Star Troopers

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Screenshots - Star Troopers

Star Troopers atari screenshot
Star Troopers atari screenshot
Star Troopers atari screenshot
Star Troopers atari screenshot
Star Troopers atari screenshot
Star Troopers atari screenshot
Star Troopers atari screenshot
Star Troopers atari screenshot
Star Troopers atari screenshot

Information - Star Troopers

GenreStrategy - WargameYear1996
LanguageSTOS BASICPublisherSerious Software
Players1 vs. 2Developer[n/a]
ResolutionLowLicensed from-

McNaughton, Ross

CountryUnited Kingdom
Graphic Artist(s)

McNaughton, Ross

Game design

McNaughton, Ross

Box / InstructionsEnglish

Hippel, Jochen [Mad Max]

Sound FX


Cover Artist(s)ST TypeST, STe / 1MB
Dumpdownload atari Star Troopers Download / MSANumber of Disks1 / Double-Sided

Instructions - Star Troopers

(c)1996/97 by Ross McNaughton. 
1Mb ST/STe, 2 players, mouse controlled.

Star Troopers is a tactical science-fiction wargame for two players. It 
is based on a computer-generated map with armies chosen from pre-defined 
divisions, so set-up is very quick and a game can be completed within a 
couple of hours. The objective of each game is to reach a total of 80 
victory poins, which are gained for destroying enemy units and occupying 
marked objectives.

On the title screen you have a choice of starting a new game or 
loading a previously-saved game.

The first screen of the game contains sybmols for the four armies in the 
game: Federation, Empire, Alliance and Outer Worlds. The strengths and 
weaknesses of each army are discussed later. On this screen, each player 
decides which army to use. 

After the initial army selection, the computer will generate the map and 
display an overview so that each player can plan a strategy and decide how 
to design their army. Once you are both happy with the overview, press SPACE 
to move on to the army design section. After this point, only the active 
player should look at the screen. 

The armies are chosen from a list of divisions. Each army includes a command 
division, which is always the same, and six divisions chosen from the list. 
The screen is divided into three main areas: The list of divisions (top 
left), a display representing the current division under the cursor (top 
right), and a list of divisions already in the army (bottom centre). As you 
move the cursor over the list of divisions, the display on the right will 
change to show the units in each division. Allies (see below) are shown by 
their army symbol. Clicking on a division will add it to your army. Clicking 
on an 'allies' line will update the list of divisions to reflect the allied 

The game moves on once you have chosen six divisions. You can't cancel your 
choices, so plan which divisions you are going to take before you click on 

Each army can take one division of allies from an army which is not taking 
part in the battle, allowing you to fill any gaps or support a basic army 
with some more exotic units. The Outer Worlds can take up to two allied 
divisions, one from each of the non-involved armies.

The Armies

The Federation was originally formed by the second generation of Earth's 
colonies, who considered themselves too far from the centre of power, and 
too different, for Earth's Empire to rule them effectively. When power in 
the Empire passed away from the homeworld, Earth petitioned to join the 
Federation and was accepted.
The Federation armies are good all-rounders, with a balance of light and 
heavy units and a fair proportion of aircraft. 

Originally ruled by Earth, the Empire is now in the hands of some of the 
first colonies. While not actually at war with the Federation, the two often 
have disputes over territory. 
The Empire likes large, impressive hardware so Empire units tend to be tough 
and well-armed, but the downside is that they're not very manoeuvreable. 
Using an Empire army is a case of taking the objectives that are easy to 
reach and then battening down the hatches and holding on to them.

The Alliance is a group of alien races with advanced technology. Their 
populations are small, so although they are ahead of the humans in 
technologies such as anti-gravity and force fields, the armies they can 
afford to field are well-matched with the more primitive human armies.
Alliance armies are primarily airborne, which makes them very manouvreable 
and able to redeploy easily and use hit-and-run tactics. However, they have 
only a limited number of ground units, so these must be used to best effect 
to occupy objectives. They also have a few unusual weapons and vehicles, 
which can turn the battle if used properly but can also sometimes sit around 
for the whole battle doing very little.

Outer Worlds
The Outer Worlds represent the areas where new colonisation is taking place. 
New colonies may belong nominally to the Federation or Empire, but while 
they are becoming established they effectively rule themselves.
The Outer Worlds are high on manpower but low on technology, so their armies 
contain lots of infantry and light vehicles. As a result, their armies tend 
to contain more units than anyone else, so a good tactic is to simply try to 
swamp their opponents.
As producers of raw materials, the Outer Worlds trade a lot with the other 
groups and occasionally buy some of the more exotic vehicles, so Outer 
Worlds armies can have two allied divisions rather than just one. They also 
have a few unique units of their own, such as the Whirlwind which is a 
standard all-terrain tractor fitted with a rocket launcher.

The Divisions
The following units are contained in each division:

Command Division: 2 heavy infantry, 2 light carriers, 2 medium tanks.
Light Armoured: 3 light tanks, 3 light tank-killers, 3 medium tanks.
Armoured Division: 2 medium tanks, 2 medium tank-killers, 2 heavy tanks.
Tactical Division: 4 light infantry, 2 heavy infantry, 2 engineers, 4 bikes.
Assault Division: 4 heavy infantry, 4 battle robots, 4 powered armour.
Transport Pool: 6 light carriers, 6 heavy carriers.
Skimmer Company: 5 skimmers, 5 cargo skimmers.
Airborne: 2 gunships, 2 grav-tanks.
Titan Group: 1 scout titan, 1 assault titan.
Support Battery: 2 light artillery, 2 heavy artillery, 1 missile launcher, 1 
 plasma gun.

Command Division: 2 heavy infantry, 2 heavy carriers, 1 heavy tank.
Armoured Division: 2 medium tanks, 2 medium tank-killers, 2 heavy tanks.
Heavy Armoured: 2 superheavy tanks, 2 heavy tank-killers.
Assault Division: 6 heavy infantry, 6 powered armour.
Robot Company: 5 battle robots, 5 defence robots.
Transport Pool: 4 heavy carriers, 2 assault vehicles, 2 AEVs.
Walker Group: 2 scout walkers, 2 scout titans.
Titan Group: 1 assault titan, 1 support titan.
Airborne: 4 drones, 2 gunships.
Artillery Battery: 3 heavy artillery, 2 missile launchers.

Command Division: 4 light infantry, 2 wave riders, 2 powered armour.
Armoured Wing: 2 grav-tanks, 2 heavy grav-tanks.
Defence Wing: 3 flaming death, 3 prism cannon.
Support Wing: 2 grav-mortars, 2 deathwings.
Tactical Division: 6 light infantry, 2 jet-bikes, 2 wave riders.
Assault Division: 4 powered armour, 3 jet-bikes.
Walker Group: 2 war walkers, 2 scout titans.
Gun Battery: 4 light infantry, 4 warp cannon.
Spotters: 4 drones, 2 gunships.

Outer Worlds
Command Division: 2 light infantry, 2 light carriers, 2 whirlwinds.
Light Armoured: 3 light tanks, 3 light tank-killers, 3 medium tanks.
Infantry Division: 4 light infantry, 4 heavy infantry, 4 light carriers, 2 
 powered armour.
Scout Division: 4 light infantry, 4 engineers, 4 bikes.
Mechanised Division: 4 light infantry, 4 anti-tank guns, 6 light carriers.
Titan Group: 2 scout titans, 2 powered armour.
Support Battery: 4 light artillery, 4 whirlwinds.
Airborne: 3 skimmers, 3 hovertanks, 3 cargo skimmers.

Once the armies have been chosen, each player gets a deployment screen. The 
deployment zone (the bottom of the map for player 1 and the top for player 
2) is divided into 10 sections; each of the seven divisions can be deployed 
in one of these sections, so you can spread them fairly evenly or 
concentrate on one flank.

Each division is shown in turn, starting with the command division and 
steeping through the others in the order they were chosen. Click in an 
unoccupied section to deploy the division in that section. The arrangement 
of units in each section will be done automatically, and dots will appear on 
the map to show the units.

After the deployment screen, you move into the main battle which continues 
until you abort the game or one player wins by reaching 80 victory points.

Each round of the game is divided into a number of phases which follow the 

PLAYER 1 ORDERS PHASE (1st round only)

The extra orders phase in the first round is just to make sure that player 
1's units don't get into combat without any orders.

The orders phase starts with an overview of the battlefield. The overview 
map shows your units, the objectives, all enemy units which are visible and 
any visible mines. Units and objects (objectives and mines) can be turned 
off to show the terrain underneath. 

When you exit the overview, you will step through each of your units in turn 
with the opportunity to change its orders. This is the first time you will 
see the main game screen. On the right is the close-up map, centred on the 
unit and showing 5 squares in each direction. All visible units are shown, 
with a small red arrow indicating which way they are facing. Top left are 
some of the unit's statistics, and bottom left are the controls. In this 
phase, the controls are buttons for the five types of orders. The other 
phases have similar displays but with different stats and controls.

The orders for a unit determine which actions it can perform during the 
turn, and how effective it will be in close combat. Some units can only be 
given certain orders. The orders are:
MANOEUVRE: Units on manoeuvre get their full movement and can fire normally, 
though with reduced accuracy. They have no combat bonuses.
ADVANCE: Units on advance have their movement reduced by a third but have a 
small combat bonus.
DEFEND: Defending units cannot move, although they can fire normally. They 
get a large combat bonus.
RESERVE: Units in reserve will recover strength and morale. They cannot move 
or fire, and have no combat bonus.
SNAP FIRE: Units on snap fire get extra shots during the enemy movement 
phase. They will automatically fire at any unit which assaults them, and 
will also fire at one other enemy unit if it moves. The target unit is 
chosen by the computer according to its position and cover, the idea being 
to pin units so that they are fired upon if they emerge from cover. Units on 
snap fire cannot move and have no combat bonus.
LAY MINES: This command replaces SNAP FIRE for engineer units. The unit will 
lay a minefield on its current square, which will be visible to the 
controlling player but not the opponent. Units laying mines cannot move and 
have no combat bonus.

Units with BROKEN morale are restricted to manoeuvre or reserve orders. When 
a unit's morale changes to BROKEN, it will automatically be placed on 

When you've selected the orders you want, click on NEXT to step to the next 
unit. If you've given all the orders you want to before reaching the last 
unit, click on EXIT.

During the fire phase, the game will step through each of the units which 
can fire. Different units have different rates of fire, so they won't all be 
available in the same phase. Those with a ROF of 1 fire in the phase before 
your movement phase, those with ROF 2 fire in the other two phases, and 
those with ROF 3 fire in all three.

Click on the direction arrows to scroll the map. The unit which is firing is 
marked with a red frame, so that if you scroll too far and get lost you can 
find it again.

When you move the pointer over the map, it will turn into a crosshair. Move 
it over the unit you want to shoot and press the left mouse button. WARNING: 
Friendly fire is possible! If you target one of your own units, the computer 
won't stop you. The message line at the bottom of the map will report the 
success of your shot: hit, miss or deflected by armour. If you hit, a second 
message will appear if the unit is destroyed.

Firing accuracy is affected by terrain; it is increased if your unit is on 
high elevation, and decreased if the target unit is in cover.

When the unit has fired, the game will automatically step to the next unit. 
If you want to skip a unit, click on the NEXT button. If you want to end the 
phase before all your units have fired, click on EXIT.

The movement phase control panel is similar to that for the fire phase, but 
with a few additions. Under the statistics list is a line which shows 
whether a unit is a transporter or transportable. If it is a transporter and 
is carrying another unit, the icon for that unit is also shown.

Similar to the fire phase, there are 8 direction arrows, but for the 
movement phase there are three other icons next to them. These are explained 
below. Also, a copy of the unit icon and its facing arrow are shown in the 
centre of the direction buttons.

The three icons on the left select the MODE: Observation (eye symbol), 
Change Facing (8 small arrows, like a chaos symbol) and Move (large arrow). 
The mode determines the effect of the direction buttons. Whenever you change 
mode, the map will be re-centred on the current unit. The mode setting 
remains as last set when you change to a new unit.

In Observation mode, the direction arrows scroll the map freely, without 
affecting the current unit. You can plan your route, check on the positions 
of supporting units and look for the enemy.

In Change Facing mode, clicking on a direction arrow will turn the unit to 
face in that direction. This costs points (one point for turning up to 90 
degrees and two points for more than 90 degress), and should only be used 
after the unit has finished moving, since facing changes automatically when 
a unit moves.

In Move mode, the direction arrows move the unit. Movement is points based 
and the number of points remaining is one of the stats shown in the top 
left. Provided the unit is able to move onto the target terrain type, and 
has enough points, the unit will move, otherwise a message will appear 
telling you why movement is impossible.

If the target square contains mines, they will react depending on the type 
of unit. Normal units set off the mines, taking damage and making the mines 
visible to both sides. Airborne units will spot the mines, making them 
visible only to the side which owns the unit. Engineers will remove the 
mines. Engineers will also repair damaged bridges or roads if moved onto 
them, but all of these actions require extra movement points.

You cannot move on top of one of your own units except to load a 
transportable unit into a transport. This will end its move, but it will 
appear in the next movement phase. Move the unit if you wish to unload it, 
leave it alone if you wish to leave it in the transport. Units in transport 
cannot fire, and do not appear in the orders phase; they are automatically 
on manoeuvre orders.

If you attempt to move onto an enemy unit, an assault will take place. If 
your unit loses, it will stay where it is. If it wins, the enemy unit will 
retreat and your unit will take its place. A unit that cannot retreat (all 
directions are blocked by units or impassable terrain) will be overrun and 

As well as the assault values of the two units, the following stats have an 
effect on assault: Morale, relative elevation (eg attacking from hillside to 
flat ground), and facing (rear attacks are most effective, frontal attacks 
least effective). A unit on less than 50% of its original strength will also 
have its assault reduced.

As well as both sides taking the appropriate damage, the winning unit will 
increase in morale and the losing unit will decrease in morale. One 
exception to this is that a unit on less than a quarter of its original 
strength cannot increase its morale, either by winning assaults or 
reserving. For the unit to increase in morale, it must be left in reserve 
until it is back above a quarter strength.

The movement phase will step through all units which still have movement 
points available. Unlike the other phases, the movement phase will 'wrap 
around', going back to the first unit after you click NEXT on the last unit. 
It will only exit automatically if all your units have used all their 
movement. Otherwise, it will keep going until you click on EXIT.

The report phase presents a screen of statistics on the two armies. The 
initial and current army sizes are given both in terms of number of units 
and total strength. The last column of each row gives the current value as a 
percentage of the initial values.

The final line in each player's report shows the number of objectives held 
at the end of the turn, and the victory points. If one or both players have 
broken 80 victory points, the result of the battle will be shown at the 
bottom of the screen. Otherwise, there are three options along the bottom of 
the screen. SAVE saves the current position to be reloaded and resumed 
later. Orders are not saved, but as when starting a new game, each player 
will have an orders phase at the beginning. CONTINUE begins the next round. 
Finally, QUIT terminates the game. There is no confirmation in the current 
version, as soon as you click on QUIT you will return to the desktop, so be 
careful not to click on it accidentally.

If both players break 80 victory points by the same amount, the game will 
continue for another round to allow a winner to be decided.

The main routines in Star Troopers are taken from my shareware wargaming 
system, War, which lets you create and play your own 2-player wargames. The 
Shareware version of War is available from Floppyshop on disk GAM.5530C, or 
you can get the registered version direct from me for œ5. The address is 
below and you're also welcome to write if you have any comments on Star 
Troopers or any of my other games.

Ross McNaughton
29a Vachel Road

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