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

 

  1. Initiative: Each player rolls 1d20.  The highest roll has initiative and can move on of the miniatures first.  Reroll ties.

 

  1. The Turn: Starting with the player who won initiative and then alternating between the two players, each miniature gets to take a turn.

 

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.

 

  1. Subsequent Turns: After the player who won initiative finishes his turn with his miniature, it then becomes the other players chance to take a turn with one of his miniatures.  The Turn sequence is repeated back and forth until each player has taken a turn with each of his miniatures. Then a new Round begins and each player starts by rolling for initiative.

 

Objective

 

            Destroy all of the opposing side’s units.