Stargrunt II

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Stargrunt II questions and answers

These are some frequently asked questions from the GZG mailing list.


  1. Introduction
  2. Game Scales and Definitions
  3. Organising Your Forces
  4. Basic Principles of Play
  5. Setting Up the Game
  6. Game Sequence
  7. Actions
  8. Confidence and Reaction
  9. Movement
  10. Observation and Hidden Units
  11. Snipers and Characters
  12. Weapons and Equipment
  13. Vehicles
  14. Fire Combat
  15. Infantry Close Assault
  16. Off Table Support
  17. Artillery Fire
  18. Aerospace Operations
  19. Electronic Warfare
  20. Advanced and Optional Rules
  21. Record Cards
  22. Campaign Games
  23. Scenarios
  24. Background
  25. Organisation and Equipment
  26. Appendicies

Chapter 1: Introduction

Q: Stargrunt front cover say it's an "FMA(tm)" system and the back cover blurb empahasises this. This term is not explained.
A: FMA stands for "Full Metal Anorak", a term coined I believe by Mary Gentle. It was originally going to be the title of the low level infantry game (i.e. lower level than SGII) to be published sometime in the next year/18 months/decade. However, JMT in his infinite wisdom - and whocan say he can't? - decided to use it to describe the game mechanics used in the GZG family of games (DSII, SGII and others). DSII was effectively the first in the FMA series of games. Give a set of game mechanics a name and you can trade mark 'em.ME


Chapter 3: Organising Your Forces

Q: Can a squad have more than one support weapon?
A: Yes. The rules don't prohibit it. The example organizations in the back of the book show squads with multiple support weapons. AG

Q: Can you have a mixed-quality level squad?
A: No, a squad can only have one quality level. On the subject of adding green replacements to squads see p.60 REPLACEMENT TROOPS.ME


Chapter 4: Basic Principles of Play

Q: One of the choices for unit integrity is being contained within a 6" diameter circle. Say I have a 6" diameter card (okay, so it's a 3" burst template!). If I hold that over the squad, must they be fully contained within the circle, or just can they be sticking out a bit?
A: We count the figure's head as the "point of reference" if his head is within the circle, he's within integrity. Don't get too nit picky though. You have to set a distance if you're going to have a unit integrity rule, but can you really place figures on the table to within 1mm? The rule is really there to catch the case where a squad is obviously too spread out. ME

Q: Can you have a troop type that can have a more "open" cohesion? For example, Heinlein's cap troopers seemed to operate with huge separations - of course, being orbitally dropped tends to force that.
A: Well as I said in answer to (1) above, the unit integrity distance is somewhat arbitary, so I guess you could change it if you want. The only effect an increased unit integrity distance will have is that the unit will not need to take so many Reorganise actions to regain integrity. Of course, if you take it to the extreme, you could allow every figure in the squad to be a Detached Element...ME


Chapter 7: Actions

Q: It is not on the list of actions table, but "taking position" is an action, right?
A: See p.13 UNITS IN POSITION para 2 line 1. Getting into position takes one action. You _don't_ have to be in position to fire, but it sure helps when you are a target!ME

Q:Is there a limitation to how many times a unit may be activated in one game turn ?
A: [No, but here's a new official rule -AC] "No squad may be activated in one turn more times than there are command levels present on the table."
Where squad leaders = command level 1; platoon leaders = command level 2; compay commanders = command level 3, and so on. Thus: if only squads present on-table, no squad may activate more than once (there is no-one to transfer actions); if a platoon command is present then a squad may be activated twice (its own and one re-activation), if company command is present a single squad may activate up to three times (its own, platoon cmdr recativation and company cmdr reactivation of platoon cmdr). JT


Chapter 8: Confidence and Reaction

Q: Do Broken or Routed units move as required even while suppressed, or must they first remove the suppression, and then move as required?

A: The suppression must be removed firstME


Chapter 9: Movement

Q: How do you treat vehicles when troops dismount?
A: Either treat the vehicle and crew as a seperate unit (MICV), or park the vehicle and dismount the troops or detach element from squad to man the vehicle (APC) (page 24, "Transport of Infantry"). AC

Q: How would you recommend handling jump packs?
A: Jump/grav packs are used for high altitude or orbital insertion (i.e. they are the SF equivalent of parachutes). They can also be used for dropping from VTOLs, but they don't confer any other combat advantages. You could say that a particular type of PA has a jump or grav pack built in if you want....ME


Chapter 11: Snipers and Characters

Q: What happens if an individual has attached themselves to a squad, and is then wounded? Is he treated as a normal member? What if he were unattached, does he lay in the middle of the field bleeding?
A: Yes, an independent figure that is currently attached to a unit is treated as amember of the unit. If he is unattached, he is therefore independent, so apply rules for Firing at Independent Figures (p.26). If currently a member of a Detached Element then apply rules for such (pp.17-18). ME


Chapter 13: Vehicles

Q: Another question mentioned twin mount. I want to represent a vehicle model I have. It has a small turret with two MG barrels, and no other weapon. With the rule on using space, would this be a 1 space turret (merging in the free SAW that's assumed), or would it be a two space turret, and I just don't have the free SAW?
A: See p.32, col 1 para 5. "...the basic free SAW is always assumed to be an EXTERNAL mount weapon..." - so it can't be in a turret. Thus in your example, its a two space turret, and you just don't have the free SAW. ME

Q: Just got SGII today and have been going through it and I noticed that in the vehicle section that no mention was made of APFC or PDS's. Is this intentional to go with the infantry emphasis or did someone forget something?
A: Yeah, APFC and PDs probably were forgotten. Either that or they were omitted because JMT literally ran out of space. Either way I think John's suggestions [to use decoys instead] make sense, so AFAIAC these are "approved" additions to plug the gap. Thanks John. ME


Chapter 14: Fire Combat

Q: If my squad leader is a casualty, do I take an additional suppression marker?
A: Yes. See page 10, "Loss of Unit Leader." AC

Q: A squad is allowed to split its fire. That is, part of the squad can fire at one target with one action and part of the squad can fire at another target with the second action. Can the squad split its fire against the same target? That is, can I fire half the squad at an enemy unit, and then fire the other half of the squad at the same enemy unit? This seems "cheesy".
A: Yes, you can. As long as no figure fires more than once per activation, you can split the fire of the squad and fire at the same target unit with both parts of the squad. Each fire action uses up one of the squad's two actions. This may seem cheesy, but it really isn't. Splitting fire against the same target decreases the possibility of casualties while increasing the possibility of suppression. It also eats up both of the firing squad's actions. AG

Q: If I have a twin mount, how to I resolve fire? Example, a twin-mount SAW on a vehicle. Do I just roll the support firepower die twice (this is how DS2 handled multiple mounts)?
A: Yes. (That was an easy one!)ME

Q: Is the Impact vs. Armor an open or closed die shift? For example, heavy power armor (D12) in cover.
A: Impact vs. Armor is a closed shift. JT-AD

Q: What if your squad wants to do small arms ranged fire against a dispersed target, but has only support weapons? Example, a heavily armed PA squad. Must they fire each support weapon seperately (especially if armed with a variety of weapons)?
A: See p.37 Individual Fire of Support Weapons. Each support weapon requires a separate Action to fire.ME

Q:Does a vehicle mounted infantry support weapon roll three dice (Support firepower, quality die, fire control die ) ?
A: No, it rolls two dice: Quality Die and Support Firepower Die. Infantry support weapons do not use the vehicle's fire control system. ME


Chapter 15: Infantry Close Assault

Q: In Close Assault, the defending unit can run away voluntarily or through a failed Confidence Test. The attacking unit can follow up and try to assault a second time. The defending unit can run away or be forced to run away again. The rules imply that this could happen until both units have crossed the entire tabletop! Is this right?
A: The rules imply this, but most players on the GZG Mailing List feel this is an error in the rules. The house rule most players use is to allow one "follow-up" assault during a close assault. That is, a unit conducts a close assault, and the defender retreats. The attacker may attempt a follow-up assault to reach the unit that just retreated. If the unit retreats a second time, the close assault is over. AG

Q: In close combat, you have a separate listing for edged weapons and pistols. Does that mean if my figure has both, he gets both modifiers?
A: In our CC system, it is assumed that a figure can only use one CC weapon at any one time, so he doesn't get both modifiers only the one for the weapon he is actually using. Of course, you could do it differently if you want to...ME

Q: If a panicked squad is charged, do they stand against the charge or flee? It seems like they would flee, but the SG2 panicked squad is frozen in place, so maybe not.
A: A panicced squad cannot perform any actions, but taking a Confidence Test is not an action. The panicced squad takes the CL Test. If it fails it will withdraw, if it passes it will fight. Panicced troops have frozen, but self preservation will override the desire to hide if they are charged. ME


Chapter 19: Electronic Warfare

Q: The rules for Electronic Counter Measures mention turning on the ECM gear and receiving 3 ECM counters. There doesn't seem to be any reason to turn the gear off. The rules don't say that turning on ECM counts as an action. Is there a reason to not turn on the ECM gear?
A: The rules are ambiguous. There has been no definitive ruling from Jon, but members of the GZG Mailing List came up with the following ruling: turning on the ECM gear counts as an action by the squad with the ECM gear. This gives the player 3 ECM counters to use at any time. The ECM gear is automatically turned off when the ECM counters are used up, or the next time the ECM unit is activated. Note: this is a consensus house rule and not an official ruling. Players may wish to use their own house rule. AG


Chapter 20: Advanced and Optional Rules

Q: What is considered normal armor for a building or terrain feature?
A: Whatever you like! But see the table on p.56. Terrain features (other than buildings) don't count as having armour, they provide either hard or soft cover. A hill would block the line of sight so you cant fire at a unit behind a hill (see p.11). ME


JT: Answer from SG2 author Jon Tuffley.

ME: Answer from Mike Elliot, authorized to speak for GZG on the net.

JT-AD: Answer from Jon Tuffley, game author, via Adam Delafield.

AG: Answer from Allan Goodall, SG2 afficionado. His answers are technically unofficial but usually correct. Those appearing here have been reviewed and are considered to be consistent in the views of author Jon Tuffley as expressed on the GZG mailing list.

AC: Answer from Andy Cowell, this site's author.


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Last modified Fri Feb 10 18:16:30 2006 GMT