lords over these automaton artifacts of a long extinct race. They have invaded every galaxy controlled by man’s glorious Imperium, and have begun a systematic extermination of every human life it encounters. While the Imperial Navy and Marine Corp defends the home galaxies against the attacks of these monsters, it falls to the Scouting Guild to hunt out and destroy Ladek units along the Imperium’s frontier worlds.
Miniatures
This skirmish game is designed for two players: one player plays the Human Imperial Scouts and the other plays the Ladek Marine Robots. Forces are “purchased” by means of points. Both sides must decide how many points they should begin with. I highly suggest beginning a campaign (a series of wargames between the same player(s)) with fifty points for each side. For each game you play afterwards add ten points to your allowance until you finally find a good number of points for both of you. Remember, each side begins with the same number of points as the other, and they should be free to purchase their troops in any way they should choose at the start of each game.
Ideal miniatures for the Imperial Scouts would be any sci-fi miniature in space armor or a space suit (as can be inferred from their armor class and melee damage, they wear full battle dress). But any sci-fi miniature or counter will do.
Ideal miniatures for the Ladek Marine Robots would be very alien looking robot miniatures (arachnid shaded most ideally). But any robot miniature or counter will do.
Tabletop
If you have a table or desk clear of any junk, you have a great battlefield. If you choose to use terrain use common sense to make appropriate terrain rules (e.g., half movement up a hill, double movement down it).
D20
You will need a twenty sided die in order to use these combat rules.
Abbreviations
Level#-#PTS: Creature’s Level and the points expended to purchase one for your little army, respectively
MA: Melee Attack
MD: Melee Damage
RA: Range Attack and range, respectively
RD: Range Damage- Fusion Blasters
Special Abilities- Two Attacks per Round: the unit gets to attack twice during its turn each round.
Save: Doesn’t pertain with the basic game.
Imperial Scouts
Spacer
Good Humanoid (Human)
Level 1 - 4 PTS.
Speed: |
6" |
| |
MA: |
+3 |
Armor: |
17 |
| |
MD: |
1 |
Health: |
1 |
| |
RA: |
+3 |
Save: |
+2 |
| |
RD: |
12 |
Special:
Abilities - None
Scout
Good Humanoid (Human)
Level 2 - 9 PTS.
Speed: |
6" |
| |
MA: |
+4 |
Armor: |
17 |
| |
MD: |
1 |
Health: |
2 |
| |
RA: |
+4 |
Save: |
+2 |
| |
RD: |
12 |
Special:
Abilities - None
Navigator
Good Humanoid (Human)
Level 3 - 14 PTS.
Speed: |
6" |
| |
MA: |
+4 |
Armor: |
18 |
| |
MD: |
1 |
Health: |
3 |
| |
RA: |
+4 |
Save: |
+2 |
| |
RD: |
12 |
Special:
Abilities - None
Sub-Lieutenant
Good Humanoid (Human)
Level 4 - 19 PTS.
Speed: |
6" |
| |
MA: |
+5 |
Armor: |
18 |
| |
MD: |
1 |
Health: |
4 |
| |
RA: |
+5 |
Save: |
+2 |
| |
RD: |
12 |
Special:
Abilities - None
Master Scout
Good Humanoid (Human)
Level 5 - 24 PTS.
Speed: |
6" |
| |
MA: |
+6 |
Armor: |
18 |
| |
MD: |
1 |
Health: |
5 |
| |
RA: |
+6 |
Save: |
+2 |
| |
RD: |
12 |
Special:
Abilities - None
Lieutenant
Good Humanoid (Human)
Level 6 -29 PTS.
Speed: |
6" |
| |
MA: |
+7 |
Armor: |
19 |
| |
MD: |
1 |
Health: |
6 |
| |
RA: |
+7 |
Save: |
+2 |
| |
RD: |
12 |
Special:
Abilities – None
First Lieutenant
Good Humanoid (Human)
Level 7 - 34 PTS.
Speed: |
6" |
| |
MA: |
+8 |
Armor: |
19 |
| |
MD: |
1 |
Health: |
7 |
| |
RA: |
+8 |
Save: |
+2 |
| |
RD: |
12 |
Special:
Abilities – None
Commander
Good Humanoid (Human)
Level 8 - 39PTS.
Speed: |
6" |
| |
MA: |
+9 |
Armor: |
19 |
| |
MD: |
1 |
Health: |
8 |
| |
RA: |
+9 |
Save: |
+2 |
| |
RD: |
12 |
Special:
Abilities – Two Attacks per Round
Captain
Good Humanoid (Human)
Level 9 - 43 PTS.
Speed: |
6" |
| |
MA: |
+10 |
Armor: |
19 |
| |
MD: |
1 |
Health: |
9 |
| |
RA: |
+10 |
Save: |
+2 |
| |
RD: |
12 |
Special:
Abilities – Two Attacks per Round
Post Captain
Good Humanoid (Human)
Level 10 - 49 PTS.
Speed: |
6" |
| |
MA: |
+11 |
Armor: |
20 |
| |
MD: |
1 |
Health: |
10 |
| |
RA: |
+11 |
Save: |
+2 |
| |
RD: |
12 |
Special:
Abilities – Two Attacks per Round
Ladek Marine Robots
Marine
Evil Construct
Level 3 - 21 PTS.
Speed: |
8" |
| |
MA: |
+6 |
Armor: |
21 |
| |
MD: |
2 blunt |
Health: |
3 |
| |
RA: |
+6 12” |
Save: |
+0 |
| |
RD: |
13 |
Special: Two Attacks per Round
Corporal
Evil Construct
Level 4 - 26 PTS.
Speed: |
8" |
| |
MA: |
+8 |
Armor: |
21 |
| |
MD: |
2 blunt |
Health: |
4 |
| |
RA: |
+8 12” |
Save: |
+0 |
| |
RD: |
13 |
Special: Two Attacks per Round
Sergeant
Evil Construct
Level 5 - 31 PTS.
Speed: |
8" |
| |
MA: |
+10 |
Armor: |
21 |
| |
MD: |
4 blunt |
Health: |
6 |
| |
RA: |
+10 12” |
Save: |
+1 |
| |
RD: |
13 |
Special:
Abilities – Two Attacks per Turn
Lieutenant
Evil Construct
Level 6 – 36 PTS.
Speed: |
8" |
| |
MA: |
+12 |
Armor: |
21 |
| |
MD: |
4 blunt |
Health: |
7 |
| |
RA: |
+12 12” |
Save: |
+1 |
| |
RD: |
13 |
Special:
Abilities – Two Attacks per Turn
Captain
Evil Construct
Level 7 - 41 PTS.
Speed: |
8" |
| |
MA: |
+14 |
Armor: |
21 |
| |
MD: |
4 blunt |
Health: |
9 |
| |
RA: |
+14 12” |
Save: |
+1 |
| |
RD: |
13 |
Special:
Abilities – Two Attacks per Turn
Major
Evil Construct
Level 8 - 46 PTS.
Speed: |
8" |
| |
MA: |
+16 |
Armor: |
21 |
| |
MD: |
4 blunt |
Health: |
10 |
| |
RA: |
+16 12” |
Save: |
+1 |
| |
RD: |
13 |
Special:
Abilities – Two Attacks per Turn
The Round
a. Movement: The miniature may move up to their speed.
b. Melee Attack: If the miniature’s movement brings it base to base with an opponent miniature, that miniature can attack its target.
i. Roll 1d20 and add your melee attack score to the die roll. If it is equal or greater than the opponent’s Armor score, then it is a hit.
ii. The opponent receives damage equal to your Melee Damage score. This damage is removed from the opponent’s Health score. If any creature’s health falls to 0 or less it is defeated and removed from the game.
c. Range Attack: If the miniature’s movement brings it within Range of an opponent miniature, that miniature can attack its target. However the miniature can not make a ranged attack if it already made a melee attack during its turn.
i. Roll 1d20 and add your range attack score to the die roll. If it is equal or greater than the opponent’s Armor score, then it is a hit.
ii. The opponent receives damage equal to your Ranged Damage score. This damage is removed from the opponent’s Health score. If any creature’s health falls to 0 or less it is defeated and removed from the game.
Objective
Destroy all
of the opposing side’s units.