From: Sean Emerson[SMTP:semerson@transport.com] Sent: Wednesday, July 12, 2000 12:13 PM To: ohara.walter@hq.navy.mil Subject: Re: [w_g_p] New modules Starship Troopers module enclosed: Enclosed in this archive you should find the following files: SST readme.txt (this message) Module directory: Starship Troopers.GPF Starship Troopers.GPG Savedgames directory: Starship Troopers/Demo.gps (an example of how to build a bug farm) Starship Troopers/Scenario-1.gps Starship Troopers/Scenario-2.gps Starship Troopers/Scenario-3.gps Starship Troopers/Scenario-4.gps Starship Troopers/Scenario-5A.gps Starship Troopers/Scenario-5B.gps Starship Troopers/Scenario-6.gps Starship Troopers/Scenario-7.gps Starship Troopers/SST-passworded.gps (Sorted with default Passwords added) Starship Troopers/SST-Sorted.gps You must own a copy of Starship Troopers to be able to use this module. This module make extensive use of hidden units, hidden ID's and step reduction. The setup files have been defined as two-player games, with the units for each scenario already in concealment. All skinny units appear face up to the Alien player, but they have their identities concealed, and so will appear face-down to the Terran. The player names and passwords for all scenario set-ups are: Player 1: Terran Password: terran Player 2: Alien Password: alien Player should be sure to change their passwords before play begins! Weapon markers are provided to show quantity of weapons for each MI. These are normally used to show HE possession. The DAP, DAR and listening device counters provided for each scenario can be hidden and placed directly on the chart of the unit owning it. Nuc launchers are indicated by a multi-step counter. These start each scenario with step 4 selected. Lower the step by one every time the launcher is used. Disrupt counters are gray with a large "D". Terran Damage markers have several steps: 1 - HVY 2 - WIA 3 - KIA All Terran weapons are completely hidden on the terran unit chart. Be sure to unhide these weapons when they're placed into play. Arachnid Tunnels come in multiple configurations, hopefully enough to handle any required tunnel construction. Each Arachnid cell has a color identifier. You may select different steps for each tunnel counter to get the correct color for the cell the tunnel is assigned to: Cell: Step: Color: A 1 Blue B 2 Red C 3 White D 4 Green E 5 Yellow Bugs from Hive #2 are differentiated by a colored dot in the middle of the bug. Unused Arachnid HE demos should be unhidden to ensure compliance with the rules. Prisoner cells are indicated by a boxed red "P". You may flip this counter over (step 2) to indicate and escaped prisoner. It wasn't clear in scenario 4 whether the Skinnies were to be concealed from the bugs or not. I set them up as concealed. There are additional units which were included in an Article in the General entitled "Saga of the Bug War" by Richard Hamblen. Please address comments to: semerson@transport.com Keep up to date on WGP developments and modules: http://www.wargamesbymail.com