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Critter Commandos

Critter Commandos

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100% found this document useful (1 vote)
490 views58 pages

Critter Commandos

Critter Commandos

Uploaded by

VEX - HAN - 092
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 58

CRITTER COMMANDOS

Major Ribbet surveyed the battlefield. The forces of the dread RATZI Party had taken
the outpost in a daring Spritzkrieg Raid, and the FROG Patrol had been forced to
retreat. They were now dug in on the hills overlooking the small buildings of the Outpost
alongside his 101st Airborne Division. Those darn RATZIs were gonna get a surprise
they wouldn’t soon forget!

What exactly is this game?


CRITTER COMMANDOS is a game of squad level (and larger) combats that occur
in a universe gone mad. All the combatants are modeled after Saturday morning car-
toon characters, and that the damage caused by the weapons isn’t really real! Each bit
of damage puts a “hole” in the character (just like a cartoon!), and when they’ve taken
enough holes, they are out of the game. But they come back for the next episode, safe
and sound!
This game is intended to be a fast and fun introduction to the world of miniatures
games, while also having some role playing elements. Each soldier has an INDEX that
tells you how fast it is, how smart it is, how well it can shoot, and more. They also have
a list of whatever weapons they carry. Using this, you as the player control how the bat-
tle unfolds, and try for ultimate victory.
The combat is quick-paced and easy to learn. It uses a single roll on a ten-sided die
(available from the store where you bought this book) to figure out any combat. The
emphasis is on fun and excitement, not massive tomes of over complicated, supposed-
ly “realistic” systems that bog down in too much detail. We hope that you enjoy this
game!

EQUIPMENT NEEDED
To play CRITTER COMMANDOS, you will absolutely need the following items:

• This rule book


• Paper
• A Pencil or Pen for each Player
• A small number of 6 sided dice (2-4, at least)
• A small number of 10 sided dice (1-3)
• Playing pieces - provided with this game are counters you can photocopy onto
cardstock. Copy them onto several colors of cardstock at your local Kinko’s and you’ll
have enough for everyone!

Critter
Cola

7
CRITTER COMMANDOS
The following items are technically optional, but they do tend to
Known Space add to the game:
• A quantity of model railroad scenery - trees, bushed, buildings,
Known Space is made up etc. Mountains can be simulated by using outdoor carpeting,
of a lot of different plan- Styrofoam, or (my favorite) rubber padding foam, cut into 1’ squares
ets. Each of the member and other shapes.
Critters of the FROG • Aquarium Plants are also great for alien plants with their wild
Federation has a few plan- colors and exotic shapes.
ets. The RATZI Party has • A quantity of appropriately painted CRITTER COMMANDOS
the planets they held miniatures.
before the war started,
• A Pocket Terminator (or similar item) - highly recommended,
plus the ones they have
taken during the war. it has sounds of machine guns, lasers and explosions. This, coupled
There are also come plan- with the miniatures, really gets the players into the right frame of
ets held by various non- mind.
involved Critters. • And watching a morning full of cartoons will tend to get the
players in the proper frame of mind.

WHAT ARE THESE DICE, ANYWAY?


Playing CRITTER COMMANDOS, requires a quantity of 6 & 10 sided dice. When
asked to roll a die, you just toss it, and check the number on the uppermost side. This
is the result. For instance, if you see notation like roll 1d10, it means you should roll
one 10 sided die.

GAME SCALE
In CRITTER COMMANDOS, the game scale is 1” (real distance) = 6 feet. This
means that each 1” of distance on the table would be equal to 6 feet in real life (assum-
ing, of course, that there really were big anthropomorphic animals running around).
Each turn is equivalent to approximately 30 seconds of real time. This means that
no matter how long it might take to resolve everything that happens while you are work-
ing out what happens in a turn, it will only be 30 seconds on the battlefield.

COMMANDOS
CRITTER COMMANDOS is played with each player controlling a group of animal
soldiers (called commandos) in a mock battle called an “Episode.” These commandos
will use a variety of weapons (some silly, some not) to fight each other and hopefully
win the game. There are a few things you’ll need to know about your group of critter
commandos

Characteristics
Each commando has a set of characteristics (also known as statistics, stats, etc.) that
represent what he can do. This group of numbers is referred to as an “Index”. This is
an example of an Index:

Type - Frog
STR ACC MIND HOLES MOVE COST
3 5 4 5 6 5

8
CRITTER COMMANDOS
Each of these stats is given a value, based on what type of ani-
mal they are. This gives you as the player an idea what each com-
mando can lift, how far he can move, etc.

They are as follows:

STR - Strength
This says how strong the commando is. If you multiply
the STR times 25 lbs., this tells you how much weight
the commando can lift. Double the STR in inches is the
distance that the commando can throw a grenade. 1/2
STR (with the fractions rounded down) is the amount
of damage the commando does in HTH damage.

ACC - Accuracy
This is the commando’s basic combat skills and his abil-
ity to blast away at targets. It is used for all kinds of combat,
both hand to hand and ranged. Most “to-hit” rolls are handled
by simply rolling the ACC stat or lower on 1d10.

MIND - Mind
This shows the general smarts of the commando. It includes leadership strengths (if
any), and whether he keeps his head during bad combat situations. The officer in each
squad gets a “+1” bonus to this stat.

HOLES - Holes
This says how much damage the commando can take before being put out of action
for that episode. Each point of damage taken by a commando inflicts a wound on him
in the form of a hole through his body. No blood, just a hole! (“Look Ma! No Chest!”)
When he has taken as many HOLES as he has, the commando literally falls to pieces
until the end of the game (or until a medic wanders by - see page 31).

MOVE - Movement
This says how far the commando can move on the battlefield, in (game scale) inch-
es. The rate can be changed by the terrain that the commando tries to cross as well as
certain weapons and circumstances.

COST - Cost
This is the base cost in points for the commando. When building your forces, you
have to “buy” your troops. You will be given a certain number of points for each game,
depending on what the game is about. Included in this base cost is the commando him-
self and some cool duds and a helmet.

Additional Equipment
Commandos don’t run into battle in just their shorts, so you’ll likely be buying addi-
tional weapons for them to use. There is a large selection of Weapons of Mass
Destruction available, as well as a lot of other neat stuff, explained further below.

9
CRITTER COMMANDOS
Buying Your Forces
When setting up to play CRITTER COMMANDOS, you first will choose a point level
for the Episode. This point level reflects the size of the game desired. A small number
of points is a more personal game, and a large number of points would be a massive
battle.
Each player buys his own troops and equipment, being careful not to exceed the
point limit. While usually this number is determined by the scenario, it can be decided
by mutual agreement of the players. In the basic episodes, this averages about 100-250
points per player.
Look over the list of available animal types on page 25 and choose which one you
wish to fight with. Sometimes, the type(s) are determined by the episode chosen.
When your choice has been made, copy down the stats for the type that you have
chosen. Be Accurate! Especially important is the COST. Also, be sure to copy down
any special abilities, if you are using those optional rules. It is a good idea to have a sep-
arate roster sheet for each unit in your army.
Next, go to the section marked Implements of Mass Destruction. Using this list,
decide how to outfit your commandos. Keep in mind the point limits you agreed to ear-
lier. The decisions will include how many commandos vs. how much heavy equipment,
how much armor is enough, etc.

Battle Order and Squads


Each race operates in what are called “squads.” A squad is a group of commandos
numbering anywhere from 4 to 10. Each squad is required to have a commander. This
commander gets a bonus +1 to his MIND stat. This commander can be anything from
a Corporal up to a General.
A squad is not really a squad unless it has at least 4 members. With up to 10 com-
mandos, then it is still 1 squad. You can choose to make it two, however. That choice
is up to you. No squad can exceed 10 members.
Included towards the back of this book is a selection of squads built on the same
number of points for different types. While they are good examples of what can be
done, they are by no means the only possibilities.

Commanders and Army Construction Hints


The commander can use any and all weapons as well as anyone else, and can have
more than two weapons if desired.

Flamethrowers & Heavy


Weapons
Each squad can be equipped with a
flamethrower or a heavy weapon if
desired. This will greatly improved your
chances of surviving the upcoming bat-
tles. There is a limit of 1 flamethrower
or heavy weapon per squad, regardless
of the size of that squad. Period. Not
even if you beg me. Now as to bribes...

10
CRITTER COMMANDOS

Ratzi Troops encounter a Rabbitonian Scout Force

TURN SEQUENCE
Play in CRITTER COMMANDOS is done in turns, each of which goes as follows:

1. Movement - Each player rolls Initiative, with the lowest roll going first.
Commandos are then moved in that order.
2. Pick Targets - Each player says who is shooting at with all commandos.
Remember, NO PRE-MEASURING!
3. Shootin’ Phase - All ranged combat is figured out. The results are simul-
taneous. Any commandos that have taken the maximum number of
Holes are leaned over on their side. You cannot fire into hand to hand
combat. You can, however, fire out of hand to hand combat (but not
be able to fight during the Poundin’ Phase).
4. Poundin’ Phase - All HTH combat is figured out, again with simultane-
ous results. Keep in mind that the ranged fire and the hand to hand
combat are not simultaneous. In other words, if someone is taken out
during ranged combat, they cannot be involved in hand to hand com-
bat.
5. Scaredy Cat Check - Players do any morale checks necessary.

Please keep in mind that all activities during a given part of the turn are considered
to be simultaneous. This means that all movement is simultaneous, all ranged fire, all
HTH, and all morale checks. Just because half of your squad gets wiped out before your
chance, that doesn’t mean that they don’t get to blast back one last time!

MOVEMENT
During the beginning of the turn, each player can move all, some, or none of his
commandos on the battlefield. First comes Initiative.

11
CRITTER COMMANDOS
Initiative
Each player rolls 1d6. The player with the lowest roll goes first, moving all, some,
or none of his commandos. Play then proceeds to the next highest rolling player.
A quicker way to do this is to have the order go around the table to the left from the
player that rolled lowest. This way, it only matters who rolled the lowest number.

Ground Modifiers
The movement of the commandos may be affected by the ground (also called ter-
rain) that they are passing over. The modifiers given are added to the cost of movement
that it takes to travel across that type of terrain.
For example, if a frog was moving over Open ground, it would cost him 1” of his
MOVE for each 1” of that kind of terrain he wanted to move across. If he was moving
through Light Forest, it would cost him 1 1/2” of his MOVE for each 1” of the Light
Forest he had to cross.

Type of Terrain Add. Cost


Open ground (dirt, grass, etc.) +0”
Broken ground/plowed field +1/2”
Extremely rocky +1”
Light Forest +1/2”
Heavy Forest +1”
Swamp +1”
Buildings +1/2”
Unfamiliar Buildings +1”
Stairs, ladders, etc. +1”
Snow +1/2”
Deep Snow +2”
Changing level 1” (up or downhill) +1”

This additional cost is only added to that inch of movement, and it does not effect
the move in the next inch. For example, Commando A has a move of 8. He moves 2”
over open ground, with no additional cost to his move, then wants to move into heavy
forest. Forest is +1” per inch. He is able to move a total of 3” into the Forest with his
remaining 6 points of MOVE.
Going up or down hill is also a terrain modifier. Here’s an example. The gorilla and
the rabbit are heading up the hill. The gorilla has a MOVE of 5”, and the Rabbit has
7”. Rabbits also get to go uphill without paying the additional MOVE because they hop.

Before After

12
CRITTER COMMANDOS
The gorilla moves, and because of the hill is only able to go 4” (4” forward plus 1” mod-
ifier for going up one hill level. The rabbit doesn’t have this penalty, and therefore he
can get all the way to the top of the hill moving 7”. I think the gorilla needs to work out
a little more often if he wants to keep up with the rabbit.

Facing
Facing is also very important, but only at the end of the Movement Phase. During
the course of the movement, the figure may change facing and move in any direction.
When it reaches the final spot for it to
end its move on, the figure may again
change its facing to any direction. After
movement is done, the commando’s
facing may not be changed again until
the next turn. This becomes important
as the combat phase occurs and the
commando needs to fire at targets. If
the figure is facing in the wrong direc-
tion at this point, too bad.
The reason for this is that a com-
mando may only fire at an enemy that is in front of it, inside its Firing Arc. In the pic-
ture, the Frog trooper can fire at the Raccoon in front of him, but not the Raccoon to
his right. Everything in front of the white lines is in his Firing Arc, and the Raccoon to
the right is clearly not in there.

Squad Formations
No member of a squad can be moved more than 6” from another member of the
same squad. This is due to limited communications and a desire to keep control over
the squads by the commanders. No other requirements are made on formation.

Wandering Away
Sometimes a member of a squad will “wander off” during the course of his move,
by accident or otherwise. If someone notices, then the following occurs. During the fol-
lowing Shootin’ Phase, the commando may not fire at all. He can, however, defend
himself if attacked in the Poundin’ Phase. During the next turn, the commando will
move in as straight as line as possible towards the officer of the squad. He will move his
full move if at all possible.
At this point, check if the commando has happened to move within 6” of a fellow
squad member. If so, then he has rejoined the squad, and can functions as normal. If
not, then during the declare fire phase, the commando may not make any attacks, being
focused solely on rejoining his squad. After all, when you are scared you are focused on
getting safe.

Direction
Movement can occur in any direction, or combination of directions, as long as the
terrain allows it. There are no limitations to the number of times the commandos can
change their direction during a move.

13
CRITTER COMMANDOS
Flying
Some equipment will let a commando fly across the battlefield. Some critters can
also fly using their natural abilities. This is actually pretty simple to do.
There are only two altitudes in CRITTER COMMANDOS — on the ground, and in
the air. In order to take off, the critter must use half of their flight movement to take
off. They can then move normally.
In the air, a flying critter has line of sight to any target on the battlefield, unless the
target is on the other side of a very large obstacle (like a castle, etc.), inside a building,
or more than 2” inside heavy forest. Also, anyone on the battlefield can shoot at a fly-
ing target as long as it is within the range of their gun.
Once in the air, the critter can land by using half of his total flying movement. The
critter can then move up to half of its normal ground MOVE.

The Shootin’ Phase (Ranged Combat)


During the course of an episode, the chances are strong that you’ll get to shoot at
something that isn’t sitting right next to you. When this happens, it is called ranged
combat. Ranged combat works like this.

Pick Targets
First, all players pick their targets, bascially saying which of the enemy they are fir-
ing at. The players may not check the range, and they cannot check if a target is in the
firing arc. Remember also that you cannot fire into hand to hand combat that includes
people from your own side (because the chances are too high of hitting one of your own
men). You can, however, fire into hand to hand combat
involving all enemies (because you won’t care who you hit!).
In that instance, the actual target hit would be determined
randomly.
Once all targets have been picked, you then move onto
the rest of ranged combat.

Firing Arc
First check and see if the shot is in range, measuring
from the edge of the base of the miniature to the edge of
the base of the target. Now, look and see if the shot is within
the commandos firing arc. Look at the following diagram to deter-
mine this:
The shaded triangular area is the firing arc. Extend the arc lines
forward to the range of the weapon.

Line of Sight
In order to be able to hit something, you need to be able to see
it without any obstacles in the way. This is referred to as line-of-
sight (LOS). Take your ruler and place it between the commando
and his target. If necessary, put your head down to the level of the
figure and look from directly behind it toward the target. If there is
a tall obstacle between them, then the commando does not have
LOS. As long as the obstacle does not totally block the target,

14
CRITTER COMMANDOS
then the shot can still be attempted. Roll to hit as normal. The cover, however, can
modify the damage.

Range
While determining LOS, you also want to see if they target is within the range of the
weapon being used. As long as some part of the figure is within range, then they can
be hit.

Roll To-Hit
Once you’ve gone through all of the above, its time to see if you actually hit the tar-
get you were shooting at. Take a look at the ACC score on your Commando’s Index.
The to-hit roll is this number or less as rolled on 1d10.

Modifiers To-Hit
There are some modifiers to your chances to hit. They are on the following chart.

Modifier Description
+1 Large Target - over 2” tall
+2 “ “ - over 3” tall
+3 “ “ - over 4” tall
-1 Small Target - shorter than 1”
-1 Firing from a moving vehicle
-1 Firing at a quick target
-(moving more than 7” / turn)
-1 50% cover
-2 75% cover
-1 Improvised Weapon - rocks, etc.
-1 Firing up at a target
-1 Firing in Light Forest
-2 Firing into Heavy Forest
-1 Firing down into Forest
-1 Firing though Flames

This modifier is added or subtracted from your ACC score before you roll. For exam-
ple, if the base ACC score for your soldier was 6, and you were shooting at a target
behind cover and in Light Forest, your chance to hit would be modified to (6-1-2=) 3.

Automatic Misses and Automatic Hits


If you roll a “1”, it is considered an automatic success. This means that you hit your
target no matter what your actual number was supposed to be. There are no other
bonuses for rolling a “1.”
A “10” is an automatic failure. That means that no matter how good a chance you
had to hit, you still managed to miss. There are no other penalties for rolling a “10.”

Other Modifiers
If the shot hits, then you need to determine if it does any damage. Several things
can affect whether or not the shot will do damage.

15
CRITTER COMMANDOS
Cover
If the target was behind cover, then the shot may not do damage. Each type of mate-
rial has a certain rating that tells how much damage it can take before being destroyed.
This number is how much damage it would take toblow a hole in the cover as big as a
critter.

Material Damage Pts


Steel 5
Brick 4
Wood 3
Glass 2
Brush / Light Cover 1

If the cover material is destroyed by the damage, then any additional damage is
applied to the original target. If the damage is exactly equal to the S.R., then apply 1
pt. of damage to the target as debris from the cover being destroyed shatter and hit the
target. The damage is applied separately from that of the original shot.

The Swiss Cheese Effect! (Damage)


If you actually hit what you were shooting at, then the target takes the damage of
the weapon and applies it to the Holes stat. If the target happens to be wearing armor,
then be sure to subtract the defense from the damage done to get the actual amount of
damage applied.
Once a commando has reached 0 Holes, he is considered to be out of action, hav-
ing literally fallen to pieces on the battlefield. He is stuck that way until the end of the
battle or until a medic heals him (see Optional Rules - Medics).

Area Effect Weapons


Some weapons can effect more than just a single target. These weapons include
grenades, smoke bombs, flame throwers and even automatic weapons when used in a
specific manner. Rules for these sorts of attacks follow.

Grenades
When a grenade is accurately thrown, it will affect all targets within a
1” radius of the point hit. What this means is that you take the blast
Template from the back of the rulebook marked “1 Inch Radius” and
place it with the center right where the grenade hit. Any figure
or terrain that is touched by the circle takes the amount of dam-
age specified by the type of grenade.

Attack Deviation
When a grenade (or any other weapon that
can affect a radius) misses, use the following
rule.
First, subtract the ACC score needed to
hit from the actual rolled number. The remaining number is the
number of inches by which the attack misses. Using the “Attack

16
CRITTER COMMANDOS
Deviation” template from the back of the rulebook, place it with the “1”
facing the direction from which the attack came. Roll 1d6. This is the
direction that the attack goes instead of where it
was supposed to. Find the exact point and apply
the effects of the attack to that point, making sure
to do all damage, etc.

Flame Throwers
These weapons have the capability to pro-
ject a cone of fire into the target. Roll to hit as
normal on the primary target. Then place the
“Flame Thrower” Cone from the back of the
rulebook over the area to be covered by the flame.
Line the small point up with the middle of the attacker, and
the large end up with the middle of the target. Anything touched by this cone takes the
full 4 points of damage.
If the player misses, the deviation works a little bit different. Subtract the ACC score
from the number actually rolled. If the remaining number is odd, the center of the cone
is moved 2” to the left of the original target. If the remaining number is even, then move
the center of the cone 2” to the right. Apply damage as normal.
As a side note to the flame thrower, using one in the forest has the (un)fortunate
effect of lighting the foliage on fire. Using scrap paper, make a cone of the appropri-
ate length, equal to the range of the type of attack made, and place it in the forest pro-
jecting from the tip of the flame thrower. This flame grows at the rate of 1” every two
turns. Any commando moving through this take a 2 points in damage from the flame.

Automatic Weapons
These weapons have an area effect the same as the Flame Thrower. Find the appro-
priate Cone in the back of the rulebook. The range of this cone is equal to half the max-
imum range of the weapon. Automatic Weapons can be fired either single target or
using this cone effect.

Pass-Through Fire
This situation occurs when a player has commandos run by, or “pass through,” an
enemy formation, without declaring a charge, and without engaging the opponents in
hand-to-hand combat. If a player announces his intention to move his commandos as
above, then the two players involved immediately run a “Shootin’ Phase,” oblivious to
whatever else is happening at that time.
All troops are considered to be in range. Results of this fire are taken immediately,
and none of these troops can fire
during the following fire phase. The
player moving the commandos
then proceeds to finish the move.
The commandos who fire during
this altercation have performed all
the ranged combat they can this
turn. They can, still fight during the
hand-to-hand phase.

17
CRITTER COMMANDOS
The Poundin’ Phase (Hand to Hand Combat)
When the commandos stands are touching, then Hand to Hand combat can occur.
This works as follows:

1. Roll to Hit
2. Determine damage - damage caused is listed with weapon.
3. Apply damage - take into account armor, etc....

After the results have been determined, check and see if any commandos have been
pushed back or routed. Keeps in mind that all combat occurs simultaneously, and that
all commandos in the combat have the opportunity to attack, whether or not they sur-
vive the conflict this round.

To Hit
Using the ACC score of the commando, the roll necessary is this or less on a 1d10.
There are no modifiers in Hand to Hand combat.

Charging
This occurs when, as a player moves his troops directly up to the enemy, he says
that he is charging. The defending troops get a “free” ranged attack before any hand
to hand occurs. The attackers killed are then removed. They do not get the opportuni-
ty to return fire.

Guns in Hand to Hand


Please note that any gun may be used in hand to hand combat unless its a weapon
that has a specific minimum short range.

Damage
The damage done by the commando, unless he is using some sort of weapon, is
equal in points to the STR of the commando divided by 2, then rounded down. This is
applied as normal damage.

Forced Back
If a combat unit loses a round of hand to hand combat, commandos still in contact
with their opponents are forced back. They are immediately moved half their normal
MOVE backwards, still facing their opponents. If there is any kind of rough terrain, such
as mountains, buildings, etc., that blocks the movement, then the commandos stop at
the very edge of such terrain.

Follow Up
When the above occurs, the opponents have the option of Following-Up on their
retreating opponents. If the choice is made, all members of the attacking unit are then
moved up to be back in contact with their pushed back opponents. Survivors can break
off from an attack, but they cannot attack that turn, and must face their backs to their
attackers as they leave.

18
CRITTER COMMANDOS
OPTIONAL RULE Medic Table
Medics Roll 1d6 on this table and apply the
In this game, it is possible to have result.
medics attached to your squad. They have
the following effect on the troops. Roll Effect

1 Medic succeeds, regain all


Effect HOLES, and get back in the thick of
Medics can heal commandos in the things!
field. To do this they must be adjacent to
the commando during the combat portion 2 OOPS! The medic sewed you
of the turn. He spends the turn trying to up wrong. Regain all HOLES. Upper
patch up the poor commando and can torso is now 180 degrees from lower.
have the following effect. This means that you can only fire at tar-
gets directly behind you. It also means
Cost & Organizations that your MOVE is cut in half because
Each medic is free, with a maximum of you can’t really see where you are going.
1 medic per 2 squads. They should only
be used with the consent of both players 3 Medic ran out of thread halfway
as this rule tends to make the game go a thru! Regain 1/2 HOLES. Better luck
bit longer. next time.

4 Joy of Joys! He did it right!


Regain all HOLES.

5 Medic goofed. Your hands and


feet are reversed! Regain all HOLES,
and cut ACC and MOVE in half!
6 SORRY! The medic REALLY
screwed up this time! He was having
such a good time sewing you back
together that he paid absolutely no atten-
tion! You now look like this world’s
answer to “The Elephant Man!” Regain
no HOLES and try again next turn!

Scaredy Cat Check (Routs & Morale Checks)


Sometimes the commandos get so frightened by the loss of their comrades in arms
that they decide to just run away to fight another day (or maybe just go watch cartoons).
This is referred to as a Rout. The way you determine if this happens is called a Morale
Check.
A squad must make a Morale Check for a possible Rout in any and all of the fol-
lowing situations:
1. The unit loses more than 1/3 of their current strength in a single combat round.
2. The unit loses 1/2 of its total strength (# of commandos)
3. The turn the unit loses its commander.

19
CRITTER COMMANDOS
Morale Check
When any of the above occurs, a Morale Check is done. Look at the MIND stat of
the commander of the squad. Then roll a 1d10. If the number rolled is less than or equal
to the MIND score, then the squad has not been routed, and the figures stay in their
present positions. Remember to include the +1 bonus to his MIND for being the com-
mander. If the number rolled its over the MIND stat, then the unit has been routed, the
commander is freaked out, and the commandos run, following their (not so) valiant com-
mander. Immediately move them double their normal move in the opposite direction
from their attackers, subject to any terrain restrictions, and place them with their backs
to their opponents. They must move away from all enemy units and head for the near-
est edge of the playing surface, if at all possible. If this move causes them to move off
the playing surface, they are out of play for the rest of the game.

Rallying
Sometimes when a squad has panicked and run away, they decide that maybe they
made a wrong choice, This is called Rallying.
When a squad that has routed comes up again for their move, one of the following
things occur. If this is the first failure for the squad, and it still has at least 1/2 strength,
then it spends the turn immediately following its rout rallying. It does not move, and can-
not attack. It can, however, change formation. The turn after this the squad can move
and attack as normal. If the unit is below 1/3 strength, it must again make a morale
check at -3. If successful, it rallies as above; if not, the squad will proceed at double nor-
mal move rate until it leaves the playing area.

Implements of Mass Destruction (aka Equipment)


This is the list of weapons that are available to the troopers in CRITTER COM-
MANDOS. Please be sure to read the descriptions of each of the weapons listed below
the chart.

Equipment Range Damage Cost


Rifles & Machine Guns
Assault Rifle 24” 2 5
Machine Gun 15”(7”c) 4/(2) 10
Note - Can cone attack
Glue Gun 18” 0 15
Note - 1” radius. Holds 1d6 turns.
Flamethrower 6”/3” cone 6/4 10
Blaster Rifle 20” 4 15
Sniper Rifle 40” 2 10

Pistols
Ray Gun 6” 5 15
Auto Pistol 10” 2 5

Cannon
Bazuka Bubble Gun 18” 0 15
Note - 1” radius. Traps 1d6 turns. 2 turns to fire.

20
CRITTER COMMANDOS
Equipment Range Damage Cost
“TEK” Killer 36” 12 50
Note - Cannot be fired at range shorter than 12”

Hand Weapons
Giant Hammer 0 3 15
Note - Stuns as well
Sword 0 1/2 HOLES 20
Note - Cuts target in half
Knife 0 1 + STR Dam 5
Rubber Mallet 0 2 10
Note - Stuns as well
Ping Pong Ball 2xSTR 1 2ea.
Note - Can throw 3 at once
“POW”er Hand 0 1 + STR Dam 15

Pies
Cream Pie 2”/STR 0 2/5pts
Note - Stuns target 1 turn
Boxing Pie 2”/STR 1 3
Note - Stuns target 1 turn
Anvil Pie 1.5”/STR 2 5
Note - Knocks back 1d6”

Armor Defense DEF VS Flame Cost


Bulletproof Vest 1 0 5
Basic Armor 1 0 10
Deluxe Armor 2 1 20
Super Deluxe Armor 3 2 35

Equipment Range Damage Cost


Grenades
Impact 2”/STR 4 1”rad. 5 ea.
Note - Must be thrown
Incendiary 2”/STR 3 2”rad. 5 ea.
Note - Will start fire
BOOMerang 3”/STR 3 1”rad. 5 ea.
Note - If misses, will come back and blow up

Bombs
Stink Bomb 2”/STR 0 3 ea.
Note - 1” rad, stuns
Laughing Bomb “ 0 “
Note - 1” rad, stuns
Sneezing Bomb “ 0 “
Note - 1” rad, stuns
Flash Powder no range 0 “
Note - 1” rad, stuns

21
CRITTER COMMANDOS
Equipment Range Damage Cost
Box o’ Fireworks “ 3 2” rad. 5 ea.
Note - light, goes off 1d3 turns later
Black Box “ 3 “
Note - roll MIND or less, else opens

Extraneous Stuff Effect Cost


Jet Pack Flight at move rate 25
Stilts Can cross water/quicksand 15
Spring Shoes Can hop like frogs/rabbits 15
Jet Pogo Stick Can hop/doubles move 30
Roller Skates Doubles move 20
Skateboard Doubles move 20
Magic Rope Can climb 20’ 20
Tricycle/Bigwheel Doubles move/cross rough terrain 25
Portable Hole Hole 20’ Deep/6’ across 20
Portable Wall 10’ long, 10’ high, 2’ wide 20
Nose & Glasses Disguises commando, opponent 10
must roll MIND or less, or he
spends thru next turn laughing
Scuba Gear Allows commando to breath under 10
water. Free if underwater scenario
Paint *See Notes 50
GIANT Match Burn foot of TEK, spends next 20
turn hopping on good foot
holding burnt one.
GIANT Banana Peel Slip TEK, spends next turn standing 20
Box O’ Tacks Can throw STR in “. If stepped on, 10
must stop and pull tacks out till
end of turn. Covers 1 sq. inch.

F.R.O.G. Federation Commandos, between battles

22
CRITTER COMMANDOS
Descriptions of Hand Weapons -
Giant Hammer - this is used to smash
Weapons & Stuff opponents. It does damage and will stun.
Rifles & MG’s - Sword - this is used to cut a target in half.
Assault Rifle - this rifle is the equivalent of It immediately loses half of its HOLES, and
the American M-16 or Russian AKM. It fires a then cannot be hit with a sword again.
small burst or single shot. For the purposes of Rubber Mallet - this is good to do damage
this game, the damage by both modes is con- while stunning the target.
sidered to be the same. Ping Pong Balls - these are real useful to
Machine Gun - this gun is the equivalent of annoy someone, not much else...
the Israeli Uzi submachine gun. It is capable of “POW”er Hand - A powered glove with a
burst or sustained fire. big punch.
Glue Gun - this is used to trap a target for
1d6 turns. If the target is successfully shot Grenades -
twice with this, he cannot fire. Glue destroyed Impact - these are the basic concussion
by 2 incoming shots. grenades, and they explode upon impact.
Flamethrower - this weapon projects a Incendiary - these grenades give a similar
flammable liquid that is on fire. This substance effect to the Impact grenades, but do it with
will continue to burn after the original attack if the damage effect of a Flamethrower. They
it is used on a combustible target, i.e. trees, will catch combustible materials on fire.
tall grasses, etc. BOOMerang- this is a neat kind of
Blaster Rifle - this is the typical sci-fi blast “grenade.” When you throw it, if you miss, it
rifle (as used by storm troopers all across the will come back and explode on you.
galaxy!) and is treated as such.
Sniper Rifle - this is equivalent to your Pies -
Galil 7.672 mm sniper rifle. It does the same Cream Pie - this pie merely stuns the tar-
damage as the Assault Rifle, but at a greater get.
range. Boxing Pie - this pie stuns target, and
knocks it back 1d6”.
Pistols - Anvil Pie - this pie causes damage.
Ray Gun - this is the typical energy hand-
gun. It has high damage, but short range. Just Bombs -
the thing for the well dressed officer or per- Stink, Laughing, & Sneezing Bombs &
sonality this year. Flash Powder - these all do essentially the
Auto Pistol - basically, this is the .45 auto- same thing. When they explode, they cause
matic pistol. Standard issue for the officers of the people there to be stunned for the next
all armies. 1d3 turns. The bombs are lit and thrown (as a
grenade), and will blow up in 1, 2, or 3 turns.
Cannon - Note this when the bomb is thrown. The Flash
Bazuka Bubble Gun - this is used to trap a Powder has no range.
commando. When shot, the bubble will not Box o’ Fireworks - this is lit, thrown (or
burst from inside. If shot at, it absorbs the first dropped) and goes off in 1 to 3 turns, you say
3 points of damage before popping. Holds for when.
1d6 turns, carrying the commando in the air Black Box - these are left on the battle-
3” / turn. If the commando falls, he takes field. When a commando gets within 3” of
1d6/10” he falls. one, he has to go over to it due to insane
curiosity. If he cannot roll his MIND or less, he
“TEK” Killer - this weapon was developed opens it, and gets nailed by the punching bag.
so that the ground troops could stand half a He takes damage, is stunned 1 turn, and gets
chance vs. TEKs. This weapon should not be knocked back 1d6”.
allowed unless the scenario has TEKs as a
possibility. It has a limited supply of ammo, Armor -
having only 4 shots. Bulletproof Vest - this is the vest worn by
peace officers the world over. It only covers

23
CRITTER COMMANDOS
the torso, hence the 50% roll necessary to get Portable Wall - the commando is carrying
the benefit of the armor! a wall, 2” tall, 3” long, and 1” wide. This wall
Basic Armor - this armor is equivalent to can be placed anywhere there is enough
storm trooper armor, or actually how it prob- room, but then cannot be moved.
ably was intended to be. It works like a vest, Nose & Glasses - this allows the comman-
except it provides 100% coverage. do to pass through the enemy lines more eas-
Deluxe Armor - this armor is equal to basic ily. Whenever he is challenged by an enemy,
powered armor. It is hermetically sealed, and that enemy has to make a MIND roll or less in
has air conditioning, etc. order to shoot at you. If he fails, he spends,
Super Deluxe Armor - this is dreadnought, through the next turn, laughing hysterically at
heavily powered armor. Very tough, very the lousy disguise.
unstoppable, hence the cost! This armor Scuba Gear - allows the commando to
gives an additional +1 STR to the wearer. breath under water. Free if it is an underwater
scenario.
Extraneous Stuff - Paint - this is considered an optional piece
Jet Pack - this gives the wearer the equiv- of equipment. It is not recommended that it be
alent of being a creature with wings. He can used without a referee. Each can of paint
move at his normal ground speed trough the bought is considered 1 use. You can do, liter-
air, and follows all other rules for flying char- ally, anything the referee will let you get away
acters. with. Please be careful allowing this into a
Stilts - allows character to cross water and game.
quicksand w/ no minus. GIANT Match - this is used to incapacitate
Spring Shoes - wearer can go up and a TEK for 1 turn. The match is placed
down hills with no additional movement cost. between toes (or whatever) on the TEK and lit.
Jet Pogo Stick - can hop (like spring If the pilot cannot roll his (MIND) -2 or less, he
shoes), and this doubles your MOVE. doesn’t notice until it is too late. He spends
Roller Skates/Skateboard - doubles move the next turn hopping on his good foot, and
of the character. Cannot cross rough terrain. holding the burnt one.
Magic Rope - the commando pulls out a GIANT Banana Peel - used to slip a TEK,
pipe and plays a tune. The rope gently floats he spends the next turn standing.
up, and the character can climb up it. Box O’ Tacks - spread on the ground, this
Tricycle/Big Wheel - this doubles the com- is used to stop the advance of enemies. If any-
mandos move, and allows them to cross rough one crosses this, unless they are wearing
terrain with no minus. Super Deluxe Armor, they must stop and
Portable Hole - this allows the commando spend the next turn pulling the tacks out of
to create a portal in the ground (3” deep, 1” their feet.
across), or a passageway through a wall, etc.
If thrown on a target, it merely traps the tar-
get at the bottom of the hole.

24
CRITTER COMMANDOS
CRITTER CHART
This is the base cost for all critter types. It includes a uniform, but no weapons.

Race STR ACC MIND HOLES MOVE COST


Alligator 6 4 4 6 5 6
Ant 4 5 2* 4 5 5
Badger 4 5 6 6 5 6
Bat 3 6 3 4 6# 7
Bear 6 5 5 5 5 6
Beaver 4 5 4 5 4 4
Bird 4 5 3 4 6# 7
Buffalo 6 4 3 6 4 5
Bug 3 6 5 2 6 4
Butterfly 2 7 6 2 7# 6
Cat 4 6 5 5 6 7
Chickens 3 6 4 4 6 5
Chimp 4 5 4 5 7 7
Cow 6 4 4 6 4 5
Crab 7 3 4 4 5 4
Dog 5 5 4 5 5 5
Dolphin 4 7 7 4 6& 7
Dragonfly 4 5 4 3 7# 6
Duck 4 5 4 4 5# 4
Eagle 4 7 5 5 7# 8
Elephant 6 4 4 6 5 6
Ferret 3 5 4 4 6 4
Fish 3 4 4 3 6& 3
Flamingo 4 4 4 4 6# 5
Fly 1 4 4 2 6# 2
Fox 3 6 5 4 6 6
Frog 3 5 4 5 6 5
Giraffe 4 5 4 6 6 6
Gorilla 6 5 4 5 5 6
Hamster 3 3 4 3 4 1
Hogs 5 5 4 5 5 5
Horse 6 5 4 5 6 6
Kangaroo 4 5 4 5 7 7
Ladybug 2 4 4 3 4 1
Lion/Tiger 4 6 5 5 7 8
Lizard 5 4 4 5 5 5
Lobster 6 3 4 4 4 3
Moose 5 5 4 5 4 4
Mountain Goat 4 4 4 3 5 3
Mouse 3 5 3 4 6 4
Octopus 7 5 4 4 5& 6
Orca 7 4 4 6 5 6
Ostrich 2 3 2 3 6 2

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CRITTER COMMANDOS
Race STR ACC MIND HOLES MOVE COST
Otter 3 6 3 4 7 6
Owl 3 6 5 4 5 5
Penguin 2 5 5 3 3 1
Pig 4 5 3 5 5 4
Platypus 3 6 4 4 4 4
Porcupine 3 5 5 4 4 3
Rabbit 3 6 4 5 7 7
Raccoon 4 6 3 5 6 6
Rat 4 4 3 4 5 3
Rhino 7 4 5 7 4 14
Squirrel 3 4 4 4 6 4
Shark 6 4 4 5 4 4
Skunk 4 4 3 4 5 4
Snake 5 6 5 3 5 5
Toads 5 3 3 5 5 3
Turtle 5 5 4 6 3 6
Vulture 4 5 4 3 5# 3
Walrus 6 3 4 6 3 3
Weasel 3 5 4 4 6 4
Whale 8 3 5 10 6 8
Wolf 4 6 4 5 5 6

*Cannot rout as long as officer is still alive.


#Can fly
&Can *only* fight and live in water.

Special Critter Abilities They can move up in the trees as well as on


the ground (like gorillas). They have no move-
(Optional Rule) ment penalty for moving though forests.
One way to make the game a little more Bats - The bats can fly, and they have a
exciting is to add the special critter abilities. rather high ACC score, due to their radar.
Each critter type has a special ability that gives Bears - The bears have a +1 MIND on all
it a slight edge in given situations over other rout checks versus smaller attackers, and can
critters. These are explained below. do the above “Intimidation” attack on any
enemy smaller than they are.
Alligator - Working with their kindred, the Beaver - The Beavers are native to the
lizards, alligators tend to be used as assault planet Lumberjack. It is very similar to the
forces by the RATZIs. If attacking Hand to Pacific Northwest. The entire surface is cov-
Hand, they get +1 to their damage due to ered with forests, rivers and seacoast. They
their extremely sharp teeth. They are also tend not to want to leave their planet, but
heavily armed with close range weapons and occasionally one or two units will join up with
medium armor. a Federation Militia force and head off to
Ants - The ants have a rather powerful defend the universe. They suffer no move-
advantage, they don’t rout. They only make ment penalty when traveling though forest or
morale checks when their commander is water.
dead. They also tend to do things in hive men- Bird - The birds are capable of flight, as
tality. They cannot fight in more than 1 direc- per the flight rules presented above.
tion unless they are attacked first. Buffalo - These guys are extremely tough,
Badger - Also hailing from the planet and ignore the effects of weather. They also
Lumberjack, they are tough in the forest. cannot be knocked down.

26
CRITTER COMMANDOS
Bug - This covers any insect or bug not ing squad has successfully passed the check
specifically covered. They have 6 limbs and once, the attack will not work vs. them again
are about half the size of other critters. They this game.
can also fly (when appropriate to the bug Dolphin - These are probably the most
type). intelligent creatures to inhabit the ocean, and
Butterfly - These are the beautiful and del- yet they still get involved in the fighting.They
icate flying creatures of the insect world. They swim fast and they hit hard.
are also very good at aerial reconnaisance. Dragonfly - A more militant race than the
They can fly, but are not very tough. butterflies, these guys have hooked up with
Cats. Lions, & Tigers - The cats have an the Batwaffe and act as scouts and light fight-
extremely high ACC score, as well as the abil- er squadrons.
ity to move through forest as if it was clear Duck - Not otherwise tough, the ducks can
ground. cross water with no movement penalties.
Chickens - When attacked in hand to hand Eagle - A sharp eye and equally sharp
combat, the chickens can perform a special talons make Eagle a formidable ally - or
manuever that gives them +2” MOVE above enemy.
and beyond their normal move. They also Elephants - They have the advantage of a
have a disadvantage in that they have a penal- high STR, as well as the ability to charge
ty of -2 to their MIND when Intimidated by through opponents. When elephants charge,
ANYONE. any damage they might take due to pass-
Chimp - Native to the world that Gorillas through fire is halved. This represents missed
come from, the chimps are the most are the shots due to the terror of having them charge!
most docile population on the world, with the Ferret - These weaselly little guys have not
gorillas in charge. Chimps are used as main much use, except as members of the Ratzi SS.
force shock troops, with little armor but lots of They can also move through forest without a
guns. They have a tendency to have gorilla penalty.
officers/personalities with their force. Fish - This covers all nature of fish not
Cow - Originally a pacifist race, the cows specifically covered else-
have become militant, demanding where. They live entirely in
their own piece of the action. the water, and cannot walk
They aren’t exceptionally on land.
bright, but they do like a Flamingo -
fight - as long as its in a T h e s e
war to end violence. showy birds
Crab - Once a are also some of
denizen of the deep, the best bombers in
the crabs have come the F.R.O.G. forces.
forward as the latest They can carry a
entrants into the bomb in both claws if
area of mercenar- necessary.
ies. They are Fly - Icky lookingwith big
very single eyes and no sense of man-
minded, and have ners, these guys qualify as
1 pt of natural Armor “the nervous type.” They can-
(no defense against flame). not remain in the same space
Dogs/Wolves - The special “Yeah, I know...Hole-y at all. They must move at least
abilities for the dogs are their high- Cow...Yer so funny!” 2” every turn.
er than average STR, and they Fox - These guys are quick
have an automatic +1 MIND vs. Cats. They and wiley and tend to be mercenaries. there
can also do an “intimidation” attack. When are Fox units on every side of the Intergalactic
they do this versus Cats & Mice, their oppo- War. There is no penalty to their move when
nents must roll their MIND -2 or less on 1d10 going through forest. Units tend to be lightly
or be automatically routed. The Dogs can do armed and armored, and they usually consist
this as much as they wish, but once an oppos- of 4 guys and an officer.

27
CRITTER COMMANDOS
Frogs/Toads - They have the ability to go Moose - Tough ground troops in the
up and down hills and mountains without pay- employ of the Federation, they come from the
ing the additional 1” movement cost for planet Lumberjack. They tend to be extreme-
changing elevation. They can also cross ly heavily armed and armored. Special Hand
streams and rivers as if they are clear ground. to Hand Move - Antler Disarm. On a 1-2 on
Giraffe - Coming from the planet Ophrika, 1D10, a moose may disarm an opponent.
they tend to be scouts and recon units. Rally - When Moose are routed, roll 1D6. On
Maximum of 2 squads per force, and they a 6, the leader has made a “moose call”, and
tend to be heavily armed, but lightly armored. rallied the troops. The unit will automatically
Gorillas - The gorillas move through forest stampede (as per Elephant stampede) toward
as if it was clear ground. They also have a ten- the opponent.
dency to go berserk. If they are attacked by Mountain Goat - These guys are partisans
more than 1 foe, they must make a MIND roll on their home world of Mountain, a rocky,
at -2 or go berserk. They will immediately craggy, mountainous world that has been
engage the closest enemy in Hand to Hand invaded by the RATZIs. They have no penalty
combat. This will continue until all opponents to their movement in rough terrain, and they
within 6” of the gorilla are down. Fellow goril- tend to move in large groups. They are light-
las will sympathetically berserk if they are ly armored, but can have any weapons.
within 6” and fail a MIND roll at -1. Mouse - The mice have a high MOVE and
Hamster - Not sure why they are in this the ability to move through forest with no
game - I think a cute girl asked me to put them modifier.
in. So there you have it! Octopus - A denizen of the deep, his 8
Hogs - The Highlander Hogs are burly, arms come in handy. 2 of them can hold an
kilted, bagpipe-playing mountaineers from the enemy as per a net.
craggy world of Bonnie Highlands. They are Orca/Whale - A large, whale like adver-
tough, fearless professional commandos who sary, the Orcas like action. They have
are among the most reliable of federation tough skin (1 point natural Armor, not
troops. No movement penalty in mountainous vs. Flame),
terrain. Ostrich - Extremely useless on
Horse - Steady troops, and willing to the battlefield, ostriches nevertheless
fight. Can carry another trooper without have some value. When they fail their
detriment up to someone with as many morale roll, they do not run. Instead,
HOLES as he has. they stick their head in the ground.
Kangaroos - They can hop Once this happens, they cannot be
as do the frogs, and they can attacked because the ostrich is con-
fight hand to hand with 2/3 vinced that since he can’t see you, you
STR damage. can’t see him.
Ladybug - Not quite as Otter - Also from the planet
girly as the name implies. The Lumberjack, they tend to be in the
ladybugs are often same armies as beavers. No penalty for
involved in the moving though water. One squad per
armor units army.
whereever they Owl - Keen eyesight makes these
go into battle. guys some of the best lookouts avail-
Lizards - able.
These guys can Penguin - No one is quite sure where
scale sheer cliffs. The the RATZI Death Penguins hail from, how-
move cost is 1” per 1” of upward move- ever it is rumored that they come from the
ment. They also have a higher number of mythical planet Hell. Who knows (or cares)?
HOLES than average. they never wear armor, and there is a maxi-
Lobster - Big claws make these guys mum number of Penguins in a force equal to
a problem. Claw counts the same as a 1/3 of the total army.
net for trapping and slowing an oppo- Pig - They stutter. Get over it. :D
nent.

28
CRITTER COMMANDOS
Platypus - very little is known about these ing or a tree, they can glide all the way to the
guys other than you do not want to cross ground, and go as far as their MOVE stat.
them or invade their territory. They are tough. Shark - They can cross any depth or width
They do not have a movement penalty in of water at the cost of 1/2” of move per 1” of
water or though forests. distance moved. Also, due to their tough skin,
Porcupine - These are also from the plan- they have 1 pt. of regular armor naturally.
et Lumberjack, and they hang with the Skunk - When attacked, the Skunk fires its
beavers, moose and otters. When attacked odor attack. Anyone within 5” radius must
Hand to Hand, the attacker receives 2 points make an immediate MIND check or be
of damage automatically, whether his attack stunned.
hits or not. Snake - Snakes have attained high posi-
Rabbits - The rabbits also have the ability tions in the RATZI government due to their
to go up and down hills without the movement sliminess. Rudolf Hiss is the most well known
cost. Their other special ability is their of these. They can get out of nearly any
extremely high move rate. entanglement, but have to drop their weapon
Raccoons - The raccoons have a very high to do so. They are limited to one weapon and
MOVE score and the ability to move through can get only basic armor. They tend to be
forest with no modifier. used a snipers and therefore generally appear
Rats/Weasel - The special abilities for the as one squad per force. They will usually take
rats are the ability to move through forest with the high ground in order to get a better shot.
no modifier and -1 to be hit when in forest. Turtles - The turtles have a high number of
Rhino - The mainline of the RATZI Armor HOLES. They also have armor when attacked
Korps, the rhinos are quite tough. Their nat- from behind. Any attack that hits a turtle from
ural armor functions as Basic Armor, enhance behind hits 1 point of armor (vs. fire too!).
the increased cost. They also have a Ram Vulture - Often used as bombers by the
Attack. As long as 2/3 of the original squad Battwaffe, the Vultures have more patience
remains, they have the ability to move at twice that you do. They’re paid by the hour, so take
their move distance and ram their target. This as long as you like.
counts as both a move and an attack. This Walrus - Slow, Lumbering guys, walruses
cannot be done more than every other turn. are not excessively useful except in defense.
There is a max of three rhino squads and they They have the tendency to be used as mili-
must not make up more than half the total tia/defense forces, garrisoning worlds that the
force. RATZIs don’t feel like stationing front line
Squirrel - These guys can fly...okay, troops. They use lots of heavy armor and
well...they can glide. If they jump off a build- medium sized guns.

Heroes of the Battlefield (Optional Rule)


In CRITTER COMMANDOS, each player has a group of commandos trying to win
the battle. Lots of battles are won by the squads themselves, but sometimes you need a
little help. Heroes can move independantly, and can have any weapon they choose.

Costs & Stats


First take the base cost of a commando from the appropriate critter type and dou-
ble it. This is the new base cost for the officer. What you get for this additional cost are
two things: the ability to modify the stats of the critter, and the ability of that critter to
move independantly of his squad.
Now consider what you want. Do you want him stronger? Maybe you want him to
be almost impossible to kill? How about being able to shoot the wings off a fly? All of
these questions need to be taken into account.
The hero has the option to increase his stats. Any stat may be increased (or
decreased, if you so desire). The costs are:

29
CRITTER COMMANDOS
Stat Increase Decrease
STR, MIND +5/pt. -2/pt.
ACC +10/pt. -5/pt.
MOVE, HOLES +15/pt. -8/pt.

Stats cannot be decreased by more than 2 points. You cannot increase and decrease
the same stat.

Advantages
Each hero can split off from their squad, just like a mercenary. They can move by
themselves, and act with no penalties. Up to half the squad can go with personality offi-
cer, but never more than half. Be sure to designate the commando placed in charge of
the remaining troops.

LO-TEK VEHICLES
In CRITTER COMMANDOS, the troops have a tough time of it if they are forced
to hoof it everywhere in combat. Vehicles can come into play, and the stranger and sil-
lier the better. All vehicles in CRITTER COMMANDOS have a tendency to look like the
critters that drive them, but some are advanced fighting machines while others are real-
ly just everyday support vehicles and simple tanks. The basic rule is: if it walks on legs
- its Hi-Tek. If it has wheels or treads, its Lo-Tek. This is not to say that you can’t have
a truck that walks or a turtle tank with treads -- this is just a general rule.
In this book, we will be giving you the basics of vehicles (also called TEKs), and
specifics about the various Lo-Tek ones. Hi-Tek vehicles are covered in CRITTER-TEK.
Like commandos, TEKs have a special Index, and a collection of weapons designed
specifically for them.
The Index gives the player an idea of the capabilities of the vehicle at a glance. It
consists of the following items:
MOVE HOLES
This is the maximum MOVE that the This is the maximum amount of dam-
vehicle can go in combat. age the TEK can take.

LOAD COST
This is how many critters and This is how much the vehicle costs.
weapons the TEK can carry at one time.
This information is recorded on a Lo-
ARMOR F/R Tek Vehicle Status sheet. Copy the one
This is the armor on the TEK. It deter- provided in the back of the book.
mines how much protection is on the
(F)ront and (R)ear of the TEK.

MOVEMENT
TEKs move during the Movement Phase of the turn. They can move any amount up
to the total of the MOVE stat. TEKs can change the direction of their move as many
times as they need to during the course of their turn. Be sure to pay attention to the
direction the TEK is facing at the end of the turn, as this will be important during the
Shootin’ and Poundin’ Phases.

30
CRITTER COMMANDOS
Flying
Certain TEKs are capable of flight. The rules for TEK flight movement are the same
as for commandos.

Boarding & Exiting a Moving TEK


Commandos may enter and exit moving TEKs. Leaving a moving TEK is easy, you
just move the commando off. Boarding a moving TEK requires the commando to roll a
successful “to-hit” roll.

TEK Mounted Weapons


Most TEKs have weapons, and they range from machine guns to blasters. They are
fired during the Shootin’ Phase of the turn. All TEK weapons are fired using the driver’s
ACC score.
Commandos may also fire their weapons from the TEK.

Damage to TEKs
Damage to TEKs occurs the same as it does FRONT
for any other target. Rolls to-hit are made, taking
into account the modifiers for size, etc. Damage
is applied to the ARMOR of the appropriate side
of the TEK, and to the HOLES after enough
damage has been done to pass the ARMOR.
Remember that the armor doesn’t go away if it
gets hit — it stays. If a TEK is hit, first determine
which side of the TEK was hit (i.e. front or rear).
To determine this, refer to the diagram. REAR

Malfunctions
If a vehicle loses half of its remaining HOLES in a single turn, then roll 1d6 on the
following table and apply the result.

LO-Tek Random Malfunction Table

Die Roll Front Rear


1 A A
2 A B
3 B C
4 D C
5 E F
6 E F

Random Malfunction Results


A Mechanical Breakdown - whatever the TEK did last turn it continues doing
(turning, shooting, etc).
B Damage to Wings / Wheels / Treads / Feet - cut MOVE in half.
C Massive Systems Failure - All systems (except life support), fail. The TEK
cannot move any more.

31
CRITTER COMMANDOS
D Out of Control - TEK does random things
starting next turn. (The weapons
fire every other turn at a random target
within range. All moves are
controlled by enemy player!).
E Dead Weapon - One of the weapons on
this side of the TEK is out of
commission. Roll randomly to choose
which one.
F BOOM! - The TEK blows up, all occu-
pants make a MIND roll to escape, or
they buy it! TEK blows up in a radius
explosion, diameter equals original
HOLES, in inches. Damage equal to
HOLES/2 in d6’s.

Collision Damage
If a TEK hits something, the damage done is
equal to the MOVE of the TEK onto what it hit.
This is applied to the target. The TEK takes half of
this damage from the collision.

Building LO-TEK

Additions to TEK Stats

MOVE LOAD HOLES


+1” (up to 10) 5 pts. ea. +1 5 pts. ea. +1 (up to 10) 5 ea.
(11-20) 10 pts. ea. +1 (11 to 20) 15 ea.
(21-30) 25 pts. ea.

ARMOR (Must be bought for Front & Back Separately)


1st point 1 pt. 5th point 8 pts.
2nd point 2 pts. 6th point 15 pts.
3rd point 3 pts. 7th point 25 pts.
4th point 5 pts.
Weapons for Lo-TEK

Weapon Range Damage Cost


Mach. Guns 24” 8 30
Blasters 24” 10 40
Flamers 10” 10 40
Grenade Launcher 24” As per
Grenade 25
Missiles
- Short 18” 10/attack 25
- Long 12-36” 8/attack 30

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CRITTER COMMANDOS
Please note that any weapon that you can get as a hand weapon (for a commando)
can also be bought for a vehicle. Grenades can only be bought if a grenade launcher
has been purchased, and the grenades themselves cost extra.

Extra Movement for TEKs

Movement Effect Cost


Jet Pack May Fly 35
Note - (Use flying rules)
Wings May Fly 30
Note - (Use flying rules; may not hover, must fly 1”)

Size of TEKs
The size of a TEK is determined by the LOAD stat. Add 1 to the LOAD stat. That
is how tall or long the TEK is in game scale inches.

HOLES Allocation Chart


When a TEK takes damage, it can affect how well it works. In order to simulate this,
we figure out how many HOLES are in each part of a TEK. When it takes damage in
a specific place, the damage can cause that part of the TEK to stop working.
The breakdown of HITS for LO-TEK is as follows:

Location % of HOLES
Wings/Tires 10% ea.
Treads/Tracks 20%
Body 70%
Engine 20%

Each % result is rounded down to the


nearest whole number (i.e. 2.9 = 2!).
Each location has at least 1 point allocat-
ed to it (unless that piece of equipment is
not present on the vehicle).
It is pretty obvious that you get more
HOLES total when they are all spread out
like that than what you originally bought.
Please consider it my gift to you, and
don’t worry about it. I have plenty extra to
share.

Driver and Weapons


How many weapons and crew a TEK
can carry is determined by the LOAD stat.
Each critter takes up one slot, as does
each weapon system. The TEK must have
enough LOAD stat points to handle the
driver, all weapons, and any passengers.

33
CRITTER COMMANDOS
EPISODES
The episodes presented within are grouped into three areas: simple, medium and
complex. The simple episode uses none of the optional rules and can be played in a few
minutes. The medium episode uses the optional rules, but it can still be played in just
over an hour. The complex episode introduces the ides of large forces and several major
objectives on the battlefield. It does utilize all of the optional rules.

The Training Exercise


Each player picks a critter type. Using 250 points, each player creates a force or use
one of the sample forces from the back. Set up some simple terrain (or none at all) on
a flat area (at least 3’ x 3’). Set up your troopers at least 2’ apart on the table. Do not
use TEKs.

Sgt. Furry and His Growling


Commandos
This scenario recounts the famous taking of Gaines
Burger Hill by that great mercenary group, Sgt. Furry and
his Growling Commandos (available as a boxed set,
CFE7505). The RATZI Party has 600 pts. and sets up in
the fortifications on the hill. The Sgt. Furry player has
1000 points and set up at least 24” away. Do not use
TEKs.
Play continues until Sgt. Furry takes the hill, or it is
determined to be impossible.

To Rescue Valhalla
This scenario recounts the assault made on Greenearth by the RATZI Party early in
the war. They had decided that the Federation had stolen Valhalla, a comet, from their
space and they wanted it back. This scenario involves a large number of troops and can
take some time to complete. Be sure to pick a place where, if you need to leave it
overnight, no one will mess up the game table.
Set up the battlefield with a fort in the middle . The FROG federation forces set up
in the fortress (Banzai Keep) with 1200 points. The RATZIs have 2000 points and set
up within 12” of any edge of the table. The RATZIs must get some commando to the

34
CRITTER COMMANDOS
center of the fort and have him stay there for 2 turns. (He is attempting to discover how
the FROGs stole Valhalla!) Once the RATZI has been there for 2 turns, the scenario is
finished.

Episodes & Series


Sometimes you will want to play a lot of Episodes using the same commandos. This
is called a Series. During a series, it is important to keep track of who won and who lost
a given battle during an episode. Each group of commandos gets a certain number of
Experience Points from a given battle based on what happened.

Result Points
Commandos won battle +10
Commandos lost none of troops +10
Commandos lost 25% of troops +7
Commandos lost 50% of troops +5
Commandos lost 75% of troops +2
Commandos retrieved special
objects from Episode +10

Mercenaries er training of the commando who is a merce-


nary. They are also the only troops, other
(Optional Rule) than personalities, capable of independent
Mercenaries are commandos employed by movement on the battlefield. At any time, a
a player that are not necessarily the same crit- mercenary squad can split up into any combi-
ter type as whom they are fighting for. They nation of commandos and
are commandos for hire, and move as if they are still with
as such are considered to be their squads.
elite troops. Several features
make the mercenaries an Costs
interesting addition to any Commandos bought as
game. mercenaries cost more. The
basic cost of a commando
Non-Special Mercenary bought as a mercenary is
Units tripled, i.e. if the base cost
Any race can be pur- was 8, then a mercenary
chased, at no additional cost, would cost 24.
to be a mercenary force for a No more than half the
given group. These comman- points allocated for a given
dos are basic, normal troops, scenario on a side can be
and they have no additional allocated for mercenaries
costs. In order to have a force unless otherwise noted in a
of another critter type that given scenario.
can act like the special merce-
naries, they must be pur- Other Info
chased with the additional A mercenary can also
cost. adjust his stats as a personal-
ity can. Use the rules in
Stats and Effects “Personalities” except for the
Any commandos bought base cost of the commando, which is still 3
as mercenaries have an automatic +1 bonus times the cost (as noted above).
to their ACC score. This represents the high-

35
CRITTER COMMANDOS
A Note On Tone
The primary emphasis of CRITTER COMMANDOS is to have fun! If something
here interferes with that, throw it out! Don’t use it! Let it never be said that I caused
someone not to have a good time!
A couple of things can really aid the player in having a great time while playing. The
easiest is silly music playing in the background. There are CDs available with music from
the old Warner Brothers cartoons (“The Carl Stalling Project” and “Bugs Bunny on
Broadway”), Tex Avery, as well as the classic Disney Productions (nearly everyone of
them had a soundtrack album). Most of these are still available. I suggest the Children’s
Section in any well stocked music store.
Something I have been using recently (to great success, I might add!), is a collection
of funny animal action figures. Toys are available from the short-lived “Bucky O’Hare”
series, Disney’s “Tailspin” and “Duck Tales,” the “Teenage Mutant Ninja Turtles” and
others. These go a long way towards putting players in a silly mood. And right now, I
keep seeing lots of them at garage sales and on eBay -- and they go *cheap!*
Try all kinds of things to make playing fun. Remember, the tone of CRITTER COM-
MANDOS is a slapstick, Mel Brooks kind of world. Nothing is too silly for play!

Things do not look good for the Penguins in this battle...

36
CRITTER COMMANDOS

THE HISTORY OF EVERYTHING


(sort of...)

The universe is not always a nice place, and that is certainly born out by the history
of the Critter Commandos. Originally a simple planet filled with anthropomorphic ani-
mals and overrun by high-priced fast-food establishments, this was all shattered with the
arrival of the Ship.
It wasn’t an ordinary ship. It was a starship, and it crash-landed on the planet of the
Frogs (known as “GreenEarth”). The Frogs had never seen anything like it. They were
fairly impressed. It featured such exciting accoutrments as a stereo, indoor plumbing, a
refrigerator, and a complete historical video library of “Land of the Lost” from a place
called “Earth.” And for some reason, it was all in a language that the Frogs could read!
It also had an extensive library of books on many topics. One such topic that got
intense examination was a concept called “franchising.” Another was called “market-
ing.” This was particularly popular among the con-artists and politicians.
Once they worked out how to build starships of their own, the Frogs decided it was
their duty to share this technology and knowledge with others. And so they did. After
all, how could they franchise their way of life if they didn’t go out and do some mar-
keting?

37
CRITTER COMMANDOS
What follows is an overview of what exactly is
going on in the universe right now. Some of it is excit-
ing, some of it is dull, and very little of it actually
makes any sense. What do you expect from a uni-
verse that bases its behavior off of old American chil-
dren’s programs, marketing advice from Zig Ziglar,
and books by Anthony Robbins?

Overview
The known universe is centered around the
F.R.O.G. Federation and the so-called RATZI Empire
and their ongoing conflicts. The various space-going
civilizations are located next to and around them, and
new races are discovered with amazing regularity.
The currently known major space-faring civiliza-
tions are the F.R.O.G. Federation, the RATZI
Empire, the Empire of the Ants, the Interstellar Conglomeration of Business Merchants
(I.B.C.M.), the Zen-Toadies, and the Los Estados Unidos Banana de Republico
(although they spend the bulk of their time working on their government with whatev-
er weapons are handy at the time).

History of the Universe


The known universe is immersed in an Inter-galactic War, the likes of which no one
has seen before...well, okay, its a lot like the last one and the one before that, but def-
initely unlike the three that came before that, and nothing like the 2 before that. But I
digress...
The main combatants are the F.R.O.G. Federation and the RATZIs. Their conflict is
based on many petty and childish reasons, making it very similar to the conflicts on
Earth today. Only with more subtext. And fewer re-runs of “The Fresh Prince of Bel-
Air” and “Urkel” on late-night television...
We had prepared an extensive timeline that went into great detail about the events
of the last 3000 or so years. But then we got distracted by reruns of “Baywatch” and
lost the file. Hopefully we’ll find it in time for Critter Commandos Adventures!

A Note on Space Travel and Starships


As mentioned above, the races in the game all have space going abilities, due most-
ly to the FROG Federation. These ships are capable of short, controlled “hops” across
space. The circuitry is relatively delicate and combat is discouraged. The ships simply
can’t take it.
However, the RATZIs have been doing lots of research into the area of armor and
space-to-space weapons. With the launching of their new ship, the “Ratmarck,” the
face of space travel could now change for the worse (which you should read as “get all
your friends to buy lots of copies of this and all the new Critter games and we’ll be con-
vinced to do a Critter Commandos Spaceship Combat game.” Seriously, we will! I have
the notes right here, er, umm, well, I had them here somewhere...no, thats a pizza
box...no, thats a web address...no, thats the “Baywatch Companion...Hmmm.......)

38
CRITTER COMMANDOS
The F.R.O.G. Federation
The FROG Federation is a group of interstellar boy scouts who don’t know when to leave well
enough alone. Running through space pursuing a far-flung 4-point program, they are single-hand-
edly responsible for the space-going abilities of every race in known space. The members of the
Federation take their lead from the Frogs, who come from the planet Greenearth (FROG stands
for “Federated Republics of GreenEarth”). Many nations are involved in the Federation, from
many different worlds.

Government
The government of the Federation is that of a representative oligarchy, with each member of
the council being the head of state of the various member
republics. The citizens of the Federation enjoy the highest
standards of freedom and living in the known universe. And
they have access to more fast-food choices than anyone
ever. The titular head of the Federation is the Patriarch of
the Frogs, Prince Deviant. Each member planet in the
Federation has 2 senators that represent its interests in the
Federation Assembly. Big or small, each has the same
voice.

Military & Territory


The military of the Federation is made up of the indi-
vidual forces from the member republics. Each unit operates
under their command structure, with command of a given force being coordinated by a designat-
ed Federation commander. Their are also several special forces units in the Federation, built up
and drawn from all the member nation’s militaries. The Federation itself makes no claim on plan-
ets except GreenEarth, but through its member nations it has influence in more than 40 systems.

The Frogs of GreenEarth


Having risen out of the swamps of GreenEarth, the Frogs are quite an adventurous lot. They
are very curious about things, so it was inevitable that they would move out into space once the
secrets of their planet had been discovered.
The Frogs are the oldest civilization currently active
in the Universe, having been space-borne for more than
WE WANT YOU! three thousand years. Their ships are present nearly
everywhere in known space, and are also actively
involved in charting the frontiers.
When the Frogs went back to space after the Great
Dark Age, they travelled around the galaxy on a universe
wide 4-Point Program, introducing technology to all the
critters they encountered. This has not been without its
problems (the Ratzis) or its success stories (the Mice).

Descriptions & Insignia


Frogs have mottled green, moist, skin, and wear
very little clothing (except for battle armor). They have
webbed feet (from their aquatic origins) and they have
conspicuously small forearms. their bulging eyes and
THE F.R.O.G. ARMY IS baggy throats are also distinctive. They have the ability
LOOKING FOR to hop long distances and are skilled swimmers in spite
of their evolution.
RECRUITS!

39
CRITTER COMMANDOS
The RATZI Empire
The Natural Social Rodents Workers Party was first formed
on the planet Nagewelt, in the Year 3003 AD. The movement
was started by the Leader, a former custodial engineer that had
worked in the government house for 6 months. Since the gov-
ernment officials were slinging B.S., and he cleaned toilets for a
living, he felt he best knew how to deal with B.S., or at least the
S. part. He decided it was unfair that some people had better
jobs than others and set out to rectify the situation, especially his
own.
The Ratzi Party soon took control of the planet and started
on its path of conquest. Their goal is domination over all space,
known and unknown. In fact, they believe that they are already
in control of all the space, they merely have to go out and
inform the rest of the universe of this fact. Verminn Rommel

Government
Raterria is governed by a constitutional monarchy, with the Reichstag currently under the con-
trol of the Natural Social Rodent Workers Party, which is in turn led by its Leader. The actual
Emperor of Raterria has not been seen for several years, and most rats have forgotten about him.
The Leader and the Reichstag are the central powers ruling an Empire of 17 worlds. (Ed. Note -
Most of these are useless, and the vast majority of them don’t really qualify as worlds. The RATZIs
tend to classify any rock in space larger than a Buick to be a “world.”) At one point, the Empire
boasted an 18th world, but it was stolen by the evil FROG Federation (the comet, Valhalla, left
their system and there was nothing they could do about it! It is the subject of the Complex sce-
nario presented in this game.). The main colony world (read “Concentration Planet”) is populat-
ed by dedicated and hardworking volunteers (read “slave labor”). The world itself enjoys quasi-
independent self determination (read “puppet government”).
The overall population of the Empire is in actuality highly literate (true, illiterates can hardly
read the reports on how well off they are!) and politically active. The most recent election boast-
ed a record 93% turnout (being escorted at gun point sure is an incentive, huh!?!). Truly a record
any civilization could be proud of.

Known Planets/Territorial Claims


The main world of the RATZI Party is, of course, Raterria. The only other world worth con-
sidering (that is held by the RATZIs) is their so called “Concentration Planet.” This world is where
dissidents and political prisoners are sent to help build the great tools of the RATZI revolution.

Culture - Techniques
& Tactics
The members of the Party
enjoy the greatest freedom, they
being the party in power. The
normal citizens have a large num-
ber of restrictions placed on them
including the need for travel
papers to go from place to place
and the rationing of materials.
Members of the Party merely
need to flash their embossed
photo I.D. card of the true Party members to go where they wish or to get whatever they require.

40
CRITTER COMMANDOS
Military service is mandatory for all non-Party adult males from the ages of 18 to 40. Party
members are not required to join but generally do out of patriotism and loyalty. They are almost
always inducted as officers. Those parts of the population that are actually members of the Party
make up only 10% of the total population. This includes a huge percentage of children who were
inducted by their parents and are not actually old enough to be active members.

Military Forces
The Combined Military Forces of the Raterria Reich claim be one of the most advanced, well
equipped forces in the history of galactic civilization. This is true to a certain degree. Yes, they
have some units so equipped, but these are usually relegated to such strenuous duties as parades
and the Emperor’s Guard. The rest are used to keep the troops made up of the common rabble
in line and not retreating from combat. Internal politics within the High Command have tended
to keep the best troops from ever reaching the front lines.
Their dreaded “Spritzkrieg” attack is one of the most devastating tactics ever devised, with
only one hitch. After the main assault has decimated the enemy lines, the whole force tends to
pull back and regroup, staying there way too long. Thus, the attack becomes the equivalent of
shooting someone with a water pistol. You hit him, tick him off and then run away before they
catch you!
The Verminacht (army) is joined by the Batwaffe, a force of the bat race, also located on
Raterria. Their airborne reconnaissance has proven time and again to be the deciding factor in
battle for the RATZI military.

Rabbitonia
Valiant fighters from the upper warrens, the
bunny fighters from Rabbitonia are well known in
the F.R.O.G. Federation for their combat abilities.

History
The rabbits had been content to live on their
planet in a loose confederation of autonomous col-
lectives and anarcho-syndicalist communes when
the first Frog ships arrived on their planet. These
high ideals and low forms of government went by
the wayside as soon as the rabbits saw a festival of
Akira Kurosawa films. Soon the rabbits found
themselves under the rule of a heavy-handed
dynasty of overbearing bunnies.
This was for the best, though, as the rabbits
soon became known for their fierce fighting style
amd their notorious sense of humor. The code of
Bunnido they follow preaches loyalty to their mas-
ter, and undying loyalty to the practical jokes
which made them famous.

Government
The rabbits are led by Emperor Taka-hito, lord of the Bunny Legions. They are one of the
mainstays of the Federation, and hate the Ratzis with a passion.

Military & Territory


Unlike other nations, the Rabbitonians feel it is their duty to be trained in combat. They will
often leave their jobs to get additional training in the martial arts. Individual honor is the most

41
CRITTER COMMANDOS
important thing to these fighters. The can lead to some problems, however, as they have ten-
dency to fight as individuals and not as a team.The rabbitonians only claim their own planet and
its two moons — Bugs and Roger. Regular shuttle service is available between the three bodies,
with a space station floating high above the capital city of Hutch.

Description
Rabbits are covered in short fur, and tend to wear exotic and outrageous clothing. This fur
can be any color from pure white to brown or black, and can be any color in between. They can
also hop long distances. They have large ears (sometimes 1/2 meter long or more!) and are gift-
ed with exceptional hearing.

The United Kennel


The dogs of war. Together for the first time in centuries,
the United Kennel stand for freedom, liberty and the right to
chase cars.

History
A historically disjointed planet, Kennel was without any
form of real organized government for many years. Even the
arrival of the Frogs was insufficient to motivate them to
change their ways. It took an attack by the Ratzis to convince
them they needed to stand together or fall alone.

Government
Having to try and make such a large assortment of dif-
ferent ideas come and work together in one place is not easy.
Everyone wants a voice in what is happening. To make this
possible, the People’s Assembly has more than 6000 mem-
bers from all around the planet. Each has the right to make his say on a given matter, and this
can lead to debates that last years. In time of war, however, the Prime Master can make decisions
on his own, but he needs to be prepared to answer for those decisions once the war is over.

Military & Territory


Some of the most noteworthy soldiers have come from the UK, including Sgt. Furry and his
Growling Commandos. They fight hard, and will not leave well enough alone.

Territorial Claims
The UK have made several claims around
known space, and many of them are nowhere near
their home planet. This has made it difficult for
them to defend their claims when someone comes
knocking (like the Ratzis did). However, considering
the methods used by the dogs to makr that terrain,
its not in as much jeopardy as you might think.

Description
Insignia of the Swell Dogs have short, coarse, fur, and a gruff
Hounds, the most decorated demeanor. They have a keen sense of smell and
unit in the UK. make good loyal fighters.

42
CRITTER COMMANDOS
Catslovakia
The cats were happy to mind their own business,
and had done so for many years prior to the arrival
of the Ratzi invasion fleet on their front door step.
After suffering the initial loss of their home planet,
the cats have started to fight back with the aid of the
F.R.O.G. Federation.

History & Government


Civilization on Catslovakia came very early under
a feline warlord by the name of Morris. He was a
ruthless and finicky leader, constantly complaining
about the quality of his food. After his death, a
empire languished under the rule of a perverted cat
named Fritz. It was only in recent years with the
arrival of Felix and his beautiful daughter on the
scene has the situation improved. It was shortly after
the installation of Felix on the throne that the Ratzis
Emperor Felix’s daughter Katya attacked. He has sworn to wrest control of the feline
homeworld back from the evil empire.

Military & Territory


Catslovakia did not have a formal military when the Ratzis attacked. They had an internal
police force and a praetorian guard for the warlord. Now that they have lost their planet, the cat
refugees have started to train into mighty warriors again, and have actively recruited a fifth col-
umn partisan movement on the occupied planet. Only the planet Catslovakia, which is currently
occupied by enemy forces. The government of the planet is currently in exile on GreenEarth.

Description
Cats are covered with soft, short, fur and are almost all neat freaks. They move well on alter-
nate terrain and make good fighters.

Cheesia
Populated by happy-go-lucky peace-lov-
ing mice, Cheesia was not even remotely
ready for the Ratzi invasion.

History
Other than being the birthplace of the
Great Prophet Diznee and the subsequent
“Dizneetics”, Cheesia has not really done
anything else of note. Sorry.

Government
They didn’t have a lot of government
before the invasion, and now they have even
less. The so-called head of the government
was captured in the initial assault, and has
now been installed as the puppet ruler of his
own people.

43
CRITTER COMMANDOS
Military & Territory
None to speak of. There are now several mouse mercenary units, however, and a few quite
effective CritterTeks designed for them. They have only a claims on the planet Cheesia, current-
ly occupied by Ratzi forces.

Description
Mice tend to be gray to white to brown in color, and are timid creatures by nature. They are
normally regarded as being holy due to their connection with the Great Prophet Diznee.

Los Estados Unidos Banana de Republico


“The government in Los Estados
Unidos Banana de Republico is like an
industrial machine,
3000 revolutions a minute!”
- Hairy Reasoner, 60 Nanoseconds,
BBC (Banana Broadcasting
Corporation) News

In General
The Los Estados Unidos Banana de
Republico is an interesting case. The
government there is perpetually chang-
ing hands due to various military juntas
perpetrated on the public. Due to this is
very hard to offer any solid information
on them except to say that if you don’t
like the current government, wait an
hour, it’s bound to change!

A Few Specifics
The military of the Los Estados Unidos is made up primarily of low ranked soldiers, with few
officers. This is due to the fact that most of the officers have either made a play to be “El
Presidente”, or are planning on it. There have even been a couple of former sergeants in the top
job! Most of the planet that makes up Los Estados is covered in dense jungle. This has had the
effect of reducing all combat to guerilla warfare. The three main cities are Chiquita, Bonita, and
Dole. Each of them has taken at least a
few turns as the planetary capital. Thus,
each has a Presidential Palace, manned
by a Presidential Guard. One of the
great former leaders of Los Estados
Unidos was Ape Lincoln.
The population of the planet is
made up from all the major ape races,
including: rhesus, gibbon, orangutan,
gorilla, chimpanzee, monkey, and ape.
One of the major exports from Los
Estados Unidos are their bananas. But
since most of the monkeys & apes in
the universe live there, this is a small
market.

44
CRITTER COMMANDOS
Interstellar Conglomeration of
Business Merchants
The Turtles are the merchants of space, bringing all
kinds of items between the planets in search of a few
bucks. No planets are free of their ships, and their mer-
cenaries are hired all across space.

History
Early in their history, the turtles had developed a
primitive, tribal culture. The Technology level was that of
bows and arrows, with what limited commerce they had
being conducted on rafts with sails. About this time, the
chief shaman (whose name was Dahvinchee) called a
meeting at Dry Hump, a large, semi-religious meeting
place. It was called to help clear the air and end the
power of the Anti-Revolution Rebels. With an extremely
heart-wrenching speech, he finally got the apathetic
crowd to agree to motivate themselves and move toward
progress. Historically speaking, Dahvinchee cannot not
be credited completely with this accomplishment. At the end of his speech, a F.R.O.G. Federation
scout ship crashed into the podium, killing Dahvinchee (and incidentally, several thousand other
turtles!). The turtles considered this a flagrant violation of their holy place and consider
Dahvinchee a martyr for the cause of progress. Starting at first by cannibalizing the remains of
the ship, and later by using their own intuitive abilities, the turtles were able to develop their tech-
nological base faster than thought possible.

Government Type
The government of the turtles (if you can call it that) is a loose confederation of feudal princes
banded together for mutual defense and better discounts when buying wholesale or from Amway.
None are responsive to the others, except as far as paying their bills on time, and none really care
much about each other either.

Known Planets, Systems and Outposts


As previously mentioned, the turtle’s system has six planets in a very tight, complicated orbit.
The five main planets travel in the same orbit and are called Diplodicus, Rafael, Leonardo,
Donatello and Michelangelo. The latter four being named for mythological turtle heroes. The 6th
planet is called Retard and has a very peculiar orbit. It swoops in, out and around the other plan-
ets. No one knows why.

Culture - Techniques & Tactics


The turtles rarely travel alone. They often travel in trading groups or convoys with a ratio of
two Snapper bodyguards to one trader turtle, plus the obligatory security units. The turtle traders
generally do not engage in violent struggles, seeing as their is usually little profit in conflict, and
the fact that they have the Snappers to fight for them. The Snappers, on the other hand, tend
to be walking arsenals. They prefer large caliber guns and high energy beam weapons. They do
have a love for shotguns as well...its thought that they like the mess it leaves. The turtles have an
appreciation for wars. Not only does it give them markets for goods, but it also creates places for
the various Turtle Mercenary Units kicking around the galaxy.
The turtles make use of a great deal of deception and cunning when dealing with an enemy.
The Snappers are rarely as subtle. A noted tactic is to include 1-2 Q ships (weapon carriers armed
to the teeth but disguised as freighters) along with every 5 freighters in a convoy. Thus, if the con-

45
CRITTER COMMANDOS
voy is attacked, they have a very defensible position, as well as a point to attack from. The tur-
tles have good defensive armor (a gift of evolution), and they know the value of defensive equip-
ment. The Snappers, their cousins from “up north,” have evolved more for offensive capabilities,
and as such can move faster and attack better than their more intelligent cousins. When in com-
bat, the turtles generally operate as leaders from a well protected position (quite often from orbit),
while the Snappers group themselves into 4-7 man Strike Teams. A new program has been start-
ed to teach some of the younger turtles how to defend themselves. The primary fighting art being
taught is ninjitsu. How this will work out is unknown.

Basic Descriptions & Insignia


Turtles normally do not wear clothing. Instead they show a wide range of individualism by
painting their shells, and the wearing of variously colored belts, sashes, and packs. When a turtle
goes to trade on another planet, they tend to wear the clothing necessary to stay within custom,
not wanting to spoil a potential deal.

Mercenary Races
Several races are in the conflict solely as mercenaries. They will fight for whichever side pays
them more money. These races include the turtles as well as:
Bears - Tough fighters, they tend to have heavy armor and big guns. Very good defenders,
they tend to only attack if they have been provoked.
Lizards - These guys are so cold-blooded the FROGs will no longer hire them at all. They are
known for a viscious combat style, and committing battlefield atrocities. They are almost exclu-
sively hired by Ratzi commanders who need garrison troops, as well as for jobs even the Ratzis
feel a little queezy about.
Raccoons - These guys like to be where the action is. More often than not, they will appear
at a battle where they aren’t hired to fight. No one can figure out why this occurs.
Sharks - These guys like to work for the RATZIs. They like battles near water and will not
fight on a desert world. Very tough, very viscious.
Birds - Most are reluctant to hire birds because of their tendency to be flighty. One unit is Sgt.
Duck and Fleecy company, who have been working with the Frogs for some time now.
There are others, of course. We’re gonna cover them in the other two Core Critter Universe
games, giving you an incentive buy all three. Hey, at least we’re honest about it...

Coming Next... CRITTERTEK


I think we’re gonna
need a bigger gun...

46
CRITTER COMMANDOS ™

UNIT CONTROL SHEET


UNIT NAME -
CRITTER TYPE -

STR ACC MIND HOLES MOVE COST


Commando #

UNIT COST
EQUIPMENT
WEAPON RANGE DAMAGE ARMOR COST

1.

2.

3.

4.

5.

6.

7.

8.

9.

10.
NOTES

© 2002 Paul Arden Lidberg. Permission granted to photocopy for personal use.
C R I T T E R C O M M A N D O S™
LO-TEK CONTROL SHEET
UNIT NAME -
VEHICLE TYPE -
TOTAL
MOVE LOAD HOLES ARMOR VEHICLE COST
F
R

WEAPON RANGE DAMAGE COST

1.

2.

3.

4.

5.

HOLES ALLOCATION CHART


FRONT RIGHT REAR RIGHT
WING/TIRE/TRACK WING/TIRE/TRACK
BODY

ENGINE

FRONT LEFT REAR LEFT


WING/TIRE/TRACK WING/TIRE/TRACK

© 2002 Paul Arden Lidberg. Permission granted to photocopy for personal use.
CRITTER COMMANDOS
CRITTER COMMANDOS
CRITTER COMMANDOS
CRUNCHY FROG ENTERPRISES PRESENTS

A TEAM FROG STUDIOS PRODUCTION

OF A PAUL ARDEN LIDBERG GAME

CRITTER COMMANDOS
Cartoon Critter Combat

Starring

The F.R.O.G. Federation

The Evil Ratzi Empire

And a cast of millions of critters

Written, Produced & Directed By


Paul Arden Lidberg
Cover Art by Brian Burke/The Brothers Grinn

Comic Pages by Brian Burke/The Brothers Grinn

Interior Art by Ken Mitchroney, Gary Williams, mike


Kasinger, Jim Groat, Phil Morrissey, Michael Scot
McMurry, Fred Sadek, Chuck Matheny, Scott Ruggels

Executive Producer - Michael L. Nunn

PLEASE VISIT OUR WEBSITES

WWW.CRITTERCOMMANDOS.COM

WWW.TEAMFROG.COM
© 2002 Paul Arden Lidberg. Critter Commandos, The Critter System, Crunchy Frog
Enterprises, and Crunchy Frog Enterprises are trademarks of Paul Arden Lidberg. Any similarity
between stuff in this book and the alleged real world, without Satirical Intent, is pure coinci-
dence. Really. I wouldn’t make that up.
CRUNCHY FROG ENTERPRISES (revised 12/21/02)

Stock # Type Retail


MINIATURES RULES
_____CFE0200 Toy War (3rd Ed) (temp. OOS) 5.95
_____CFE0301 All-Purpose Miniatures Rules (2nd Prnt) 14.95

CRITTER SYSTEM
_____CFE3030 Critter Commandos (3rd Ed) 9.95
_____CFE3040 CritterTek (2nd Ed) 9.95
_____CFE3050 Critter Commandos Adventures TBD 9.95
_____CFE1224 The Christmas Wars (8/03) 9.99

CRITTER COMMANDOS MINIATURES (30mm Scale)


_____CFE7501 BattleBox #1 – Frogs 19.95
_____CFE7502 BattleBox #2 – Rats 19.95
_____CFE7503 BattleBox #3 – Gorillas & Raccoons 24.95
_____CFE7504 BattleBox #4 – Sharks & Rabbits 22.95
_____CFE7505 BattleBox #5 – Dogs 19.95
_____CFE7506 BattleBox #6 – Turtles & Ducks 22.95

CRITTER COMMANDOS BLISTER PACKED MINIATURES (30mm Scale)


_____CFE7601 Major Frog (Frog) 2.99
_____CFE7602 Frog Grenadier 2.99
_____CFE7603 Frog Troopers-A (2) 5.99
_____CFE7604 Frog Troopers-B (2) 5.99
_____CFE7605 Frog Power Armor (2) 6.99
_____CFE7606 Officer (Ratzi) 2.99
_____CFE7607 Ratzi Grenadier 2.99
_____CFE7608 Ratzi Troopers-A (2) 5.99
_____CFE7609 Ratzi Troopers-B (2) 5.99
_____CFE7610 Ratzi Power Armor (2) 6.99
_____CFE7611 Sgt. Furry (Dog) 2.99
_____CFE7612 Dog Grenadier 2.99
_____CFE7613 Dog Troopers-A (2) 5.99
_____CFE7614 Dog Troopers-B (2) 5.99
_____CFE7615 Dog Power Armor (2) 6.99
_____CFE7616 Cap'n Jed (Raccoon) 2.99
_____CFE7617 Raccoon Grenadier 2.99
_____CFE7618 Raccoon Trooper 2.99
_____CFE7619 Raccoon Power Armor 3.49
_____CFE7620 Capt. Chip O'Hare (Rabbit) 2.99
_____CFE7621 Rabbit Grenadier 2.99
_____CFE7622 Rabbit Trooper 2.99
_____CFE7623 Rabbit Power Armor 3.49
_____CFE7624 El-Presidente/Generallissimo 4.99
_____CFE7625 Gorilla Grenadier 4.99
_____CFE7626 Gorilla Trooper 4.99
_____CFE7627 Gorilla Power Armor 5.99
_____CFE7628 Hauptmann Von Bizmarck (Shark) 3.49
_____CFE7629 Shark Grenadier 3.49
_____CFE7630 Shark Trooper 3.49
_____CFE7631 Shark Power Armor 3.99
_____CFE7632 Trader Yertle (Turtle) 3.49
_____CFE7633 Trooper Moose (Turtle) 3.49
_____CFE7634 Trooper Rocko (Turtle) 3.49
_____CFE7635 Turtle Power Armor 3.99
_____CFE7636 Sgt. Duck (Duck) 3.49
_____CFE7637 Duck Grenadier 3.49
_____CFE7638 Duck Trooper 3.49
_____CFE7639 Duck Power Armor 3.99
_____CFE7640 Penguin Officers (2) 3.99
_____CFE7641 Penguin Grenadiers (2) 3.99
_____CFE7642 Penguin Troopers (3) 4.99
_____CFE7643 Penguin Power Armor (2) 3.99
_____CFE7644 Accessory Pak #1: Skateboards 4.99
Stock # Type Retail
_____CFE7645 Accessory Pak #2: Weapons 3.99
_____CFE7646 Conv. Pak #1: Mice/Rat/Rabbit 3.99
_____CFE7647 Conv. Pak #2: Bear/Cat/Dog 3.99
_____CFE7648 Major Kitty (Lady Cat Officer) 3.49
_____CFE7649 General McMoo (Bull Officer) 3.99
_____CFE7650 S.P.L.A.T. Trooper (penguin) 2.99
_____CFE7651 S.P.L.A.T. Grenadier (penguin) 2.99
_____CFE7652 Mole Scout 2.49
_____CFE7653 Hamster Scout 2.99

CRITTER COMMANDOS VEHICLE KITS (30mm Scale)


_____CFE7451 Egg Tank 5.99

CRITTERTEK BLISTER PACKED MINIATURES (10mm Scale, aka “N” Scale)


_____CFE7301 WhamHammer HippoTek 7.99
_____CFE7302 McSteer CattleTek 6.99
_____CFE7303 Dread FrogBot 6.99
_____CFE7304 Rommel’s RatTrak 6.99
_____CFE7305 TEK Conv. Pak #1 (Rabbit, Duck, Cat/Dog) 3.99

CHRISTMAS WARS MINIATURES (30mm Scale)


_____XC01 Santa, Armed & Dangerous 3.99
_____XC02 10 Snowmen (asstd) 19.99
_____XC02A Sniper Snowman 2.49
_____XC02B Armed Frosty 2.49
_____XC02C NRA Snowman 2.49
_____XC02D Snowman w/ Candy Cane Rifle 2.49
_____XC02E Snowman who should have
paid more attention 2.49
_____XC03 Snowman Casualty Markers (2) 2.99
_____XC03A Mega Bag of Casualty Markers (20) 19.99
_____XC04 Fast Eddy - Running Elf w/ gun 2.99
_____XC05 Mr. Winkie - Hvy. Weapons Elf 2.99
_____XC06 Rudy the Reindeer
w/ flying stand, slot base & weapons 3.99
_____XC07 Reindeer
w/ flying stand, slot base & weapons 3.99
_____XC08 Snowman Standard Bearer w/ 2 color flags 2.99
_____XC09 Yeti 2.99
_____XC10 Ezekial Scrooge, the Villain 2.99
_____XC11 North Pole 3.49
_____XC12 Toy Soldiers (2) 4.99

NORTH POLE PENGUINS (for CC & TCW) (30mm Scale)


_____XNP01 North Pole Penguins Strike Force 19.99
(You get 2 officers, 2 grenadiers, 4 troopers,
and 2 power armors)
Or you can get them individually...
_____XNP01A N.P.P. Officer) 2.49
_____XNP01B N.P.P. Grenadier 2.49
_____XNP01C N.P.P. Trooper 2.49
_____XNP01D N.P.P. Power Armor 2.99

CHRISTMAS CHARACTERS (40mm tall)


_____XCR01 Santa & Helper (set) 12.99
_____XCR01A Santa 8.99
_____XCR01B Elf 5.99

NIGHTSHIFT GAMES
VAMPIRE HUNTER$ RPG
_____CFE1500 Vampire Hunter$ RPG OOP
_____CFE1501 Gimme A Stake, Medium Rare 14.95
_____CFE1502 Independent Guide to Hunting Vampires TBD TBA
_____CFENSG01 VH: Rules of Engagement 2.99
Stock # Type Retail

VAMPIRE HUNTER$ MINIATURES (30mm Scale)


_____CFE7001 Col. Steele 2.99
_____CFE7002 Gregor Vasilov, Greater Vampire 2.99
_____CFE7003 Luke Garou, Werewolf 2.99
_____CFE7004 Boris, Flesh Golem 2.99
_____CFE7005 Eddie, Skeletal Rocker 2.99
_____CFE7006 Sheriff Justice, Lawman 2.99
_____CFE7007 Bambi & Thump’r, Vampire Hunters 5.99
_____CFE7008 Mortis, Post-Modern Daemon 2.99
_____CFE7009 Cole, Slayer of the Dead 2.99
_____CFE7010 Mad Doc Griffon, The Man Who Wasn’t There2.99
_____CFE7013 Sarah The Necrologist 2.99
_____CFE7014 ROTAG! – Terror from Beyond Space! 5.99
_____CFE7101 Vampire Hunter$ Miniatures Set & Combat Box
Includes 7001-7006, 7008, 7009
Includes VH & d20 Stats 23.99

HIDDEN INVASION RPG


_____CFE1700 Hidden Invasion 19.95
_____CFE1702 Watch The Skies! OOP
_____CFE1703 Area 51 Technical Briefing OOP

UNSANCTIONED RPG
_____CFE2000 UNSanctioned (2nd Print) 24.95
_____CFE2001 Peacekeepers Illustrated 14.95

Join The Freedom Fighters and Support Team Frog Studios! Get the scoop on new releases, exclusive new game
stuff, and more! Go to our websites and click on the Freedom Fighters logo for more details!

Always check our websites for the latest updates.


www.teamfrog.com
www.crittercommandos.com

Mail orders should be sent to:


Team Frog Studios
PO Box 612041
Dallas, TX 75062

include $3 shipping on orders under $20, and $5 ship-


ping for orders over $20. Foreign customers contact us
for exact shipping charges. Please allow 3-5 weeks for
shipping, acts of terrorism, illness, bad chinese food, Total Items Ordered __________________
etc.. Foreign orders can take considerably longer.

©Copyright 2002 Paul Arden Lidberg. Crunchy Frog Subtotal _____________________________


Enterprises, Nightshift Games, Team Frog Studios,
Critter Commandos, CritterTek, Critter Commandos Shipping _____________________________
Adventures, Toy War, The Christmas Wars, Hidden
Invasion, Vampire Hunter$, & UNSanctioned are trade-
marks of Paul Arden Lidberg, used under license by Team Total Enclosed _______________________
Frog Studios. ( )Check ( ) Money Order

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Address _____________________________

City, State, ZIP ______________________

Country ______________________________

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