Now that I have a full platoon of OutRim Coalition infantry painted, I think it’s time to summarize how this army works and what it is capable of in a Stargrunt II game.
The Outer Rim Coalition (aka OutRim Coalition or ORC) is one of the smaller factions in the Tuffleyverse. The Full Thrust, Dirtside II and Stargrunt II rulebooks don’t give too much detail about them: basically, they are the people born and living in the outer worlds, on starships and on space stations, at the edge of the human influence zone. They are not associated directly with any of the Terran nations and they are facing all the threats lurking in the unknown depths of space. They kind of resemble the Belters from the Expanse series with this background.
As you might know, I’m relatively new to this game: this is my first set of data cards, so they might not be perfect and there is a chance that I will need to update them later. This is one of the great things about Stargrunt II: you can modify and update your data cards whenever you need to. The same set of minis can represent a fictional ultramodern, a near-future or a high-tech army from the far future.
I’m not a fan of powerplay, so I tried to stick with a conservative approach and use the generic rules and equipment lists as they are in the Stargrunt II rulebook. I used the terminology of the GZG website and I matched them with the entries of the rulebook: the Heavy Railgun Sniper Rifle will use the Gauss Sniping Rifle profile (page 27) and the ORC hardsuits will be considered Combat Power Suits (page 28). I haven’t found any rules on gases and chemical warfare but since all the OutRim Marines are in hardsuits, I assume that they are protected against such threats.
Unit types:
- Marine Squad: the standard unit, consisting of an NCO, a medic, a SAW gunner, two special weapon experts and three marines.
- Marine Squad with Sniper Element: similar to the standard squad but with snipers instead of plasma gunner and grenadier.
- Assault Squad: another variation of the standard unit, replacing the grenade launchers with flamethrowers. I modified SAW gunner minis to represent the flamers in the game by removing the scopes and by adding small tanks to their backpacks.
- Anti-Tank Squad: the tank hunter squad, with an NCO, a medic, two marines and four missile launcher specialists.
- Command Squad: the leader of the platoon and his bodyguards.
- Artillery Observer Element: the forward observers for the Twin Rail-Mortar.
- Heavy weapons: Twin Gauss Autocannon, Heavy Plasma Cannon and Twin Rail-Mortars – the latter doesn’t need line of sight and works together with the Artillery Spotter Element
Frankly, I’m still not 100% sure if the “Twin” attribute should mean anything special, but I can imagine them firing salvos instead of single shots, or firing two shots as two actions in one single turn. However, that might be a bit of a powerplay, so for now I would avoid this interpretation.
I uploaded the data cards in pdf format, so feel free to use them or modify them as you like. Comments, suggestions, ideas and friendly criticism are more than welcome, let me know what you think about them:
What’s next? There are many things that I haven’t covered yet: Electronic Warfare units, Heavy Power Armours, vehicles, drones… but they are coming up soon. Watch this space for more updates!