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Scenario Cards for Stargrunt II
By Michael Brown

Back to Scenarios

This Page: Introduction   Terrain   Off-Table Support   Sequence of Play 
Victory Conditions   Attacker Scenario Cards   Defender Scenario Cards 

Introduction Back to Top

These useful Stargrunt Scenario Cards allow players to throw together a quick game of Stargrunt II without having a well-defined prior idea. Ideal for pick-up style gaming or just putting together an evening of entertainment on short notice.

Games will have three sizes; Small, Medium and Large. The mission outlines for Attacker and Defender are suitable for both DS and SG. The points/forces will be different.

Force sizes refer either to a number of squads (Star Grunt) or a points value. DS has an inherent points system. Courtesy of Phil Pournelle there is a points system available for SG infantry squads and it may be found here. The author recommends using the vehicles points in DS as suitable for Star Grunt; costed as Regular Leader 3.

[Editor/Tomb]: Awarding a +1 FF (or taking a -1 FF) may be one possible way to balance scenarios for player skills or experience. This should be done with some care as dropping a FF in an FF 2 or 3 game can have quite an impact, but it can offer a mechanic to handicap games for new or less experienced players and to still provide a challenge for more experienced gamers.

Small - Should involve a standard infantry platoon size force. Fire support is extremely limited if available at all. The force is unlikely to include vehicles unless the mission is purely recon. Small games will usually be played on a 6'x4' table and last 12 turns or 2 1/2 hours. This is a game for only two players. SG - 2 to 3 Squads/200 points. DS - 3,000 points.

Medium - The forces involved will be likely to be two infantry platoons or a mechanised or airmobile platoon. Artillery or air support will likely available. Table size may be 6x4 or larger. The game should still be played in around 12 turns although time for completion will probably be at least 3 1/2 hours. SG - 4 to 7 squads/600 points. DS - 7,000 points.

Large - Typical forces may be a full Company of leg infantry, one or two platoons of mechanised infantry or even a heavy Power Armour platoon. Artillery and/or air support should be assumed and don't be surprised at the appearance of a couple of light or medium tanks on one side! The table is unlikely to be less than two 6x4 tables joined. Game length will depend on the number of units costed for each side; a lower number of expensive squads/vehicles will result in shorter playing time although the 12 to 15 game turns should still apply. This is suitable for 4 or 6 players and should have a Referee overseeing the game. SG - 2 to 3 Platoons/1,000 points. DS - > 7,000 points.

Each scenario card will have Force Factor (FF); eg Attacker - Recon - FF = 3. This is then compared to the Defender FF for his scenario card drawn.

To avoid mutually exclusive victory conditions some Scenario Cards exclude some opposing cards or have a mandatory list of opposing cards. For example, the first person draws Assault; therefore the opponent will automatically draw from Defend, Delay, Standing Patrol, Counter-Attack or Delay.

Terrain Back to Top

This is one suggested method for placing terrain. Divide the table into 6 or 8 sectors. Taking turns place down each sector at the players choice. Water features will be passable as minor streams except where the scenario card details a river crossing, in which case dice for fordability (passable as difficult on a 1 on d6).

Off-Table Support Back to Top

Some Scenario Cards allow Off Table Support such as Artillery/Ortillery or Air Support. OTS may be used and is included more for the larger games but is not encouraged as we wish to keep the game as On Table as possible. Use of OTS will incur Victory Points penalties.

Light Support - Mortars or Medium Artillery up to 20% of Total Force Value. This is regarded as one level of command higher and is support that arrives on the first turn after called.

Medium Support - All Light Support elements plus Heavy Artillery, Ortillery or Air Support up to 40% of Total Force Value. Medium support arrives two turns after called.

Sequence of Play Back to Top

  1. Decide on whether to play a small, medium or large game.
  2. Roll a d10, highest score going first each choose a random card.
  3. Intelligence. an opposed d10 die roll. Winner exceeds losers die roll then chooses points size and is told the opponents force ratio, decides on number of points he wishes to use and then informs the opponent the points/force size he may use. If the result is more than DOUBLE the losers die roll, then winner is advised of 'losers' mission type as well, eg Defend, Recon etc. On a tie both players re-roll. The Winner is now referred to as the Attacker. The other player becomes the Defender.
  4. Starting with Defender, layout the terrain on the table, alternating placement of the sections. Both sides declare scenario specified terrain and may adjust/place roads, rivers etc accordingly.
  5. Defender deploys prepositioned units if specified in scenario, then Attacker. If both sides have deployed on table decide initiative by dice. Otherwise Attacker moves first.

Victory Conditions Back to Top

A Major Success counts as 5 Victory Points (VPs)
A Minor Success counts as 3 VPs
Destroying or Routing each 20% (rounded down) of the enemies total ON TABLE points value/ratio of troops gives 1 VP
Losing each 20% (rounded down) of the own total ON TABLE points value/ratio of troops loses 1 VP
Use of Off Table Support loses VPs (this is to encourage the on table game). Light Support -1 VP, Medium Support -3 VP

When determining losses for VP calculations use the following guidelines:
Infantry figures count as casualties if Killed or Wounded whether treated or untreated.
Vehicles count half points for losses if Immobilised and full points for losses if Disabled or Destroyed.

Attacker Scenario Cards Back to Top

Mission: RECON Force Factor: 3
Identify all enemy units on the table then withdraw from own baseline. Enemy receives 1d4 dummy markers per 4 squads. Major Success if all markers on table are inverted. Minor Success if all on table enemy counters are revealed. Up to Recon team Commander to determine when he believes he has accomplished his mission.

Mission: RAID Force Factor: 5
A quick strike to take out a key scientific outpost. Place 4-6 small buildings towards Enemy end of table. Enemy is unaware of signficance of the buildings. Light Support Available. Major Success if all buildings are destroyed. Minor Success if 2/3 of buildings destroyed.

Mission: RECOVERY Force Factor: 4
Place 4 markers at Enemy end of board within 24" of baseline. One of these is a vital piece of equipment of injured aircrew in need of recovery. Major Success if object/aircrew returned to own base table edge. No Minor Success!

Mission: ADVANCE Force Factor: 4
You must move forces off the Enemy table edge. Light resistance to be dealt with, larger forces should be bypassed; left for main body. Major Success if all Enemy are destroyed/forced from board. Minor Success if 2/3 or more own forces exit Enemy table edge. Light Support available.

Mission: CLEAR Force Factor: 4
Advance to clear all Enemy from two/three key features at Enemy end of board. Roll die, Odds two features, Evens three features are to be placed no closer together than 12" (center to center) in opposition half of table. Major Success if all Enemy are removed from within 24" of the center of all features. Minor success if all Enemy are removed from within 12" of centre of all features.

Mission: ADVANCED GAURD Force Factor: 5
You must quickly advance to seize a key bridge/river crossing on Enemy half of board. During terrain setup a river or road MUST be chosen/placed on Enemy side of board with a junction/bridge at least 12" from any table edge. The river is not passable to wheeled or larger than Size 2 vehicles. Major Success if all enemy are removed from 24" from key point at game end. Minor Success if all enemy removed from 12" from key point. Medium Support available.

Mission: SECURITY Force Factor: 4
You must move to a position at the Enemy side of board (just past halfway and no closer than 6" of table edge) and hold. Major Success if hold for two thirds of game and still holding at end, Minor Success if just holding at end of game.

Mission: ESCORT Force Factor: 4
You are to provide an Escort/Protection Party. This may be a Communications Detachment or an Artillery/Ortillery Survey Team (SG of 4 men, DS of two vehicles) which must move to within 12" of the centre of the board, take two actions to set up the and operate the "Device'. 4 turns for Major Success, 2 turns is Minor Success. Anything else is a failure. Suppression on the Comm Det ONCE the "Device" is set up does not effect the operation of the device. Too bad if an Enemy force is already occupying the bit of ground you want!! This is the only spot it will work in!!

Mission: ASSAULT Force Factor: 6
Your force has been tasked with destroying an Enemy force in preparation for a larger major attack. You are to take the enemy occupied position and destroy or force from the area ALL enemy forces. Major Success to destroy all enemy forces On Table. Minor Success to take the enemy position and inflict more % of enemy casualties than receive. Medium Support available.Enemy MAY ONLY DRAW Defend, Delay, Counter-Attack, Standing Patrol or Relief.

Defender Scenario Cards Back to Top

Mission: DEFEND Force Factor: 4 (if not already dug-in) 3 (if troops start in Hard Cover dug-in)
Set up a defensive position no closer than 18" from own baseline and deny the enemy the ground. Start positioned hidden ie inverted counters, with 1d6 dummies per 6 units rounded up. Major Success if at least two thirds of force not Broken or Routed and holding position at end of game. Minor Success enemy do not occupy two thirds of position at game end. Medium Support available. Opponent may not draw Defend, Delay, Counter-Attack, Stand Patrol, Ambush or Relief.

Mission: DELAY Force Factor: 3
Start in a position in the centre 12" square of board. Hold for 5 turns then move all units off own base line in good order (not Routed or Broken). Major Success if more than two thirds leave table successfully. Minor Success if at least one third. Light Support available. Opponent may not draw Defend, Delay, Counter-Attack, Stand Patrol, Ambush or Relief.

Mission: COUNTER-ATTACK Force Factor: 5
Place 2+1d4 dummy markers on Enemy half of board. Enemy forces come on from side of board 6d12" from baseline on turn 2+(1d4). Major Success - Destroy, Break, Rout or force of the board >50% of Enemy. Minor Success - Destroy, Break, Rout or force of the board >25% of Enemy. Medium Support available.

Mission: STANDING PATROL Force Factor: 4
Start in centre of board NOT in defensive position. 1/3 of force should move to Enemy table edge and return to Patrol Base before you may withdraw off base line. Major Success - All patrols return to PB and exit > 2/3 of force off own table edge. Minor Success - At least half of patrols return to PB and > 1/2 forces off own table edge.

Mission: AMBUSH Force Factor: 4
Hidden placement of forces (requires a map) plus 1d6 on table dummy markers as decoys. Inflict max casualties on Enemy and withdraw off own baseline. May deploy anywhere up to 24" from Enemy table edge. Major Success - Destroy >50% of Enemy forces. Minor Success - Destroy >25% of Enemy forces.

Mission: RECON Force Factor: 2
Move to within 2 Range bands of Enemy units on board. Alternately take at least one prisoner and withdraw to own baseline. Major Success - Taking a prisoner and withdrawing off own table or moving to within 2 Range bands of every enemy position. Minor Success - moving to within two range bands of every actual enemy unit/marker.

Mission: RELIEF Force Factor: 5
Place 1/3 points value of forces in 12" square at table centre. May not withdraw until start of Turn 6, may not use artillery or air support but may include mines and 1d6 dummy markers anywhere on board. Remainder come on table at start of Turn 5. Major Success - >2/3 of units in place withdraw Not Routed. Minor Success - > 1/3 of units in place withdraw Not Routed. Light Support available.

Mission: ESCORT Force Factor: 4
You are to provide an Escort/Protection Party. Decide by d6 die role the purpose. 1, 2 or 3 - This may be a Communications Detachment or an Artillery/Ortillery Survey Team (SG of 4 men, DS of two vehicles) which must move to within 12" of a line across the short axis of the board, take two actions to set up the "Device' and operate for 4 turns for Major Success, 2 turns is Minor Success. Anything else is a failure. Suppression on the Comm Det ONCE the "Device" is set up does not effect the operation of the device. 4, 5 or 6 - An Engineer Minelaying team must move forward to play a Defensive ANTI-VEHICLE mine field. The Engineers are in addition to the forces determined/bought by the you (ie FREE) but are to amount to no more than 10% value of your total points. The mines are to be placed no closer to Enemy table edge than 18" and must be at least 6" apart. It takes one action to place a mine or dummy-mine marker. For a small game Major Success if 8 mine markers are laid, Minor Success if 6 markers are laid. For larger games double this requirement. The Engineers may only fire if FIRED upon. Dummy markers may be laid at your discretion but do not count for victory conditions. Engineers and Protection Party start as hidden units ie inverted counters on table. Troops are placed on table if in LOS of enemy unit in Open or if successfully spotted if in cover. Mine markers are placed on table inverted until Spotted by enemy.

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