SST TSM (Tactcial Shooter Mod)

Galatea

Mongoose
The idea of this came up when I played this CTF Scenario as a demo game (allright I didn't play it, but I watched).


SST Tactical Shooter Mod

Terrain:
Lethal Terrain: Contact with this terrain will kill a model instantly. Examples: Lava streams, acid lakes, bottomless holes.

Cover:
Models that are at least half invisible for the attacker count as being in cover and gain +2 Target and Kill.
Bunker Cover:
Models inside a bunker gain +3 Target and Kill.

Models used/weapon fire:
PAMI are used. Both teams get exactly the same equipment and models.
Each model acts separately, command distance is irrelevant.
It is possible to split fire (of individual models), but damage dice must be allocated before shooting. Damage dice can only be allocated to models within a weapon’s fire zone, it is not possible to create a 2nd fire zone.
If no secondary targets are declared before shooting, all shots will only wound the initial target model – even if it’s killed twice or more.

Reactions:
Only one reaction per model is allowed.
Reactions allowed are:
- Beat Feet (a move action, may use special movement if readied)
- Charge (a charge action)
- Shoot (a shoot action)
- Dodge (+1 to any saves for the rest of the enemies turn, a model with no dodge save gains a 6+ dodge save if it takes a dodge reaction)

Weapons:
Changing weapons needs a ready action.
Ammo/X. This trait represents how often a weapon can shoot (in action/reaction) before it’s going out of ammo, until the model pics up another ammo powerup.
Models can’t shoot during jump. They need both legs an the bottom (this rule was made because normal jump would negate almost any cover).

Models can carry a maximum number of one large weapon and one small weapon. A ready action may be used to grab a weapon and/or ammunition dropped by a fragged model.
A ready action may be used to grab a powerup.


-Small weapons:
Circular saw (CircSaw)
Type Infinite, changes CC-Value to 1D10, Pierc/1.
Changing to Chainsaw can be part of a Charge-Action/Reaction and does not need an extra ready action. Changing back to another gun needs ready though.

Shock Stick
Type Infinite, changes CC Value to Userx2, Pierc/1, Parry/1 and extends PointBlankRange to 3“.
Changing to Shock Stick can be part of a Charge-Action/Reaction and does not need an extra ready action. Changing back to another gun needs ready though.

Pistol:
Type Squad, Range 20“, Damage 1xD6, Ammo/30

-Large weapons:
Basic Gun (Morita):
Type Squad, Range 20“, Damage 2xD6, Auto, Ammo/20

Shotgun
Type Pack, Range 15“, Damage 3xD10, Ammo/10

Railgun
Type Pack (Ready), Range 60“, Damage 1xD10, Killshot, Accurate, Ammo/10
Special rules: Ignores the effects of any cover.

Flamer
Type Squad, Range 10“, Damage D10+2, Flame, LZ (Stream/6”), Ammo/8
Special rules: Ignores the effects of any cover.

Grenade Launcher
Type Pack (Ready), Range 40“, Damage 2xD6, LZ(3“), Ammo/6

Missile Launcher
Type Pack (Ready), Range 60“, Damage 2D10, LZ(3“), Piercing/2, Accurate, Ammo/2

Heavy Machinegun
Type Squad, Range 30”, Damage 4D6+1, Piercing/1, Auto, Ammo/30
Special rules: The heavy MG must be deployed before shooting (like a micro support platform) by using a ready action. It has an infinite number of shooting reactions per (opponent) turn and a reaction radius up to 20”.


CTF Rules:
Grabbing the flag needs a ready action.
A model carrying the flag cannot jump anymore, though it can act normally (react) otherwise.
The flag can be passed to a friendly model by both models taking a ready action.
The flag can always be simply dropped. Dropping the flag needs no action.
If the Flag Carrier dies by a failed armor save the flag is dropped where the model died.
If the Flag Carrier gets fragged by a Kill Result the flag scatters D6“ in a random direction and is dropped there.
If the flag scatters into lethal terrain or the Flag Carrier flinches into lethal terrain and the flag gets destroyed that way (i.e. if it falls in a lava stream) it is removed and placed at the centre (flag) point again.

Scenarios:


1. Deathmatch
Briefing:
This one is really easy. The enemy’s activities must be stopped. Kill anything you see.

Map Description:
The map measures 6x4ft. Deployment zones are 6” from the short table edge.
Use as much terrain as you can find. The more the better. Best are ruins with multiple levels, bridges and inside/outside parts. Use a lot of lethal terrain if you want it really funny.

Victory Conditions:
The player that kills all enemy models first wins. The game lasts for a maximum duration of 10 turns - at the end of turn 10 the player with the most surviving models wins.

Scenario special rules:
-

Team Equipment:
It will get close and deadly though some sort of fire support isn’t bad at all.

8 Troopers:
One Team Leader (Sergeant stats) with Morita and Shock Stick. Has the heroic trait ‘fast mover’.
One Trooper with Shotgun and CircSaw.
One Trooper with Railgun and Pistol.
Five Troopers with Morita and CircSaw.


2. Assassination
Briefing:
An important enemy Leader has been detected in the area. Move out and kill him as these spineless worms are only fighting for the fear of their leader. His death will crush their morale and assure your victory.

Map Description:
The map measures 6x4ft. Deployment zones are 6” from the short table edge.
Use as much terrain as you can find. The more the better. Best are ruins with multiple levels, bridges and inside/outside parts. Use a lot of lethal terrain if you want it really funny.

Victory Conditions:
The player that kills the enemy team leader first wins. The game lasts until this goal has been achived.

Scenario special rules:
-

Team Equipment:
Snipers have been deployed but probably the job needs to be done by your grunts.

10 Troopers:
One Team Leader (Sergeant stats) with Morita and Shock Stick. Has the heroic traits ‘fast mover’ and ‘jumpball player’.
One Trooper with Shotgun and CircSaw.
Two Trooper with Railgun and Pistol.
Six Troopers with Morita and Pistol.


3. Tactical Advantage
Briefing:
You have been fighting in this area for a long time now, but victory is near. You just need to hold those energy relays to knock of the enemy’s air defense. The rest will be done by your bombers. If you fail they will be screwed and you too.

Map Description:
The map measures 6x4ft. Deployment zones are 6” from the short table edge.
Use as much terrain as you can find. The more the better. Best are ruins with multiple levels.
There are 6 Energy relays (Flag Points) scattered all over the map and one in the middle. This time flags can’t be carried away, but conquered by using a ready action.

Victory Conditions:
The game lasts for 10 turns. The player that holds the most flag points when the game ends is the victor.

Scenario special rules:
-

Team Equipment:
You will be fighting at close quarters, and defending strategic points. No need for artillery, but a sniper can prove very useful.

10 Troopers:
One Team Leader (Sergeant stats) with Morita and Shock Stick. Has the heroic trait ‘fast mover’.
One Trooper with Shotgun and Pistol.
One Trooper with Flamer and CricSaw.
Five Troopers with Morita and Pistol.
Two Troopers with Railgun and Pistol.


4. Under Siege
Briefing:
Both sides have digged deep in this war. Now you have been chosen to finally end the fight – the one way or the other. Destroy the enemy’s structures and kill all his troopers.

Map Description:
The map measures 6x4ft. Deployment zones are from the short table edge up to 12” to the center line.
Use a decent amount of terrain (best are high ruins with multiple levels) but don’t cluster the entire map with it. Leave about 50% of the table terrain-free.

Victory Conditions:
The game lasts for 10 turns. The Player that gains most VP wins the game.
Destroying a structure: 5 VP
Killing an enemy trooper: 1VP
Killing the enemy’s Team Leader: 2VP

Scenario special rules:
-

Team Equipment:
This time you will see a lot of really big guns.

19 Troopers:
-Attack:
One Team Leader (Sergeant stats) with Morita and Shock Stick. Has the heroic trait ‘fast mover’.
Two Troopers with Flamer and CircSaws.
Ten Troopers with Morita and Pistols.
-Defence:
Two Troopers with Heavy MG and Pistol.
-Fire Support:
Two Troopers with Grenade Launcher and Pistol.
One Trooper with Missile Launcher and Pistol.
One Trooper with Railgun and Pistol.

One Ammo Depot
Three Bunkers


5. Meltdown
Briefing:
One of your agents died when he was trying to bring secret information about the enemies forces in the this sector to you. His dead body was located in the ruins of this city and now you have been choose to get there and grab that information he carried.
Unfortunately the enemy is already on his way.
Oh, and by a note, the City is under heavy nuclear bombardment. Good luck.

Map Description:
The map measures 6x4ft. Deployment zones are 6” from the short table edge.
Use as much terrain as you can find. The more the better. Best are ruins with multiple levels.
The secret information (Flag) is placed in the middle of the map inside a ruin.

Victory Conditions:
The player that gets the secret information beyond his table edge is the victor.

Scenario special rules:
At the beginning of each player’s turn roll a scatter die and 6D6.
Place an atomic Ajax warhead there with the centre exactly on the scatter point.

Team Equipment:
This will get close and dirty, so there is no need for a heavy punch.

8 Troopers:
One Team Leader (Sergeant stats) with Morita and Shock Stick. Has the heroic trait ‘fast mover’.
One Trooper with Pistol and Shotgun.
One Trooper with Pistol and Flamer.
Five Troopers with Pistol and Morita.


6. The Beast’s Lair
Briefing:
An agent trying to bring you vital information has been ripped by alien beasts and pulled into their nest. Now you have to go there and get it out.
Oh and the enemy is on the way to get them back, too.

Map Description:
The map measures 6x4ft. Deployment zones are 6” from the short table edge.
Use a decent amount of terrain, most should be rocks, small hills or acid lakes.
The flag is deployed in the middle of the table and may be grabbed by using a ready action.
Place one King Tanker in the middle of the map, sitting right on the flag.
Add some eggs to represent the alien nest.

Victory Conditions:
The game lasts until one player has moved to flag beyond his table edge or all troopers (of both sides) are dead.

Scenario special rules:
There are three separate turns: Player A, Player B, Bugs.
The King Tanker can’t be destroyed. Each wound it takes instead reduces his actions during the next bug’s turn by one. It will always attack the nearest target but won’t move more than 12” away from the flag point.
Roll 2D6 at the beginning of each bug turn. For each roll of 4+ place one Warrior bugs in the middle of the map. Player models can react to hatching bugs before they take their actions.
The Warriors will always head for the nearest target and try to rip it apart.

Team Equipment:
There will be a lot of tough aliens, so you packed some big guns and a bunch parry weapons.

10 Troopers:
One Team Leader (Sergeant stats) with Morita and Shock Stick. Has the heroic trait ‘fast mover’.
Two Troopers with Shotgun and Pistol.
Two Troopers with Flamer and CircSaw.
Four Troopers with Morita and Shock Stick.
Two Troopers with Railgun and Pistol.
 
Nice! I'll 'borrow' some of the stats for weapons and make a small aliens styled game thingy 8)

My only critique is the CircSaw, to evil dead :wink:
 
Reduced the CircSaw to p/1.
p/3 equals killshot actually^^

I think MGP should really create an SST/BF Evo Mod forum.
I assume it would get plenty of entries when players start to do their own mods.
 
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