The Victors

Copyright 2003 by Mike Fischer
Last modified: 12/16/2005

I. Introduction

This booklet includes all the rules for playing StarMarines as the Victor army.

The Victors are a fairly old race. Their empire is small, in terms of stars, but densely populated. Their Trader spaceships are a common sight throughout inhabited space, coming and going with cargoes and profits for their owners. But other races are not welcome on Victor worlds without an invitation. They like their privacy, and see any invasion of that privacy as an affront. They also have a complex code of honor that other races can't seem to avoid breaking. And once the Victors are offended, they won't rest until their honor is satisfied, which usually means a brief, bloody war.

"Victor" isn't what they call themselves; humans have a hard time pronouncing their language. The first scout ship to contact them described them as VCTR, which stood for "Vertically Challenged Tripedal Race," and soon everyone pronounced the abbreviation as "Victor." They stand about a meter tall, walk on three legs (due to their high-gravity homeworld), wear long beards, and favor bright clothing with lots of metallic decorations.

In battle, the Victors like armor. Lots of armor. Their armies are slow-moving, hard-hitting, and hard to hurt, because even their average foot soldiers are encased in thick armor plating. Their vehicles are also slow, heavily armed, and fearful to behold; a Victor Battle Train can be the biggest land vehicle in existence. A Victor attack is an unsubtle, slow-motion charge that steamrollers the enemy into submission or flight. Victors never pursue a retreating enemy once they have achieved their goals; they just plunder the battlefield, dig in against a counterattack, and prepare for their next advance.

The Victors' base color is yellow.

The basic specifications of each unit and weapon are listed in tables at the end of this rule book. A general description of the units and weapons, along with specifics about special rules, takes up most of the book.

II. Troop & Vehicle Summary

Victor units fall into the following categories:

III. Victor Soldiers

The basic unit of any Victor formation is the four-man team. Each soldier in a team will have the same basic equipment (Walker, Thumper, Sledder, Lobber, or Sapper) and will have the same level of experience.

Victors are fearless in battle. They suffer no penalty on their separation checks.

Victors leave enemy Healer units strictly alone. Whether they kill enemy wounded or not seems to depend on the Victor in command; some are merciful, some are bloodthirsty.

Because the Victors are so slow-moving, they are at -2 on the die roll when dicing for initiative.

III-a. Forming an Army

Victor armies must contain certain units, based on the size of the army you are buying.

Squad must contain 3 teams and a Chief. At least one team must be walkers, and no two teams can be the same type, except for walkers. Heavy-weapons soldiers cannot be part of a squad. It can optionally include up to four vehicles, a Doctor, an Engineer, and a Hero.

Troop must contain 3 full squads, including one team each of Thumpers, Sledders, and Sappers, plus a team of Lobbers, a Boss, and a Chief. It can optionally include unlimited vehicles, Doctors, Engineers, and Heroes.

III-b. Soldier Types

Name:Walker
Type:Basic soldier
Walkers are your basic foot soldiers, which will make up the biggest part of your army. They can carry any hand, light or medium Victor weapon. Normally, three of each team will carry Thunderguns, and the fourth will carry something else. Their armor is quite thick for a basic soldier.

Name:Thumper
Type:Heavy soldier
Thumpers are heavy foot soldiers, encased in thick powered suits of battle armor. They are almost always armed for hand-to-hand combat. They are your bulldozers, soaking up enemy fire while your less-heavily-protected troops advance. Only the bravest Victors become Thumpers, so these troops are unusually resistant to morale failure.

Name:Sledder
Type:Light soldier
Sledders ride tiny skimmer-type vehicles, not much bigger than a surfboard. They control these by shifting their body weight, leaving their hands free for weapons fire. They carry only light weapons, usually Tomiguns. The Victors use them to exploit weaknesses in the enemy lines.

Name:Lobber
Type:Heavy-weapon soldier
Lobbers are Victors with special armor to let them aim and handle heavy weapons. They can also wield smaller weapons, though there is little reason for them to do so. A Lobber cannot move and fire in the same turn; it takes a few moments to change the weapon from travel configuration to firing configuration.

Name:Sapper
Type:Special soldier
Sappers fill a unique role in the Victor army, similar to the old Seabees of the U.S. Navy in the 20th century -- combat engineers, with a rifle in one hand and a shovel in the other. They carry only light or hand weapons. If a Sapper spends one turn not moving, he can create an Obstacle in the hex he is in (place an Obstacle marker in that hex). A Victor in an Obstacle hex is considered to be in thick cover; this does not apply to other races. Vehicles of any race cannot enter hexes with Obstacles in them. A Sapper can remove an Obstacle by spending one turn (not moving) in the Obstacle hex. They are accustomed to working alone, and do not have to make separation checks.

Name:Doctor
Type:Doctor
The Doctor heals the wounded. Each turn, a Doctor can turn one Victor in the same hex (but not himself) or in an adjacent hex, from Wounded to normal.

Name:Engineer
Type:Fixer
The Engineer can repair damaged tanks and skimmers anywhere on the battlefield. Each turn, a Engineer can do a level-1 repair on a Victor vehicle in the same hex or in an adjacent hex, or he can do a level-2 repair if he rolls a 3-6. The vehicle cannot move during turns when it is being repaired, although it can attack normally. Exception: an Engineer riding in a Battle Train can fix it while it's moving.

Name:Chief
Type:Low leader
The Chief is the most common leader. Troops within 3 hexes of a Chief gain his benefit when facing morale checks. You can buy more Chiefs than you need; these "extra" Chiefs aren't attached to any formation, but can go wherever their leadership and fighting skills are needed.

Name:Boss
Type:Medium leader
A Boss must be part of every troop. Troops within 5 hexes of a Boss gain his benefit when facing morale checks.

Name:Snizi
Type:Hero
Snizi is an inventive Sledder who has "customized" his sled in some remarkable ways. He can manage a speed of 4 on it, and he has mounted a thundergun on it. This gun can fire straight ahead, at -1 aim, with no impact on Snizi's own shooting. He is a Veteran-level Honcho.

Name:Bashfall
Type:Hero
Bashfall joined the ranks of the Thumpers, and they had to make a special armored suit for him because he stands a head taller than most Victors. He is an Elite-level Honcho, with the Tough attribute. He always carries a Two-Handed Axe.

Name:Thoran
Type:Hero
Thoran Oakenleg was a fierce Walker until he lost one of his legs in battle with the Norx. He is now fitted with an artificial leg and is restricted to fighting as a Sapper, but he is still fierce. Unlike other Sappers, he carries a medium weapon. He is a Veteran-level Honcho and a deadly shot.

III-c. Soldier Attributes

Victor soldiers can use the following attributes: Honcho (zero-level leader), Marksman, Tough, Lucky, Brave.

III-d. Weapons

A Victor soldier can carry one of the following weapons, which are described in more detail in the Weapons Table:

III-e. Vehicles

When you buy a vehicle, it comes with driver, crew, and weapons. You still have to choose its weapons. You don't save any points by choosing lesser weapons, and if you pick a weapon that costs more than normal (such as a 3-point heavy weapon), you must pay the extra point. If the vehicle can carry troops, you must buy them as well. If a weapon's type is not given, it can be Light or Medium.

Name:Strider
Type:Small ground vehicle (walker)
The Strider is a one-man walking weapons carrier. It moves on three legs, just like its driver, and carries three weapons (one hand, one light/medium, one heavy). It can use two weapons per turn, or one if it's a close-combat weapon. Close-combat weapons are at +2 on attack rolls. The Strider does not suffer any penalty when shot from the rear.

Name:Racer
Type:Small ground vehicle
Only the Victors would call a vehicle with a speed of 3 a Racer, but it's the fastest thing they have. Racers carry a light weapon firing front, because front is the only direction they expect to see targets. The Racer's role is to get the slow-moving Victor ground soldiers into battle quickly, then run back for more. It has the remarkable ability to move as fast in reverse as forward, so it doesn't need to turn around when it returns from the lines for more troops.

Name:Hammer
Type:Large ground vehicle (supertank)
When the Victors build tanks, they build 'em big. The Hammer bristles with weapons and is as heavily armored as you'd expect a Victor vehicle to be. A Hammer carries two heavy weapons (left and right), two medium weapons (360 and front), and a light weapon (rear/left/right).

Name:Digger
Type:Large ground vehicle
The Digger is an armored personnel carrier, with room inside for two teams of Victor soldiers. It carries no weapons. What makes it unique is its ability to tunnel underground. It can move anywhere except under deep water at its normal movement rate, and it cannot be attacked in any way while underground. To go under, the Digger must spend one turn without moving, during which soldiers cannot enter or leave it. It goes through an identical process when returning to the surface, which must happen in an empty hex, but soldiers can exit the Digger as soon as it emerges. Its tunnels collapse behind it as it moves, so other units can't follow it underground.

Once a Digger goes underground, take its counter off the map. Write its map and hex number on a piece of paper. Each time it moves, write the new location. When it's ready to emerge, put its counter back on the map. This way, there can be no accusations of misconduct in regard to moving a hidden unit -- your paper trail shows exactly how the Digger got from point "A" to point "B."

Name:Battle Train
Type:Large ground vehicle
There is nothing in the galaxy like a Victor Battle Train. The Victors use these monstrous vehicles only when ultimate firepower is needed -- a full-sized Battle Train is bigger than many spaceships. Battle Trains are made of modules linked together; the more modules you use, the more the Train costs, and the more damage it can do. A Train can be as short as three modules, or as long as you can afford to make it.

Aside from the Plow and Caboose, Train modules can be arranged in any order. They are not stacked with each other; they follow one another in a line. When setting up for the battle, place only the frontmost module of the Battle Train on the map, at the map's edge. Each turn, as the Train advances, place the next module on the map. Battle Train modules must follow each other across the map, each entering the hex vacated by the one in front of it, turning as needed. A Train cannot back up. Friendly units cannot move through a Battle-Train-occupied hex, like they can with other units.

When shooting at a Battle Train, the attacker must choose which module he is shooting at. If a module is immobile because of damage, and the Train has no Engine, the Battle Train cannot move. Should a module in the middle of the Train be destroyed, it takes one turn for the rest of the Train to catch up with the front (which must not move) and reconnect. A Train with less than three modules cannot move. A Train with enough modules can split itself into smaller Trains, at will or as a result of damage, as long as each has at least three modules.

IV. Game Tables

Victor Soldiers Table
Type CostMoveArmorToughAimMoraleWeapons
Walker 5/4 1 3 3 0 4 2 hand or 1 light/medium [thundergun]
Lobber 5/4 1 3 2 +1 4 2 hand or 1 light/med/heavy
Thumper 6/4 1 4 3 0 5 2 hand or 1 light/med
Sledder 6/4 3 2 3 +1 3 1 hand/light [tomigun]
Sapper 5/4 1 3 3 0 5 2 hand or 1 light [thundergun]
Doctor 1 1 3 2 - 3 none
Engineer1 1 3 2 -1 3 1 hand [thunder pistol]
Chief 1 1 3 3 +1 5 2 hand or 1 light/medium [thundergun]
Boss 2 1 3 4 0 5 2 hand or 1 light/medium [thundergun]
Snizi 2 4 3 3 0 9 tomigun
Bashfall2 1 4 4 0 9 two-handed axe
Thoran 2 1 3 4 +1 9 2 hand or 1 light [thundergun]

Victor Vehicles Table
Type CostMoveArmorToughWeaponsCarry
Strider 32 4 3 1 hand, 1 light/medium, 1 heavy (all front)-
Racer 33 4 3 1 light (front)1 team
Hammer 41 5 4 2 hvy (left,right), 2 med (front,360), 1 lt (left/right/rear)-
Digger 32 3 4 none2 teams
Battle Train
Plow 41 5 4 1 heavy (front), 1 med (360), 2 light (left,right)-
Engine 21 4 3 none1 Engineer
Tender 21 4 3 none-
Antitank41 4 4 2 heavy (left,right), 3 med (left,right,360)-
Reaper 31 4 4 6 light (3 left, 3 right), 1 med (360)-
Pullman 31 4 4 none2 teams
Caboose 31 4 3 2 med (360,rear), 2 light (left,right)-

Victor Weapons Table
Type Class CostRangeAimAPDamageSpecial
Hand Grenade Grenade1/42 0 1 4 frag
Thunder Pistol Hand 0 2 0 1 3 .
Sawglove Hand 0 1 0 2 4 .
Victorax Hand 0 1 +1 3 2 .
Shield Hand 0 ~ ~ ~ ~ see text
Thundergun Light 0 3 0 2 3 .
Tomigun Light 0 2 0 2 3 up to 2 shots into 2 hexes
Grenade Launcher Light 0 5 Like Hand Grenade
Two-Handed Axe Light 0 1 +1 4 3 .
Lightning Gun Medium 1 5 +1 2 3 .
Gatling Gun Medium 1 3 0 2 3 up to 3 shots into 3 hexes
Knee Mortar Medium 1 2-6 -1 2 4 soldiers only
Dart Gun Medium 1 5 0 4 2 .
ESD Cannon Heavy 2 6 +1 5 4 see text
Thunder Cannon Heavy 2 6 0 5 5 .
Rocket Pod Heavy 2 7 0 3 4 see text
Wire-Guided MissileHeavy 3 3-8 +1 1-41-4 see text

V. Revision History

07/14/2003: lowered the Digger's cost and sped it up, added weapons to most parts of the Battle Train. Also changed the vehicle counters. 12/16/2005: all units & weapons revised for better balance