Mobile Infantry Army Book Starship Troopers Miniature games
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Descripción: Starship Troopers Mobile Infantry Army book for Starship Troopers tabletop game by mongoose publishing...
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Credits and Contents
MOBILE INFANTRY ARMY BOOK CREDITS Authors Matthew Sprange, Matt Keefe
Editor Richard Ford
Cover Art Kieran Yanner
Internal Art Scott Clark, Vincent Dutrait, Marcio Fiorito, Juan Manuel Espinosa, Sam Hart, Kythera, Iordanis Lazaridis, Danilo Moretti, Phil Renne, Chad Sergesketter, Alejandro Villen, Dave Wiggins, Kieran Yanner
Figure Painter Adrian Walters
Sculptors Shane Hoyle, Bobby Jackson, Bob Naismith, Ben Saunders, Steve Saunders
Miniatures Manager Ian Barstow
Production Director Alexander Fennell
Proofreader Allyson Miller
CONTENTS
Introduction The Mobile Infantry The Threat to Humanity Campaigns of the Mobile Infantry Units of the Mobile Infantry Hobby Section Platoon Level Forces Power Suit Platoons Marauder Platoons Exosuit Platoons Auxiliary Units Weapons List Company Level Forces Heroic Traits Emplacement Assets Mobile Infantry Reference Guide
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Starship Troopers: Mobile Infantry Army Book TM & (C) 2006 TriStar Pictures Inc. All Rights Reserved. Mongoose Publishing Ltd. Authorised User. Reproduction of any part of this work by any means without the written permission of the publisher is expressly forbidden. Printed in China.
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Introduction
INTRODUCTION Today, mankind faces a battle for survival. In the
The Mobile Infantry Army Book
galaxy, there is a war among the species and there can now only be one victor. The scourge of the Arachnids washes over entire worlds and even the Skinnies are showing signs of full mobilisation. There is only one force that can stand against these threats and all the other dangers lurking in the universe. The Mobile Infantry are the best trained and best equipped troops in Earth’s history and they are all that stand between the human race and oblivion.
This army book provides a full update to the Mobile Infantry lists found in the main Starship Troopers rulebook. Here you will find all the tools you will require when fighting the Arachnids, Skinnies and new alien menaces soon to make their presence known.
Over the years, the Mobile Infantry has been trained to fight insurgents, terrorists, disgruntled colonists and even the extra-terrestrial onslaught of the Skinnies. Now the danger has worsened and mankind looks to the Mobile Infantry for security.
Forces of the Federation: Overview of the military within the United Citizens’ Federation, including some of their famous campaigns and most dangerous foes.
Ready to deploy on any world of the known universe, even the far reaches of Klendathu itself, the Mobile Infantry can take on any foe of any size or shape. Utilising the latest military hardware developed by SICON and trained to the peak of human endurance there is no mission the versatile troopers cannot accomplish.
The Mobile Infantry Army Book contains the following sections.
Army List: The complete Mobile Infantry army list, allowing you to use all the units, equipment and vehicles in the Starship Troopers miniatures game. Hobby Section: Packed with photographs of gorgeously painted Mobile Infantry models, these pages contain tips on painting, colour schemes and markings.
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The Mobile Infantry
THE MOBILE INFANTRY The best-trained, best-equipped military force mankind has ever deployed, the Mobile Infantry are the culmination of thousands of years of warfare, technological development and tactical innovation. Capable of dropping into any warzone with extreme rapidity, troopers are encased within power suits that provide protection against enemy firepower and provide the mobility that gives the army its name. Even the basic trooper is equipped to deal with most threats he is likely to encounter on the battlefield without having recourse to call for heavy support. His power suit has jump jets which allow him to soar from point to point, keeping the enemy off balance. It also provides full life support assistance, allowing a trooper to keep fighting even in the void of space, and its visor-mounted tactical display gives him up-to-the second tactical updates that show the ebb and flow of battle in real time. The trooper’s standard issue Morita rifle has the penetrating power of early tripod-mounted machine guns but, tied into the power suit’s targeting array, is far more accurate. It features an underslung grenade launcher that increases its versatility with a variety of selectable warheads, ranging from the simple but effective flechette to the truly lethal bugshot. Should a squad of troopers prove insufficient to counter a tactical threat, a wide variety of options exist to upgrade their combat effectiveness. Variant models of the Morita include carbines for close-in fighting or long-barrelled sniper rifles that can pick off an enemy from great distances. Heavier weaponry appears in the form of Javelin missile launchers, Hel flamers or Triple Thud grenade launchers, each of which enhances a squad’s firepower to such an extent that a mere eight men can be capable of stalling an entire Arachnid warrior bug swarm. Heavier support options exist, for battling an enemy so numerous that even power suit squads may prove insufficient. The near-legendary Marauder suits define the Mobile Infantry in the eyes of many citizens of the Federation. Encased within a ten-foot armoured battle suit, a trooper driving a Marauder gains the firepower of an entire squad and is easily the equal of a several main battle tanks fielded by human armies in the distant past. Retaining the jump jets of the much lighter power
suits, Marauders keep the mobility necessary for a trooper to fight effectively but provide him with much larger weapons. A single Marauder will stall a swarm of warrior bugs but a squad of them will drive the Arachnids straight back into their holes and many are powerful enough to engage even the largest alien creatures such as the dreaded plasma and tanker bugs. Even an organisation such as the Mobile Infantry cannot fight alone, no matter how well-equipped its soldiers. Forming just one military arm of SICON (the Strategically Integrated Coalition of Nations), the Mobile Infantry can rely on the support of the Fleet and of Military Intelligence. The Fleet controls the space lanes of the Federation and is responsible for ferrying Mobile Infantry companies from one warzone to another. In battle, troopers can rely on the Fleet providing them with air cover with TAC Fighters and a quick egress with shuttles and drop boats should their positions threaten to be overwhelmed. The officers of the Fleet do not always see eye to eye with the ordinary trooper but both are reliant on the other if they are to achieve victory in war. Military Intelligence is a more mysterious organisation, its members commanding great respect among both Fleet officers and the Infantry. Specialists can harness incredible psychic talent, allowing them to track the movements of tunnelling Arachnids or drain a captive Skinnie of vital intelligence. Others are skilled at analysis and spend thousands of manhours planning each invasion of a new world in minute detail. Together, the Fleet, Mobile Infantry and Military Intelligence form the backbone that protects humanity from the dangers of the galaxy. However, it is the Mobile Infantry that remains at the frontline, the first to respond to threats and the last to retreat from a world that lost to alien invaders. They are both the surgeon’s knife that targets an enemy where it is most vulnerable and the hammer that can smash entire armies apart. The greatest war machine humanity has ever created is now the tool for its very survival.
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The Threat to Humanity
THE THREAT TO HUMANITY While the Arachnids are undoubtedly the most visible and terrifying threat facing the Federation, they are not the only one, for the enemies of peace are many. The Mobile Infantry are called to fight, time and again, and must be trained to deal with any enemy, from a massive Arachnid horde to a few desperate colonists holding SICON officials hostage in their outpost.
The Trouble With Skinnies Initially encountered as a race enslaved by the Arachnids, the Skinnies are an enigma. They are often encountered as raiders, attacking opportunistically whenever human activity strays too close to their own colonies, though they have also aided the Mobile Infantry when the Arachnids are close. Recently, the Skinnies have proven to be rather more of a threat than was initially believed. Recent attacks on human colonies in the Udora and Memphis systems have been blamed on Skinnie ‘soldiers’, rather than the more humble raiders and militia normally encountered. SICON analysts considered these attacks to be part of a co-ordinated campaign rather than just small scale raids, suggesting that the raiding parties of the past are by no means the only Skinnie forces at large in the galaxy. Until more information can be gathered, Military Intelligence has refused to declare definitively whether a genuine campaign is being waged by the Skinnies but it seems possible and some in SICON talk openly of a war on two fronts, with the Federation caught between Arachnids and Skinnies.
The Constant Threat– Traitors and Rebels Before the attack on Buenos Aires, the Mobile Infantry’s greatest threat was from within. Seldom acknowledged on FedNet or via official SICON channels, insurrection is by no means uncommon in the Federation. Holding together the dozens of
worlds and hundreds of outposts that combine to make the Federation is a near impossible task and many move towards independence for no reason other than a feeling of neglect. Other rebellions are more purposeful, with political dissenters resisting Federation rule or greedy and ambitious governors seeking to take a bigger share of power for themselves. In a two-tier system of civilian and citizen, it is perhaps inevitable that inequality would give rise to distrust and disobedience. Regardless of its root causes, rebellion is always put down ruthlessly by the Mobile Infantry. In a galaxy where mankind is under attack from a threat as terrifying and alien as the Arachnids, it may seem insane to send the Mobile Infantry to fight other humans but without the strong backbone of the Federation there would be little left to defend and so its integrity must be maintained at all times, no matter the cost. Since all voting citizens have performed military service, public support for any action against insurrectionists is every bit as high as support for action against the Arachnids, and so long as citizens remain in control of the Federation, dissent will simply not be tolerated.
The Threat to Survival Since the discovery of the Arachnids on Pluto, this race has grown from a mere nuisance to a threat large enough to threaten mankind’s very hold on the galaxy. Without exception, contact between human and Arachnid has been marked by violence. Arachnids attack humans on sight and their appetite for bloodshed seems insatiable. While this threat remains, the Mobile Infantry adopt the same vigorous tactics and aggressively root out all Arachnids. While so much as a single Arachnid survives, mankind is in danger and so the threat must be exterminated utterly. The Arachnids must be removed from the galaxy and, ultimately, that is the job the Mobile Infantry remains dedicated to completing, no matter the challenge.
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Campaigns of the Mobile Infantry
CAMPAIGNS OF THE MOBILE INFANTRY The Mobile Infantry have a long and noble history defending Mankind against its own worst excesses. Now, as the Federation reaches for the stars, alien races press in from all sides and SICON finds itself in a constant state of war. The encounter with the Arachnids on Pluto was just the start of a series of campaigns that placed the entire Federation on a war footing. Now, battles with other sentient races of the galaxy erupt across many worlds throughout space as the war for the species grows in intensity. This section takes a look at some of the hardest won campaigns the Mobile Infantry have been involved in, battles that cost the lives of many troopers but, at the same time, accelerated Mankind’s hold on its tiny region of the galaxy.
The Aftermath of the Road to Victory Klendathu was a watershed, not just for the Mobile Infantry who bore the greatest losses that day, but for the Federation as a whole. Until the invasion, there had never been any doubt in the mind of citizen and civilian alike that victory was inevitable. After all, the three military arms of SICON had never yet failed and so there was no reason to believe that mere animals such as the Arachnids could pose any significant threat. The destruction of Buenos Aires fuelled a desire for revenge that, in retrospect, led to a swelling pride begging to be brought low. Interest in the Alpha Hydrae system that contained the Arachnids’ homeworld of Klendathu persisted a while after the aborted invasion as various plans to fight the bugs, capture brains and employ new technologies were tried. Some operations were successful. Many were not. However, mankind’s hold on the system, linked to a thin supply line that stretched back to Federation space (the so-called Road to Victory), was too tenuous to maintain for long. The military forces were gradually pulled back to more civilised regions of the galaxy. The new strategy, initiated by Sky Marshal Keats and continued by Sky Marshal Natonga after his predecessor fell out of favour, was aimed at strengthening the defences of the colony worlds. Already, Arachnid forces were beginning to push at the edges of the Federation and the Mobile Infantry were immediately deployed to rescue colonists who had been cut off by these thrusts and retake their homes.
After this, a broad front was created at the very limits of Federation space, where SICON would target a small number of worlds for assault. Each would then be attacked by a separate task force, with the aim of destroying any Arachnid infestation before setting up a new colony. This would then serve as a launch pad for a fresh assault yet further from the core of the Federation. Though the Federation had to provide some heavy incentives to find enough people willing to create a new life in a colony so close to the Arachnids (including offering Citizenship at one point, though this was quickly vetoed), it has so far proved a solid strategy. The primary aim is to destroy the Arachnid threat once and for all, taking many years to reclaim worlds one by one until humanity, once again, stands on the threshold of Klendathu, ready this time to deliver a final assault that will smash the bugs forever. However, SICON has a longer strategic aim that will surpass the lifetime of any human alive today. By building new colony worlds slowly and steadily, SICON ensures that not only will the new territory be resistant to counter-attacks from alien forces but that when the Arachnids are finally destroyed, mankind will have a productive empire that will stretch across an almost unimaginable region of the galaxy. From such a position, it is assumed mankind will finally be unassailable, with no threat in the galaxy able to challenge his position of ultimate authority and strength.
The Tophet Campaign Skinnies had been seen on the borders of Federation space for many years but it was left to a campaign on Tophet to uncover hard scientific evidence of their capabilities and intentions. A routine patrol including the legendary Roughnecks was made with a view to using the planet as a staging post in the ongoing Road to Victory. Initial reconnaissance on a planet within the Tophet system revealed the presence of the apparently indigenous Skinnies and first contact was made. Initially, the aliens appeared friendly, or at least non-hostile, and the Mobile Infantry continued their patrol without further regard for the Skinnies. That was the Mobile Infantry’s first mistake… Having lulled the Mobile Infantry into a false sense of security, the Skinnies unleashed dozens of ambushes, cutting off their patrols and throwing the entire Tophet mission into chaos. Arachnid activity on the planet suddenly increased, leaving
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Campaigns of the Mobile Infantry the beleaguered Mobile Infantry in a dire situation indeed. It would prove to be the Roughnecks themselves who held the key to defeating the Skinnies. In the process, they made a most unexpected discovery. The Roughnecks captured T’Phai, an important Skinnie leader and, finding all normal interrogation methods insufficient, subjected T’Phai to psychic scrutiny at the hands of a telepathic trooper, Private Carl Jenkins.
begun to come to terms with the military intelligence of the bugs after the disaster on Klendathu.
What Jenkins discovered was a revelation. T’Phai’s psyche revealed two voices—the Skinnie’s own and a second, more alien one. Further investigation revealed the presence of a small control bug, a tiny Arachnid creature which had hidden itself on T’Phai’s body and taken control of his mind. With the removal of the control bug, T’Phai became not only cooperative but friendly and with his assistance the Mobile Infantry were able to form a temporary alliance with the Skinnies, removing control bugs from many of them and thus turning the tide of battle against the Arachnids on this world.
The Arachnids, present in incalculable numbers, also made the journey to Gobicahn aboard colossal transport bugs. They fell hungrily on Gobicahn’s populated worlds and months of conflict with the Mobile Infantry ensued. Commitments to other military efforts on the borders of the Federation, along with Gobicahn’s isolated location, meant that in the initial phases of the campaign, the Mobile Infantry found themselves stretched perilously thin. Brave resistance actions, notably by the 18th Battalion ‘Mad Dogs’ and the reserve platoons of the White Khans, bought the time needed for reinforcements to arrive.
Since then, both the Fleet and the Mobile Infantry have reported several encounters with the Skinnies, both as friend and foe. The exact motives of the Skinnies still remains unclear to Military Intelligence but they have been classified as an inconsequential threat, allowing more resources to be moved to the frontline against the Arachnids.
The Gobicahn Campaign Settlement missions first ventured to the Gobicahn system, approximately twelve light years to the galactic east of Earth. This was a region of space that hung unusually far beneath the galactic disk to create the spectacle of an almost pure black sky above the system’s worlds. Separate colonies were founded on three different worlds, and over a two year period more than three hundred thousand settlers populated Gobicahn.
With the Federation on the back foot, the Mobile Infantry could do little more than aid in the evacuation of Kolai back to Gobicahn and other nearby systems, while the world of Kolai itself was effectively surrendered to the bugs.
Though less heralded than Klendathu and covered only briefly on FedNet, Gobicahn was in fact the greater success of the two and the arriving reinforcements led a highly effective campaign of extermination, eventually driving the Arachnids out of the system entirely. Still, the population had been decimated and the suffering of the survivors meant that the once flourishing colonies of Gobicahn quickly withered away. Nowadays, Gobicahn is nothing more than another dangerous frontier of the Federation, one patrolled all the more now the reach of the Arachnids is known.
With the population thriving and beginning to grow, a second colonisation was planned for the nearby Kolai system. A program of outpost building was undertaken on Kolai and settlement began. Then disaster struck. Without warning, Arachnids washed over Kolai’s fledgling settlements, slaughtering colonists in their wake. When the Mobile Infantry arrived just three weeks later, they found the Arachnids’ tunnel networks already extensive. The bugs, it was surmised, had come not recently to Kolai but had been present throughout mankind’s settlement of the system, biding their time to strike. The bugs finally attacked, catching the hapless population unaware and bringing terror to the system. This strategy showed considerable cunning on the part of the Arachnids though there were those in SICON who, finally, had
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Units of the Mobile Infantry
UNITS OF THE MOBILE INFANTRY ARMOURED TROOPERS Power Suits Tailored to the individual trooper, the power suit is the mark of the Mobile Infantry, the very essence of their existence. With tactical systems geared to feed a trooper necessary battlefield information instantly without overwhelming his senses, and protective armoured layers that can deflect a bullet at short range, a power suit complements the training of the Mobile Infantry perfectly. From the standard M-1A4 suit worn by troopers to the more specialised variants used by Pathfinder and Engineer platoons, the power suit truns a trooper into a force more powerful than any human soldier in history.
behind the shoulders when not in use. Despite this incredible array of weaponry and heavy armour, the Grizzly still retains the powerful jump jets common to other suits, not suffering from lack of speed for all its bulk.
M4A2 Cougar Exosuit The Cougar is the lighter of the two M4 Exosuits and it is a common misapprehension that it was developed first, as it was the Grizzly that became the original M4. The Grizzly’s array of weaponry was considered excessive in some tactical situations, as well as being expensive to maintain at a platoon level, and so the Cougar was developed as an alternative, sacrificing the Grizzly’s Atlas Rig and heavy weaponry in return for increased mobility. The Cougar has the most sophisticated jump jets of all the armoured suits in use by the Mobile Infantry, giving it phenomenal speed and jump capability. Combined with the Cougar’s array of sensory equipment and the user’s rigorous training, the jump jets not only allow great leaps but can also be used incrementally in numerous situations, providing greater balance, the stability to fire when moving and the ability to react at lightning speed. Despite their swiftness, Cougars are phenomenally strong. At full strength, a trooper in Cougar armour is capable of overturning a Marauder.
M8 Ape Marauder M4A1 Grizzly Exosuit
The most common version of the Marauder, the M8 Ape is easily recognised by its massive presence, elongated arms and loping gait. A single trooper within an Ape can hold off an entire swarm of Arachnid warrior bugs, laying down a hail of fire to steel an advance of troopers or to cover their escape. The Ape Morita Specials, mounted in the suit’s forearms, serve as a general purpose assault weapon, ably assisted by the shoulder-mounted Derringer rotary cannon. For longerranged punch, the Trip Hammer mortar provides a tactical artillery capability that rounds out the versatility of the Ape.
Designated the M4A1, the Grizzly was the original exosuit, though it came into service later than the Cougar. The Grizzly is the largest true armoured suit a trooper can wear, with any larger designs instead being classified as piloted vehicles, such as the Marauders. The Grizzly is identical to the Cougar except for the mounted Atlas Rig—a collection of suspensory gears, armour plates and hydraulic systems fitted over the shoulders and chest that brace the wearer, allowing him to hold and fire two huge weapons at the same time.
M8C Bigfoot Marauder
It is this devastating firepower for which the Grizzly is renowned and feared. The Atlas Rig allows one weapon to be mounted on each arm, though they can be retracted to cradles
A variant Marauder based on the Ape, the Bigfoot was named because of its particularly large feet, an innovation allowing it to mount levels of firepower that would flaw lesser vehicles. The colossal Hail Mary mortar mounted on the Bigfoot’s back
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Units of the Mobile Infantry often gives the impression of a true artillery piece as it far outweighs the Trip Hammer but the Bigfoot truly excels at closer ranges. With the Plasmatic Cannon replacing the Morita guns in the forearms, the Bigfoot has the potential to create a veritable firestorm around itself, shredding enemies within its reach while the Marauder’s own tough armour holds firm.
M9 Chickenhawk Marauder The main fire support platform of the Mobile Infantry, Chickenhawk Marauders are just as likely to be found mixed within power suit squads as their larger cousins, the M8 Apes. Capable of being fitted with a variety of weaponry, the M9 is faster and more lightly armoured than the Ape but has a considerably harder punch and at greater ranges. A small squad of Chickenhawks will not simply hold off an Arachnid swarm—they will drive it back and annihilate every bug present, sparing only those smart enough to retreat underground.
M9B Nighthawk Marauder Mounting powerful sensory arrays, the specialised M9B Nighthawk is a superb anti-aircraft platform, fully capable of denying the skies to Arachnid forces even if no TAC Fighters are present to support it. Best suited to a supporting role, the Nighthawk is not built to engage the enemy up close. While maintaining positions of tactical advantage such as high bluffs or other natural emplacements, the Nighthawk can become isolated and vulnerable to a cunning enemy, using flanking manoeuvres to attack them. For this sort of emergency, the Nighthawk mounts a Y-rack and, like all Marauders, is more than capable of looking after itself in tactical situations.
OTHER UNITS CHAS Becoming more common in the armies of the Mobile Infantry, the CHAS has achieved an acceptance among troopers that was slow in coming. The limitations of the CHAS have now been found and accepted, allowing them to be incorporated successfully into plans for battle. When deployed in this fashion, the CHAS is a superb war machine, able to withstand a great deal of punishment at the hands of the Arachnids without risking the life of valuable troopers.
Drop Capsules Launched from space and each containing a power suited trooper or Marauder, a drop capsule is designed to get its occupant down to the ground as quickly, if not as comfortably, as possible. A steady and measured deployment of Mobile Infantry will use Fleet drop boats and landing craft to create perimeters, establish forward bases and place platoons exactly where they are needed. However, this is not always possible during war and the enemy is rarely so accommodating as to allow a full deployment to proceed without attacking. In such
cases or where operations must be conducted in enemy held territory, the drop capsule is used.
Light Armour Troopers Created specifically for the invasion of Klendathu, the light armour troopers are still present in huge numbers, ensuring their use for many years to come. With less sophisticated weaponry and training at their disposal, these troopers are deployed in massed formations, using Skyhooks and Vikings to remain ‘mobile’ in the face of marauding Arachnid swarms. They do, however, enjoy an advantage in numbers, as well as access to high-ranking SICON support and battlefield atomics.
Neodogs Neodogs have existed, in one form or another, for decades. Originally, they were wolf/Alsatian hybrids, genetically modified to produce a creature with heightened senses and intelligence. Later incarnations, primarily those used by the Pathfinders, incorporated a greater degree of cybernetics, including sensory implants and an explosive charge which would both cut short the suffering of any badly wounded neodog and make one last deadly strike against nearby enemies. Further refinements have been made with the recently deployed Mk II neodogs, incorporating even more sophisticated sensory implants plus, for the first time, exterior armour and dedicated weaponry in the form of a laser mounted in the skull. Neodogs must be handled by troopers specially trained for the task. This requires a caleb bond to be formed between man and animal and this bond is firm indeed. The level of empathy shared by bonded individuals is incredible and the death of either dog or handler can easily lead to the complete mental breakdown of the other.
Reliant Gun Platform Fully air transportable, Reliants have proven to be a key asset in the fight against the bugs. Troopers can place a line of platforms in under twenty minutes, allowing the Mobile Infantry to quickly establish a fortified perimeter around landing fields, base facilities or potential breakthrough zones. The Reliants themselves are considered disposable and will usually be stripped of armament and abandoned when the fighting moves on. The Reliant Emplacement can accept a wide range of armaments, such as the Twin Fifty autocannon, Inferno support flamer, Javelin missile launcher, Rapier AA missile launcher, Bugbroom support laser or Scythe laser cannon.
Micro-support Weapons When suitable locations for emplacements cannot be found, Mobile Infantry squads will often deploy portable versions of their smaller support weapons, lending a greater degree
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Units of the Mobile Infantry of firepower to their squads. They are cumbersome but are preferable to going without such support. Micro-support weapons are usually mounted on tripods, often carried by one member of the team while a second carries the weapon itself, and offer the choice of Spitball rocket launchers, Derringer rotary cannon or Scythe laser cannon. The weapons may lack the devastating punch of those found on the Reliant but they do nonetheless add considerable weight to a single squad’s armament, with the added advantage that they can be used in virtually any situation, increasing the squad’s flexibility considerably.
SICON Military Intelligence Agent Easily distinguished on the battlefield by their long, flowing coats and jackboots, these agents are the Military Intelligence personnel most commonly encountered by troopers. Though usually found giving high-level briefings for critical missions, these agents can also be found on the battlefield, taking a personal interest in operations they have crafted themselves. This is often a comfort to the troopers they fight alongside, for while Military Intelligence has not garnered a good reputation for accuracy among the Mobile Infantry, few seriously believe that these agents will willingly put themselves in harm’s way if another platoon of Mobile Infantry can be sent along instead.
Stalwart Bug Field Generators
TAC UAV Placed under the control of a senior trooper, a TAC UAV grants a squad a longer punch and better eyes. Circling above the battlefield, this craft is capable of reconnoitering an area and then lending support when the squad moves in. Twin Fifty autocannon and two scatter bombs give the TAC UAV a punch that cannot be underestimated and its ability to stay on station for hours before retiring to the rear lines to rearm and refuel enables a force to remain under its cover for entire missions.
THE FLEET Flamberge Heavy Ground Attack Missile The standard attack missile, launched by large gunships, the Flamberge can accept scatter or firestorm warheads, allowing it to be tailored for specific missions or enemies. It is often used to support Mobile Infantry advances, with craft staying on station miles away as they wait for an officer on the ground to call in an air strike.
Fleet Landing Party While it is often said that the ‘Fleet does the flying, MI does the dying’, there are numerous fighting men and women within the Fleet itself. All Fleet officers are combat trained and a few even specialise in it, forming boarding and landing parties. Such missions often involve making first contact with colonies feared to be under attack. Fleet assets can arrive
Bug Field Generators are a defensive measure, designed to protect Mobile Infantry positions and emplacements. They consist of a relay of field emitters, portable metal pillars approximately twice the height of a man. These generate a powerful electrical charge covering the area between each pillar and so can be used to form a perimeter or defensive line. The Arachnids’ sensitive antennae can detect the field and find its frequency particularly unpleasant and so generally stay away. However, in a frenzy the Arachnids will still attack the fields. Contact with the field converts its charge to an explosive shock, incinerating bugs as they hurl themselves at the line. Notable weaknesses of the Stalwart include the lack of protection underground, leaving positions vulnerable to tunnelling attacks, but particularly strong tanker sub-species have also been known to pass through the field unharmed.
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Units of the Mobile Infantry much quicker than the Mobile Infantry, and landing parties can be sent to the planet’s surface to assess the situation.
Slingshot Drop Boat
Although the Mobile Infantry are clearly preferred for planetside missions, Fleet Landing Parties cannot be underestimated. All are officers, trained to act on their own initiative—a vital asset when the first on the scene. It is often the Fleet Landing Parties who are responsible for gathering information on an emerging threat, assessing its nature and providing the intelligence needed to plan the early stages of a counter-invasion.
One of the most advanced landing craft ever developed by Fleet engineers, the Slingshot is the perfect counterpart to power suit platoons and is even large enough to carry a limited number of Marauders. Armed with a variety of weaponry, the Slingshot can not only clear a landing zone of hostile forces, it can take off once more and engage in repeated attack runs to support troopers on the ground. Despite any enmity that may linger between the Mobile Infantry and Fleet, there are many troopers who gladly welcome the sight of a Slingshot when the Arachnids threaten to overwhelm their position.
Sarissa Space Combat Missile
Thunderbolt TAC Fighter
Usually used as an anti-shipping missile, the Sarissa can be recalibrated for ground attack, where it is launched from space or massive silos on the other side of the world. As well as the standard warheads utilised by the Flamberge, the Sarissa is also capable of deploying the Pee-wee and Ajax atomics, weapons of awesome destructive potential.
Skyhook Retrieval Boat Seen in use most often with light armour platoons, the small Skyhook is sometimes pressed into service to deploy single power suit squads or, in an emergency, lift them to safety before their position is overrun. Lightly armoured and ungainly in flight, the Skyhook is cheap to produce and, in its unarmed civilian form, is sometimes the mainstay of orbital operations on many colony worlds. The Fleet model is armed with a Twin Fifty autocannon that is capable of clearing hot zones before landing.
Piloted by the top guns of the Fleet, the TAC Fighter is a powerful attack craft designed to defend the fleet and support ground operations. It has a number of standard weapons fits, each tailored to a specific role and permitting the craft to be used against enemy flyers and Arachnid swarms or to deliver an atomic warhead with great accuracy. It is not as agile as some of its predecessors but until the Arachnids develop a large flying species that can successfully repel a squadron of TAC Fighters, this craft’s heavy armour and superior load capacity is preferred.
Viking Landing Boat Similar to the Skyhook but much larger, the Viking has a far greater cargo capacity and is capable of deploying small platoons with ease. Its armour is not much thicker than that of its smaller cousin and it is no faster. However, despite being a much larger target, its sheer mass can often ensure the safe arrival of the troopers inside, so long as Arachnid plasma activity is suppressed beforehand.
THUNDERBOLT TAC FIGHTER
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Hobby Section
HOBBY SECTION MOBILE INFANTRY STANDARD BEARER The conversion for the standard bearer is very simple. Construct an MI using the straight Shock Stick arm as shown. Cut a piece of 1.5 to 2mm wire or brass rod to approximately 75mm in length. Here we have used the medium-sized printed flag. If you are using the other flag sizes, the pole’s length will have to be adjusted to suit. The flag has been attached with PVA glue; simply fold the flag around the pole, and when the glue is nearly dry bend the flag into the desired shape. The glue will then set it in position.
Permission Granted To Photocopy For Personal Use.
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Hobby Section
Triple Thud G/L
WASP Trooper
Female Cap Trooper
Javelin Missile Launcher
Hel Infantry Flamer
Morita Long
Chickenhawk
Reliant Gun Platform
SICON Agent
Cap Trooper
MK1 Neodog
Standard Bearer
Pathfinder Neodog
Ape Marauder
CHAS
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Hobby Section
A MANTIS HUNTER BUG MEETS ITS MATCH AGAINST AN M8 MARAUDER
CAP TROOPERS DEFEND AN ABANDONED HOMESTEAD AGAINST BLISTER AND BLASTER BUGS
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Hobby Section
RELIANT GUN PLATFORMS ARE ASSAULTED FROM ALL SIDES
THE REMAINS OF A MOBILE INFANTRY SQUAD ATTEMPT TO RETAIN THE HIGH GROUND
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Hobby Section
THE MI DEFEND AN OUTPOST FROM THE ONSLAUGHT OF THE ARACHNID HORDE
A LONE MI TROOPER IS TASKED WITH HUNTING DOWN A SPIDER BUG
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Hobby Section
A BATTERED M8 MARAUDER MAKES A VALIANT LAST STAND AGAINST OVERWHELMING ODDS
A CHICKENHAWK FINDS ITSELF CORNERED BY GUARD BUGS
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Hobby Section
A CRACK SQUAD IS ASSIGNED TO TAKE OUT A PLASMA BUG BATTERY
A THORNY TANKER ADVANCES IN THE FACE OF THE MOBILE INFANTRY’S TREMENDOUS FIREPOWER
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Hobby Section
WASP TROOPERS CLASH WITH HOPPER BUGS ABOVE THE BATTLEFIELD
THE SKINNIES ARE ABOUT TO GET A BIG SURPRISE–IN THE FORM OF A CHAS!
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Hobby Section
AN MI STANDARD BEARER BRAVELY STANDS FIRM AGAINST A BUG ATTACK AS HELP APPROACHES
THE BRAVE MEN AND WOMEN OF THE MI CAPTURE AN INSIDIOUS BRAIN BUG
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Platoon Level Forces
PLATOON LEVEL FORCES This section gives you all the vital information you need in order to recruit your own platoons before taking a stand to defend mankind. You will have a great deal of flexibility in the forces you can commit to battle—many types of units are available, from power suit cap troopers through heavily armed Marauder battle suits, up to air strikes and nuclear weapons. It is up to you what kind of force you choose to field. Do you want a simple lightly armed reconnaissance force or a full drop of bug-smashing, nuke-toting Marauders? This army list will guide you through the choices you can take.
Choice of Platoon A Mobile Infantry player can choose to field many kinds of platoon. Each has its own strengths and weaknesses which make some preferable for specific tasks or missions. This book contains full lists for three Mobile Infantry platoons—Power Suit platoons, Marauder platoons and Exosuit platoons. There are also other types of platoon which can be used, such as Light Armour platoons and Pathfinder platoons. These can be found in other supplements, though all are presented in the same format and are subject to the limitations presented here.
Choosing a Platoon Before choosing which troops will make up your army, you must choose what type of platoon you will field. Your army may only include one platoon for every full 1,000 points in the army. So, for example, a 2,000 point army could include two platoons of MI and these could be of any combination of platoon types—two Power Suit platoons, one Power Suit platoon and one Exosuit platoon and so on. You are also permitted to combine the platoons here with those found in other Starship Troopers supplements, such as the Pathfinders or Light Armour troopers. Once you have chosen which platoons to include in your army, you can pick the individual units which will form the fighting men and women you use in battle. You may only choose units from the appropriate platoon type, so an Exosuit platoon cannot include units chosen from the Power Suit platoon list, for example. Certain other restrictions may apply, such as the minimum or maximum number of squads of a certain type
that can be included in a platoon. Where appropriate, these restrictions are noted in the platoon lists. Every platoon within a Mobile Infantry army may have a different Priority Level. However, the Priority Level of the entire force, for the purposes of scenarios and engagements, will be that of the highest Priority Level platoon.
Support Assets Mobile Infantry cap troopers are extremely efficient and extraordinarily effective on the ground but there are limits to what they can accomplish alone. For battles more complicated than a simple shooting match, it often becomes necessary to deploy heavier levels of ordnance. The Mobile Infantry has access to three kinds of asset: Fleet, Command and Emplacement. The availability and flexibility of these assets fluctuates according to the Priority Level of the Mobile Infantry force. Emplacement assets are detailed on page 58. Regardless of platoon type, tactics, overall points or Priority Level, no Mobile Infantry army can spend more than 50% of its points on assets.
MOBILE INFANTRY SPECIAL RULES The following special rules apply to all Mobile Infantry, regardless of platoon type.
Chain of Command The Mobile Infantry are trained to understand and respect the chain of command as if their lives depend on it, from Camp Arthur Currie all the way to Klendathu. The following special command rules apply to Mobile Infantry forces.
Mobile Infantry Unit Leaders In the Mobile Infantry every unit has a designated unit leader, usually a sergeant or corporal. They command a unit until they are removed as a casualty. It is quite possible for a squad to contain both a sergeant and a corporal. In this case, the sergeant is the unit leader—but should he die, the corporal immediately steps up and becomes unit leader. A Mobile Infantry squad that loses its sergeant and has no corporal to command them falls into Alert Status until an officer takes command or a new unit leader is promoted by a lieutenant.
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Platoon Level Forces Mobile Infantry have five ranks of note—private, corporal, sergeant, NCO (occasionally referred to as Senior Sergeant) and lieutenant. SICON Military Intelligence agents also have the ability to command Mobile Infantry units.
marker. Models already under control of a unit leader ignore Retrieval Points.
9 Sergeants are unit leaders. 9 Corporals are unit leaders if there is no sergeant present in a squad. 9 NCOs and lieutenants can be unit leaders in certain circumstances (see the main rulebook for details). 9 NCOs, lieutenants and SICON Military Intelligence Agents are considered officers.
Mobile Infantry models on Alert Status can use the Beat Feet or Stand By reactions in addition to the default Shoot reaction.
Mobile Infantry Command Range Mobile Infantry command range is the standard 6” unless all officers in the Mobile Infantry force have been killed, in which case it becomes 3”.
Higher Command On the battlefield the steadying presence of a trusted officer can keep men in the fight for longer or make them give up hope if he falls. Officers have powers to help maintain the chain of command, keeping men moving and fighting when they become scattered or unit leaders are lost. Lieutenants have access to the special Ready actions of Promote and Retrieval Point.
Mobile Infantry Alert Status Reactions
Beat Feet (special Mobile Infantry Move reaction) Any Mobile Infantry model on Alert Status can take a single Move reaction when an enemy unit completes an action within 10”. Turn the model around after moving to signify that it cannot make any further reactions for the rest of the player turn. Models that are readied can use a special movement mode when making a Beat Feet reaction if desired.
Stand By (special Mobile Infantry Ready reaction) If an enemy model completes an action within 10” of every Mobile Infantry model in a unit, the whole Mobile Infantry unit may Ready as a reaction. Note that if even a single model in the Mobile Infantry unit is not within the Alert Status range of an acting enemy model, this reaction cannot be performed.
Promote (special Mobile Infantry Ready action–Lieutenants only) This action must be undertaken by a lieutenant model. The Mobile Infantry officer can nominate a single out of command model in his force to be ‘promoted’ to become a unit leader. The new unit leader can take control of any out of command models within its command range (6”) and form them into a new unit. If the new unit leader was within the lieutenant’s command range when appointed, the promotion lasts for the rest of the game. If the promoted unit leader was outside the lieutenant’s command range when appointed, the promotion lasts for the duration of the player turn only. Retrieval Point (special Mobile Infantry Ready action–Lieutenants only) This action must be undertaken by a lieutenant model. The Mobile Infantry player places a marker anywhere on the tabletop, representing the retrieval point being set. The retrieval marker counts as a unit leader with a command range affecting the whole tabletop. Any out of command Mobile Infantry model on the tabletop is allowed to act as if the marker were its unit leader, as long as any actions or reactions made are Move actions directly towards the retrieval
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Power Suit Platoons
POWER SUIT PLATOONS Considered to be the standard by which other platoons measure themselves, there is little that a few squads of power suited troopers cannot achieve. They have a tactical flexibility that is second to none and access to the greatest range of equipment and weapon options. If you are looking for a solid force that can handle anything that the enemy throws, then there is no better choice.
Power Suit Lieutenant
A power suit platoon in the Starship Troopers miniatures game contains two or more Power Suit Squads and a commanding Power Suit NCO, though they can swell to include another NCO, a Lieutenant and an additional four squads. Remember, you must decide which platoons to use before choosing any forces. See page 20 for details.
0-1 per Platoon
115 points
Your Power Suit Platoon may include up to one Power Suit Lieutenant.
Power Suit Lieutenant Type Power Suit Lieutenant
Value 115
Size 1
Move 4”
Close Combat Target D6+1 4+
Unit Size: A Power Suit Lieutenant is an independent model. Weapons/Equipment: A Power Suit Lieutenant is equipped with a Morita Assault Rifle with underslung G/L and a Lizard Line. Options A Power Suit Lieutenant may purchase the following options. Go Career: A Lieutenant may be bought heroic traits up to a total value of +100 points.
Save 4+/6+
Kill 7+
Traits Independent, Jump/12”
Equipment Options: A Power Suit Lieutenant can be equipped with a WASP pack or Drop Capsule for +10 points. For an additional +45 points a Power Suit Lieutenant may upgrade to an Exosuit Lieutenant if he does not choose any other options. See page 36 for details on options available to Exosuit Lieutenants. For an additional +110 points a Power Suit Lieutenant may upgrade to a Marauder Lieutenant if he does not choose any other options. See page 29 for details on options available to Marauder Lieutenants.
Weapon Options: A Power Suit Lieutenant can be equipped with any of the weapons listed below: 9 9 9
Shock Stick for +5 points. Frag grenades for +5 points. One Plasma munition for +25 points.
A Power Suit Lieutenant may replace his underslung G/L with a Trench Sweeper Laser for +10 points.
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Power Suit Platoons
Power Suit NCO
1-2 per Platoon
105 points
Your Power Suit Platoon may include one or two Power Suit NCOs.
Power Suit NCO Type Power Suit NCO
Value 105
Size 1
Move 4”
Close Combat D6
Unit Size: A Power Suit NCO is an independent model. Weapons/Equipment: A Power Suit NCO is equipped with a Morita Assault Rifle with underslung G/L and a Lizard Line. Options A Power Suit NCO may purchase the following options.
Target 4+
Save 4+/6+
Kill 7+
Traits Independent, Jump/12”
For an additional +40 points a Power Suit NCO may upgrade to an Exosuit NCO if he does not choose any other options. See page 36 for details on options available to Exosuit NCOs. For an additional +105 points a Power Suit NCO may upgrade to a Marauder NCO if he does not choose any other options. See page 30 for details on options available to Marauder NCOs.
Go Career: An NCO may be bought heroic traits up to a total value of +50 points. Weapon Options: A Power Suit NCO can be equipped with any of the weapons listed below: 9 9 9
Shock Stick for +5 points. Frag grenades for +5 points. One Plasma munition for +25 points.
An NCO may replace his underslung G/L with a Trench Sweeper Laser for +10 points. Equipment Options: A Power Suit NCO can be equipped with a WASP pack or Drop Capsule for +10 points.
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Power Suit Platoons Power Suit Squad
0-2 per Officer
195 points
Your Power Suit Platoon may include up to two Power Suit squads for every Mobile Infantry officer in the platoon (Lieutenant or NCO). You must have a minimum of two squads in the platoon.
Power Suit Squad Type Cap Trooper Corporal Sergeant
Value 25 50 95
Size 1 1 1
Move 4” 4” 4”
Close Combat D6 D6 D6
Target 4+ 4+ 4+
Save 4+ 4+ 4+/6+
Kill 7+ 7+ 7+
Traits Jump/12” Jump/12” Jump/12”
Unit Size: A Power Suit squad consists of four cap troopers and a sergeant.
Up to two models may replace their Morita Assault Rifle with underslung G/L with one of the weapon choices below:
Weapons/Equipment: Each squad member is equipped with a Morita Assault Rifle with underslung G/L and a Lizard Line.
9
Options Power Suit squads may purchase the following options.
9 9 9 9
Morita Sniper Rifle with underslung G/L for +5 points. Hel Infantry Flamer for +10 points. Triple Thud Grenade Launcher for +20 points. Javelin Missile Launcher for +40 points. M8 Marauder suit for +170 points (see page 31 for options). M9 Marauder suit for +170 points (see page 32 for options).
Go Career: The squad sergeant may be bought heroic traits up to a total value of +25 points.
9
Unit Options: One cap trooper may be promoted to corporal for +25 points.
The squad may also include a single Micro-support platform, carried by one model in the squad. The Micro-support platform may be armed with one of the following weapons at the cost shown. The platform itself is free.
Weapon Options: A Power Suit Squad can be equipped with any of the weapons listed below: 9 9
Shock Sticks for +5 points per model. Frag grenades for +5 points per model.
9 9 9
Derringer Spitball Rocket Launcher Scythe Laser Cannon
+20 points. +10 points. +75 points.
Equipment Options: An entire Power Suit Squad can be equipped with WASP packs or Drop Capsules for +10 points per model.
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Power Suit Platoons
POWER SUIT PLATOON SUPPORT FLEET ASSETS LIST Priority Level One At Priority Level One, you choose from the following Fleet assets:
Skyhook Retrieval Boat
125 points
0–1 per platoon.
Viking Landing Boat
195 points
0–1 per platoon.
Priority Level Two At Priority Level Two, you may choose from the following Fleet assets:
Flamberge Heavy Ground Attack Missile
50 points
0–1 per platoon.
Fleet Landing Party
150 points
0-1 per platoon.
Slingshot Drop Boat
300 points
0–1 per platoon.
Thunderbolt TAC Fighter
250 points
0–1 per platoon.
Priority Level Three At Priority Level Three, you may choose from the following Fleet assets:
Flamberge Heavy Ground Attack Missile
50 points
0–1 per platoon.
Fleet Landing Party
125 points
0-3 per platoon.
Sarissa Space Combat Missile
100 points
0–1 per platoon.
Slingshot Drop Boat
300 points
0–3 per platoon.
Thunderbolt TAC Fighter
250 points
0–4 per platoon.
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Power Suit Platoons
COMMAND ASSETS LIST Priority Level One At Priority Level One, you may choose from the following Command assets:
Falcon Missiles
+20 points
Any Javelin Missile Launcher can be given Falcon AA Missiles.
Rapier AA Missile Launcher
+0 points
0-1 Javelin Missile Launcher can be replaced with a Rapier AA Missile Launcher.
Priority Level Two At Priority Level Two, you may choose from the following Command assets:
Trench Sweeper Lasers
+10 points per model
0-1 Power Suit Squad may replace their underslung G/Ls with Trench Sweeper Lasers.
Falcon Missiles
+20 points
Any Javelin Missile Launchers can be given Falcon AA Missiles.
Rapier AA Missile Launcher
+0 points
Any Javelin Missile Launcher can be replaced with a Rapier AA Missile Launcher.
Atomic Pee-Wee Munition
+300 points
0–1 model per platoon may be equipped with an Atomic Pee-Wee munition (only if a model with Atomic Protocols is in the platoon).
SICON Military Intelligence Agent
80 points
0–1 per platoon.
CHAS Unit
175 points
0-2 per platoon.
Sprite Reconnaissance Skimmers
+50 points per model
Any Power Suit squad or officer may be mounted on Sprite Skimmers.
TAC UAV
120 points
0-1 officer or unit leader may be designated with control of a single TAC UAV.
Heroic Traits
up to +25 points
0–1 model (may not be an officer) per platoon may purchase up to +25 points worth of heroic traits.
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Power Suit Platoons Priority Level Three At Priority Level Three, you may choose from the following Command assets:
Trench Sweeper Lasers
+10 points per model
Any Power Suit Squad may replace their underslung G/Ls with Trench Sweeper Lasers.
Falcon Missiles
+20 points
Any Javelin Missile Launchers can be given Falcon AA Missiles.
Rapier AA Missile Launcher
+0 points
Any Javelin Missile Launcher can be replaced with a Rapier AA Missile Launcher.
Atomic Pee-Wee Munition
+300 points
0–3 models per platoon may be equipped with an Atomic Pee-Wee munition (only if a model with Atomic Protocols is in the platoon).
Chem Grenades
+10 points
Any officer may be equipped with Chem Grenades.
SICON Military Intelligence Agent
80 points
0–1 per platoon.
CHAS Unit
175 points
0-4 per platoon.
Skinnie Advisor
100 points
0-1 per platoon.
Sprite Reconnaissance Skimmers
+50 points per model
Any Power Suit squad or officer may be mounted on Sprite Skimmers.
TAC UAV
120 points
0-2 officers or unit leaders may be designated with control of a single TAC UAV each.
Heroic Traits
up to +25 points
0–1 model per Power Suit squad may purchase up to +25 points worth of heroic traits.
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Marauder Platoons
MARAUDER PLATOONS When a mere power suit will not do, bring in the Marauders. Each Marauder suit has the firepower of a tank but lacks none of the flexibility of power suits on the battlefield. Though they have fewer weapon and equipment options than power suit platoons, each trooper is a force unto himself, capable of destroying a huge amount of the enemy’s strength before succumbing to incoming fire. If you are looking for a force of brute strength that can rapidly whittle the enemy down to size, then there is no better choice.
A Marauder platoon in the Starship Troopers miniatures game contains one or more Marauder Suit Squads and a commanding Marauder Suit NCO, though they can swell to include another NCO, a Marauder Suit Lieutenant and a further two units. Marauder platoons are always considered to be Priority Level Two. Remember, you must decide which platoons to use before choosing any forces. See page 20 for details.
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Marauder Platoons Marauder Lieutenant
0-1 per Platoon
225 points
Your Marauder platoon may include up to one Marauder Lieutenant. The Lieutenant may be either an M8 Ape Marauder or an M9 Chickenhawk Marauder but the platoon may only ever include a single Lieutenant. The more specialised Bigfoot and Nighthawk Marauder suits are not available to Lieutenants.
M8 Ape Marauder Suit Lieutenant Value Size Type M8 Ape Lieutenant 225 3
Move Close Combat Target Save Kill Traits 4” 2xD10+1 7+ 3+ 10+ Hits/4, Independent, Jump/8”, Piercing/1
Unit Size: An M8 Marauder Lieutenant is an independent model.
Lock and Load: Models in M8 Marauder suits can fire two weapons in a Shoot action.
Weapons/Equipment: An M8 Marauder Lieutenant is equipped with a Morita Ape Special, a Hellseed Y-Rack, a Derringer light rotary cannon, a Trip Hammer mortar and a Lizard Line.
Options An M8 Marauder Lieutenant may purchase the following options.
Special Rules An M8 Marauder Lieutenant is subject to the following special rules. Autoloaders: All weapons mounted on an M8 Marauder suit count as Infinite weapons.
Go Career: A Lieutenant may be bought heroic traits up to a total value of +100 points. These may not be Talents. Drop Capsule: An M8 Marauder Lieutenant may have a Drop Capsule for +25 points. Flamers: The M8 Marauder may replace its Morita Ape Special with two Hel Infantry Flamers for no extra cost.
Chickenhawk Marauder Lieutenant Type M9 Chickenhawk Lieutenant
Value Size Move Close Combat Target Save Kill Traits 225 3 5” D6+1 6+ 3+ 9+ Hits/3, Independent, Jump/10”
Unit Size: An M9 Marauder Lieutenant is an independent model. Weapons/Equipment: An M9 Marauder Lieutenant is equipped with a Javelin missile launcher, a Sixgun rotary cannon and a Lizard Line. Special Rules An M9 Marauder Lieutenant is subject to the following special rules. Autoloaders: All weapons (other than One-Shot!) mounted on an M9 Marauder suit count as Infinite weapons. Lock and Load: Models in M9 Marauder suits can fire two weapons in a Shoot action.
Options An M9 Marauder Lieutenant may purchase the following options. Go Career: A Lieutenant may be bought heroic traits up to a total value of +100 points. These may not be Talents. Drop Capsule: An M9 Marauder Lieutenant may have a Drop Capsule for +25 points. Weapon Options: An M9 Marauder Lieutenant may be equipped with any of the weapons listed below. 9 9
Blizzard Missile Pack for +30 points. Inferno Support Flamer for +20 points or Twin Fifty autocannon & Utility Claws for +20 points.
Poor Balance: Models in M9 Marauder suits cannot fire any weapons when using their Jump movement mode.
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Marauder Platoons Marauder NCO
1-2 per Platoon
210 points
Your Marauder platoon may include one or two Marauder NCOs. These may be any combination of M9 Chickenhawk and M8 Ape Marauders, but the total number of NCOs in the platoon may not exceed two. The more specialised Bigfoot and Nighthawk Marauder suits are not available to NCOs.
M8 Ape Marauder NCO Type M8 Ape NCO
Value Size Move Close Combat Target Save 210 3 4” 2xD10 7+ 3+
Kill 10+
Traits Hits/4, Independent, Jump/8”, Piercing/1
Unit Size: An M8 Marauder NCO is an independent model.
Lock and Load: Models in M8 Marauder suits can fire two weapons in a Shoot action.
Weapons/Equipment: An M8 Marauder NCO is equipped with a Morita Ape Special, a Hellseed Y-Rack, a Derringer light rotary cannon, a Trip Hammer mortar and a Lizard Line.
Options An M8 Marauder NCO may purchase the following options.
Special Rules An M8 Marauder NCO is subject to the following special rules Autoloaders: All weapons mounted on an M8 Marauder suit count as Infinite weapons.
Go Career: An NCO may be bought heroic traits up to a total value of +50 points. These may not be Talents. Drop Capsule: An M8 Marauder NCO may have a Drop Capsule for +25 points. Flamers: The M8 Marauder may replace its Morita Ape Special with two Hel Infantry Flamers for no extra cost.
M9 Chickenhawk Marauder NCO Value Size Move Close Combat Target Save Type M9 Chickenhawk NCO 225 3 5” D6+1 6+ 3+
Kill 9+
Traits Hits/3, Independent, Jump/10”
Unit Size: An M9 Marauder NCO is an independent model.
Drop Capsule: An M9 Marauder NCO may have a Drop Capsule for +25 points.
Weapons/Equipment: An M9 Marauder NCO is equipped with a Javelin missile launcher, a Sixgun rotary cannon and a Lizard Line.
Weapon Options: An M9 Marauder NCO may be equipped with any of the weapons listed below.
Special Rules An M9 Marauder NCO is subject to the following special rules.
9 9
Blizzard Missile Pack for +30 points. Inferno Support Flamer for +20 points or Twin Fifty autocannon & Utility Claws for +20 points.
Autoloaders: All weapons (other than One-Shot!) mounted on an M9 Marauder suit count as Infinite weapons. Lock and Load: Models in M9 Marauder suits can fire two weapons in a Shoot action. Poor Balance: Models in M9 Marauder suits cannot fire any weapons when using their Jump movement mode. Options A Marauder M9 Chickenhawk NCO may purchase the following options. Go Career: An NCO may be bought heroic traits up to a total value of +50 points. These may not be Talents.
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Marauder Platoons Marauder Squad
0-1 per Officer
400 points
Your Marauder platoon may include one Marauder squad for each officer in the platoon. There must be a minimum of one squad in the platoon. Unit Size: A Marauder squad consists of one cap trooper and one sergeant. These may be any combination of M8 and M9 Marauders, though the cost remains the same. The weapons, equipment, special rules and options depend on the type of Marauder chosen, as shown below. Special Rules A Marauder squad is subject to the following special rules. These special rules apply in addition to any other special rules listed in the description of individual Marauder suits. Autoloaders: All weapons (other than One-Shot!) mounted on a Marauder suit count as Infinite weapons. Lock and Load: Models in Marauder suits can fire two weapons in a Shoot action. Options A Marauder Squad may purchase the following options. Some Marauder suits have additional options available, which may be purchased in addition to those listed here.
Go Career: The squad sergeant may be bought heroic traits up to a total value of +25 points. These may not be Talents. Unit Options: Up to three extra Marauders may be added to the squad at +200 points each. These may be any combination of M8 and M9 Marauders. One cap trooper may be promoted to corporal for +5 points. Any number of M8 Ape Marauders in the squad may be upgraded to M8C Bigfoot Marauders at a cost of +100 points per model. Any number of M9 Chickenhawk Marauders in the squad may be upgraded to M9B Nighthawk Marauders at a cost of +50 points per model. The entire squad may be given Drop Capsules for +25 points per model.
M8 Ape Marauder Type M8 Ape Cap Trooper M8 Ape Corporal M8 Ape Sergeant
Value 195 200 205
Size 3 3 3
Move 4” 4” 4”
Close Combat 2xD10 2xD10 2xD10
Target 7+ 7+ 7+
Save 3+ 3+ 3+
Kill 10+ 10+ 10+
Traits Hits/4, Jump/8”, Piercing/1 Hits/4, Jump/8”, Piercing/1 Hits/4, Jump/8”, Piercing/1
Weapons/Equipment: An M8 Marauder is equipped with a Morita Ape Special, a Hellseed Y-Rack, a Derringer light rotary cannon, a Trip Hammer mortar and a Lizard Line. Flamers: An M8 Marauder may replace its Morita Ape Special with two Hel Infantry Flamers for no extra cost.
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Marauder Platoons Bigfoot Marauder
+100 points
M8 Ape Marauders may be upgraded to M8C Bigfoot Marauders at a cost of +100 points, as described in the Marauder squad entry. Any model so upgraded becomes the Bigfoot equivalent, so an M8 Ape cap trooper becomes an M8C Bigfoot cap trooper, an M8 Ape Corporal becomes an M8C Bigfoot Corporal and so on. Bigfoot Marauders use the following profile, weapons and special rules.
M8C Bigfoot Marauder Type M8C Bigfoot Cap Trooper M8C Bigfoot Corporal M8C Bigfoot Sergeant
Value 295 300 305
Size 3 3 3
Move 4” 4” 4”
Close Combat 2xD10 2xD10 2xD10
Target 7+ 7+ 7+
Save 3+ 3+ 3+
Kill 11+ 11+ 11+
Traits Hits/4, Jump/8”, Piercing/1 Hits/4, Jump/8”, Piercing/1 Hits/4, Jump/8”, Piercing/1
Weapons/Equipment: An M8C Marauder is equipped with a Hellseed Y-Rack, two Plasmatic cannon, a Hail Mary mortar and Lizard Line.
M9 Chickenhawk Marauder Type M9 Chickenhawk Cap Trooper M9 Chickenhawk Corporal M9 Chickenhawk Sergeant
Value 195 200 205
Size 3 3 3
Move 5” 5” 5”
Close Combat D6 D6 D6
Target 6+ 6+ 6+
Save 3+ 3+ 3+
Kill 9+ 9+ 9+
Traits Hits/3, Jump/10” Hits/3, Jump/10” Hits/3, Jump/10”
Weapons/Equipment: An M9 Marauder is equipped with a Javelin missile launcher, a Sixgun rotary cannon and a Lizard Line. Special Rules An M9 Marauder is subject to the following special rules, in addition to those for Marauder Squads. Poor Balance: Models in M9 Marauder suits cannot fire any weapons when using their Jump movement mode. Options An M9 Marauder may purchase the following options. Weapon Options: An M9 Marauder may be equipped with any of the weapons listed below. 9 9
Blizzard Missile Pack for +30 points. Inferno Support Flamer for +20 points or Twin Fifty autocannon & Utility Claws for +20 points.
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Marauder Platoons +50 points
M9B Nighthawk Marauder
M9 Chickenhawk Marauders may be upgraded to M9B Nighthawk Marauders at a cost of +50 points, as described in the Marauder squad entry. Any model so upgraded becomes the Nighthawk equivalent, so an M9 Chickenhawk cap trooper becomes an M9B Nighthawk cap trooper, an M9 Chickenhawk Corporal becomes an M9B Nighthawk Corporal and so on. Nighthawk Marauders use the following profile, weapons and special rules.
M9B Nighthawk Marauder Type M9B Nighthawk Cap Trooper M9B Nighthawk Corporal M9B Nighthawk Sergeant
Value 245 250 255
Size 3 3 3
Move 5” 5” 5”
Close Combat D6 D6 D6
Target 6+ 6+ 6+
Save 3+ 3+ 3+
Kill 9+ 9+ 9+
Traits Hits/3, Jump/10” Hits/3, Jump/10” Hits/3, Jump/10”
Weapons/Equipment: An M9B Marauder is equipped with a Sixgun rotary cannon, a Javelin missile launcher, a Nighthawk air defence array and a Hellseed Y-Rack. Special Rules An M9B Marauder is subject to the following special rules, in addition to those presented for Marauder Squads. Poor Balance: Models in M9B Nighthawk armour cannot fire any weapons when using their Jump movement mode. Nighthawk Air Defence Array: The M9B Nighthawk incorporates several sophisticated systems designed to track fast-moving enemy air units. When taking a Shoot action while readied, all of a Nighthawk’s weapons count as having the AA trait. Any weapon that already has the AA trait will roll to hit the enemy using a Target score of 5+, regardless of the enemy’s usual Target score or flight speed.
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Marauder Platoons
MARAUDER PLATOON SUPPORT FLEET ASSETS LIST Priority Level Two At Priority Level Two, you may choose from the following Fleet assets:
Flamberge Heavy Ground Attack Missile
50 points
0–1 per platoon.
Sarissa Space Combat Missile
100 points
0–1 per platoon.
Slingshot Drop Boat
300 points
0–3 per platoon.
Thunderbolt TAC Fighter
250 points
0–3 per platoon.
COMMAND ASSETS LIST Priority Level Two At Priority Level Two, you may choose from the following Command assets:
Atomic Pee-Wee Munition
+300 points
0–2 models per platoon may be equipped with an Atomic Pee-Wee munition (only if model with Atomic Protocols is in the platoon).
CHAS Unit
175 points
0-3 per platoon.
Falcon Missiles
+20 points
Any Javelin Missile Launcher can be given Falcon AA Missiles.
TAC UAV
120 points
0-1 officer or unit leader may be designated with control of a single TAC UAV.
Heroic Traits
up to +25 points
0–1 model per squad may purchase up to +25 points worth of heroic traits. These may not be Talents.
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Exosuit Platoons
EXOSUIT PLATOONS One of the most specialised platoons found in the Mobile Infantry, with a training regime that rivals that of the Pathfinders, Exosuit troopers have access to the very latest technologies from Earthside R&D. Their Exosuits are the most heavily armed and armoured machines for their size, possessing awesome potential on the battlefield. If you are looking for a small, elite force that closely resembles the
Mobile Infantry of Heinlein’s original novel, then there is no better choice. An Exosuit platoon in the Starship Troopers miniatures game contains one or more Exosuit Squads and a commanding Exosuit Lieutenant, though they can swell to include two NCOs, and an additional five units.
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Exosuit Platoons Exosuit Lieutenant
1 per Platoon
160 points
Your Exosuit Platoon must include one Exosuit Lieutenant. He may be equipped with either a Cougar or Grizzly Exosuit.
Exosuit Lieutenant Type Value Size Cougar Lieutenant 160 2
Move Close Combat Target Save 6” 2xD10+1 5+ 3+/5+
Kill 8+
Grizzly Lieutenant 160
6”
8+
2
2xD10+1
Weapons/Equipment: A Cougar Lieutenant is equipped with a Sixgun rotary cannon, a Hellseed Y-rack and a Lizard Line. A Grizzly Lieutenant is equipped with two Sixgun rotary cannon, a Hellseed Y-rack and a Lizard Line. Special Rules A Cougar Lieutenant is subject to the following special rule. Note that this rule does not apply to a Grizzly Lieutenant. Git the Hell Out!: A Cougar Lieutenant may re-roll any failed dodge saves. Each save may only be re-rolled once.
Exosuit NCO
5+
2+
Traits Hits/2, Independent, Jump/15”, Piercing/2 Hits/2, Independent, Jump/15”
Options An Exosuit Lieutenant may purchase the following options. Go Career: An Exosuit Lieutenant may be bought heroic traits up to a total value of +100 points. Drop Capsule: An Exosuit Lieutenant may have a Drop Capsule for +10 points. Weapon Options: The Sixgun rotary cannon may be replaced with a Firestorm missile system at a cost of +25 points per weapon.
0-2 per Platoon
145 points
Your Exosuit Platoon may include up to two Exosuit NCOs. These may be any combination of Cougar or Grizzly NCOs but the total number in the platoon may not exceed two.
Exosuit NCO Type Cougar NCO Grizzly NCO
Value Size Move Close Combat Target Save Kill 145 2 6” D10+1 5+ 3+/5+ 8+ 145 2 6” D10+1 5+ 2+ 8+
Weapons/Equipment: A Cougar NCO is equipped with a Sixgun rotary cannon, a Hellseed Y-rack, and a Lizard Line. A Grizzly NCO is equipped with two Sixgun rotary cannon, a Hellseed Y-rack, and a Lizard Line. Special Rules A Cougar NCO is subject to the following special rule. Note that this rule does not apply to Grizzly NCOs. Git the Hell Out!: A Cougar NCO may re-roll any failed dodge saves. Each save may only be re-rolled once.
Traits Hits/2, Independent, Jump/15”, Piercing /2 Hits/2, Independent, Jump/15”
Options An Exosuit NCO may purchase the following options. Go Career: An Exosuit NCO may be bought heroic traits up to a total value of +50 points. Drop Capsule: An Exosuit NCO may have a Drop Capsule for +10 points. Weapon Options: The Sixgun rotary cannon may be replaced with a Firestorm missile system at a cost of +25 points per weapon.
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Exosuit Platoons Exosuit Squad
0-2 per Officer
325 points
Your Exosuit platoon may include up to two Exosuit squads for each officer in the platoon. You must include a minimum of one squad in the platoon. Unit Size: The unit consists of one Exosuit Sergeant and two Exosuit Troopers. These may be any combination of Cougar or Grizzly Exosuits. The weapons, equipment, special rules and options depend on the type of Exosuit chosen, as shown below. Options An Exosuit Squad may purchase the following options. Some Exosuits have additional options available, which may be purchased in addition to those listed here. Go Career: The squad sergeant may be bought heroic traits up to a total value of +25 points.
Unit Options: Up to three extra troopers may be added to the squad at a cost of +100 points per model. These may be either Cougar or Grizzly troopers, or any combination of the two. One Exosuit trooper may be promoted to corporal for +10 points. A model promoted in this way becomes the appropriate Exosuit corporal, so a Cougar Trooper becomes a Cougar Corporal and so on. The entire squad may be given Drop Capsules for +10 points per model.
Cougar Exosuit Type Cougar Trooper Cougar Corporal Cougar Sergeant
Value 100 110 125
Size 2 2 2
Move 6” 6” 6”
Close Combat D10 D10 D10
Target 5+ 5+ 5+
Save 3+/6+ 3+/6+ 3+/6+
Kill 8+ 8+ 8+
Traits Hits/2, Jump/15”, Piercing /2 Hits/2, Jump/15”, Piercing /2 Hits/2, Jump/15”, Piercing /2
Weapons/Equipment: Cougar Exosuits are equipped with a Sixgun rotary cannon, a Hellseed Y-rack, and a Lizard Line.
Options Cougar Exosuits may choose from the following options, in addition to those available to Exosuit squads.
Special Rules Cougar squads are subject to the following special rules.
Weapon Options: Any number of Cougar Exosuits may replace their Sixgun rotary cannon with a Firestorm missile system at a cost of +25 points.
Git the Hell Out!: A Cougar trooper may re-roll any failed dodge saves. Each save may only be re-rolled once.
Grizzly Exosuit Type Grizzly Trooper Grizzly Corporal Grizzly Sergeant
Value 100 110 125
Size 2 2 2
Move 6” 6” 6”
Close Combat D10 D10 D10
Target 5+ 5+ 5+
Save 2+ 2+ 2+
Kill 8+ 8+ 8+
Traits Hits/2, Jump/15” Hits/2, Jump/15” Hits/2, Jump/15”
Weapons/Equipment: Grizzlies are equipped with two Sixgun rotary cannon, a Hellseed Y-rack, and a Lizard Line.
Weapon Options: Any number of Grizzly Exosuits may replace one or both of their Sixgun rotary cannon with the following.
Options Grizzly Exosuits may choose from the following options, in addition to those available to Exosuit squads.
9 A Firestorm missile system at a cost of +25 points per model for each weapon replaced. 9 A Thermic Lance at a cost of +30 points per model for each weapon replaced.
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Exosuit Platoons
EXOSUIT PLATOON SUPPORT FLEET ASSETS LIST Priority Level One At Priority Level One, you may choose from the following Fleet assets:.
Slingshot Drop Boat
300 points
0-1 per platoon.
Priority Level Two At Priority Level Two, you may choose from the following Fleet assets:
Flamberge Heavy Ground Attack Missile
50 points
0–2 per platoon.
Slingshot Drop Boat
300 points
0–2 per platoon.
Thunderbolt TAC Fighter
250 points
0-1 per platoon.
Priority Level Three At Priority Level Three, you may choose from the following Fleet assets:
Flamberge Heavy Ground Attack Missile
50 points
0–3 per platoon.
Sarissa Space Combat Missile
100 points
0–2 per platoon.
Slingshot Drop Boat
300 points
0–3 per platoon.
Thunderbolt TAC Fighter
250 points
0–4 per platoon.
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Exosuit Platoons
COMMAND ASSETS LIST Priority Level One At Priority Level One, Command assets are unavailable.
Priority Level Two At Priority Level Two, you may choose from the following command assets:
Atomic Pee-Wee Munition
+300 points
0–1 model per platoon may be equipped with an Atomic Pee-Wee munition (only if model with Atomic Protocols is in the platoon).
CHAS Unit
175 points
0-2 per platoon.
TAC UAV
120 points
0-1 officer or unit leader may be designated with control of a single TAC UAV.
Heroic Traits
up to +25 points
0–1 model (may not be an officer) per platoon may purchase up to +25 points worth of heroic traits.
Priority Level Three At Priority Level Three, you may choose from the following Command assets:
Atomic Pee-Wee Munition
+300 points
0–3 models per platoon may be equipped with an Atomic Pee-Wee munition (only if model with Atomic Protocols is in the platoon).
CHAS Unit
175 points
0-4 per platoon.
TAC UAV
120 points
0-5 officers or unit leaders may be designated with control of a single TAC UAV each.
Heroic Traits
up to +25 points
0–1 model per squad may purchase up to +25 points worth of heroic traits.
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Auxiliary Units
AUXILIARY UNITS CHAS Unit Type CHAS
Value 175
Size 2
Move 8”
Close Combat D10+D6
Target 8+
Save 6+
Kill 10+
Traits Hits/3, Jump/12”, Retaliate
Unit Size: The unit consists of one CHAS robot. Weapons/Equipment: A CHAS is equipped with a Morita Ape Special, a Hel infantry flamer, a Javelin missile launcher and a Trip Hammer mortar. Special Rules A CHAS unit is subject to the following special rules. Autoloaders: All weapons mounted on a CHAS count as Infinite weapons. Alpha Strike: A CHAS may fire all its weapons in one Shoot action if its previous action was Ready. Deathwish Circuit: A CHAS may voluntarily self destruct with a Ready action. This removes the CHAS model from the game and inflicts Retaliate damage upon all models within point blank range.
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Auxiliary Units Drop Capsule Type Drop Capsule
Value Special
Size +1
Move Burn
Close Combat —
Special Rules Drop Capsules are subject to the following special rules. Aero-Braking: Drop capsule units can opt to delay their entry onto the battlefield by firing early brake thrusters or requesting over-delays in their drop patterns. This is not without its problems—altering drop ratios and orbital passes can severely delay the arrival of drop capsule units if this option is taken. As such, every drop capsule unit may use either of the two entry times stated below: 1.
2.
Target 6+
Save 3+/5+
Kill 9+
Traits No Flinch
Quick Delivery: Drop capsule models must Move (Fly) onto the battlefield as their first action. Their second action must be a Move (Land) action. Should the drop capsule be destroyed before the end of the Air phase, the model inside is automatically a casualty and removed from the table.
Appear as Reserves in the first possible Air phase (this will normally be the Air phase in the second turn, since Reserves cannot normally enter in the first game turn). Appear as Reserves in a later Air phase (usually the third turn onwards). Roll a D6; on a 1 the unit is delayed and does not arrive this turn. The unit can try again at the beginning of each subsequent Air phase.
Flamberge Heavy Ground Attack Missile Type Flamberge Missile
Value 50
Size 3
Move Burn Cruise
Special Rules Flamberge missiles are subject to the following special rules.
Close Combat 2xD10
Target 6+
Save 5+
Kill 8+
Traits Hits/2
Note that a model with Atomic Protocols must be present in the force in order to purchase the Atomic Pee-Wee warhead.
Missile: As a missile unit, the Flamberge may only perform the Move (Fly) and Charge (Crash) actions. Options A Flamberge heavy ground attack missile may choose from the following options: Weapon Options: The Flamberge must be equipped with one of the following warheads: 9 Scatter bomb for +0 points. 9 Firestorm bomb for +50 points. 9 Atomic Pee-Wee munition for +300 points.
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Auxiliary Units Fleet Landing Party
125 points
Type Ensign
Value 20
Size 1
Move 4”
Close Combat D6
Target 3+
Save 5+
Kill 6+
Senior Ensign
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1
4”
D6
3+
5+/6+
6+
Fleet Lieutenant
90
1
4”
D6
3+
5+/6+
6+
Traits
Fleet Liason
Unit Size: The unit consists of one Senior Ensign (unit leader) and four Ensigns. Weapons/Equipment: Each member of the Fleet Landing party is equipped with a Morita Carbine and a Shock Stick. Special Rules Fleet Landing Parties are subject to the following special rules. Commission: All members of the Fleet are commissioned officers with some command authority. A Fleet Landing Party is unaffected by the loss of officers in the Mobile Infantry (see page 20). In addition, a Fleet Landing Party which is out of command may take a special Ready action to promote one member of the party to unit leader. The model remains an Ensign in all respects but becomes the unit leader. This Ready action to Promote is the only action that an out-of-command Fleet Landing Party is permitted to take and in all other respects the unit will follow the normal Mobile Infantry rules for being out of command. Options A Fleet Landing Party may choose from the following options. Unit Options: Up to five extra Ensigns may be added to the party at a cost of +20 points per model. The Senior Ensign may be promoted to a Fleet Lieutenant at a cost of +20 points. Weapon Options: Any member of the Fleet Landing Party may exchange his Morita Carbine and Shock Stick for a Morita rifle at no cost.
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Auxiliary Units Sarissa Space Combat Missile Type Sarissa Missile
Value 100
Size 4
Move Burn
Close Combat 4xD10
Special Rules Sarissa Space Combat Missiles are subject to the following special rules.
Target 8+
Save 4+
Kill 10+
Traits Hits/4
Note that a model with Atomic Protocols must be present in the force in order to purchase the Atomic Pee-Wee or Ajax warheads.
One Chance: The Sarissa may not return to the battlefield if it leaves it. Missile: As a missile unit, the Sarissa may only perform the Move (Fly) and Charge (Crash) actions. Weapon Options: The Sarissa must be equipped with one of the following warheads: 9 9 9 9
Scatter bomb for +0 points. Firestorm bomb for +50 points. Atomic Pee-Wee munition for +300 points. Atomic Ajax munition for +500 points.
SICON Military Intelligence Agent Type Value Size Move Close Combat Target Save Kill Traits SICON Military Intelligence Agent 80 1 5” D6 3+ 6+/4+ 6+ Independent, No Flinch
Weapons/Equipment: SICON Military Intelligence Agents carry Morita carbines. Special Rules The SICON Military Intelligence Agent is subject to the following special rules. Officer: A SICON Military Intelligence agent is an officer and may be bought heroic traits up to a total value of +100 points. Atomic Protocols: Only Mobile Infantry forces including a model with Atomic Protocols gain access to atomic munitions. Vital Mission: A Mobile Infantry force including a SICON Military Intelligence agent can try to make the game last one turn longer than normal at the option of the Mobile Infantry player. Roll a D6 at the end of the last game turn if a further turn is desired. On a roll of 4 or more, one additional game turn is played. On a 3 or less the game ends as normal.
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Auxiliary Units Skinnie Advisor Type Skinnie Advisor
Value 100
Size 1
Move 5”
Close Combat D6+1
Weapons/Equipment: The Skinnie Advisor is armed with a Constrictor Rifle. Special Rules The Skinnie Advisor is subject to the following special rules. Ambush: This ability can be used by Mobile Infantry forces including a Skinnie Advisor. A Power Suit Squad the Skinnie Advisor is attached to can be concealed in an area of terrain within the Mobile Infantry deployment area. Write down the location of the ambushing unit before any other models are deployed on the tabletop. The Mobile Infantry player can reveal the ambush and place the unit on the tabletop at any time.
Target 4+
Save 4+/5+
Kill 6+
Traits Climb/5”, Jump/12”
Attached: A Skinnie Advisor must be attached to a Mobile Infantry unit at the start of the game. The Advisor counts as part of the unit but Mobile Infantry prejudice means it may never become unit leader. Partially Exothermic: The Skinnie Advisor does not lose his dodge save when targeted by weapons with the Flame trait. Options The Skinnie Advisor may choose from the following options. Weapon Options: The Skinnie Advisor may replace his Constrictor Rifle with a Morita Assault Rifle and Underslung Grenade Launcher at no cost.
Skyhook Retrieval Boat Type Skyhook Retrieval Boat
Value 125
Size 5
Move Loiter, V/STOL
Weapons/Equipment: The Skyhook Retrieval Boat is armed with two Twin Fifty autocannon.
Close Combat Target 2xD10 6+
Save 5+
Kill 9+
Traits Hits/6
Air Transport: A Skyhook can carry up to 12 Size points of models (maximum individual model Size 1).
Special Rules A Skyhook Retrieval Boat is subject to the following special rules.
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Auxiliary Units Slingshot Drop Boat Type Slingshot Drop Boat
Value 300
Size 6
Move Cruise, Loiter, V/STOL
Special Rules A Slingshot Drop Boat is subject to the following special rules.
Close Combat 4xD10
Target 8+
Save 4+/5+
Kill 12+
Traits Hits/8
Air Transport: A Slingshot can carry up to 20 Size points of models (maximum individual model Size 4). Due to extensive stocks of ammunition, any allied models within the point blank range of a Slingshot may ignore the ammo rules.
Heavenly Mercy (+0 points): If the Mobile Infantry player has a functional Heavenly Mercy Rescue Tender in his force at the end of a game where it has landed on the battlefield, he reduces his total casualties by D6+6 power suit equipped models of his choosing (any power suit model may be chosen, including Pathfinders). The Heavenly Mercy must have landed for two consecutive turns at any point in the game to take advantage of this rule. Heavenly Mercy variants lose the Air Transport special rule.
Countermeasures: A Slingshot’s dodge save against all missile weapons is 4+ rather than the usual 5+.
Standard Air Transport (+0 points): The Slingshot Drop Boat gains the following weaponry:
Linked Ordnance Deployment: A Slingshot may deploy up to two ordnance munitions in a single Shoot (Bomb) action.
9 Derringer light rotary cannon Tactical (+100 points): The Slingshot Drop Boat gains the following weaponry:
Choose one of the following payload options. Ground Support (+100 points): The Slingshot Drop Boat gains the following weaponry:
9 Five Scatter bombs 9 Two Blizzard missile packs 9 Derringer light rotary cannon
9 Six Firestorm bombs 9 Three Scatter bombs 9 Derringer light rotary cannon
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Auxiliary Units TAC UAV Type TAC UAV
Value 120
Size 3
Move Loiter, V/STOL
Weapons/Equipment: The TAC UAV is armed with a Twin Fifty autocannon and two Scatter Bombs. Special Rules The TAC UAV is subject to the following special rules. Drone Flight: A TAC UAV is unmanned and only semiintelligent. As such, it is reliant upon directions from the ground for its optimal course in battle. Designate one independent model or unit leader as the TAC UAV’s controller. If this model is killed or otherwise removed from the battlefield, the TAC UAV may take only a single action during the Air Phase.
Close Combat Target 2xD6 7+
Save 5+
Kill 10+
Traits Hits/3
However, if the controlling model also has the Fleet Liaison trait and is readied during the Air Phase, he is able to upload additional scanner and sensor information to the TAC UAV, greatly enhancing its accuracy. The TAC UAV may re-roll each missed shooting dice once so long as the controlling model model remains readied. Lock and Load: The TAC UAV can fire three weapons in a Shoot action but cannot create separate fire zones.
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Auxiliary Units Thunderbolt TAC Fighter Type Thunderbolt TAC Fighter
Value 250
Size 5
Move Close Combat Burn, Cruise 3xD10
Weapons/Equipment: The Thunderbolt TAC fighter is armed with a Sixgun rotary cannon and two Rapier AA missile launchers. Special Rules The Thunderbolt TAC fighter is subject to the following special rules. Linked Ordnance Deployment: A TAC fighter may deploy up to four ordnance munitions in a single Shoot (Bomb) action. Options TAC fighters are always configured to their role. Choose one of the following configurations. The TAC fighter gains any new weapons, equipment or special rules listed for the configuration, in addition to the standard weapons and special rules above, which are common to all configurations of TAC fighter. You may not choose more than one of the following configurations for each TAC fighter.
Target 7+
Save 5+/4+
Kill 10+
Traits Hits/5
Ground Support (+100 points): The TAC fighter gains the following weaponry: 9 Three Firestorm bombs 9 Four Scatter bombs Tactical (+100 points): The TAC fighter gains the following weaponry: 9 Two Scatter bombs 9 Two Blizzard missile packs In addition, the Tactical TAC fighter has Modular Drop Tanks, which allow the fighter to use the Loiter flight speed. Atomic (+500 points): A model with Atomic Protocols must be present in the force in order to purchase the Atomic Payload. If purchased, the TAC fighter gains the following weaponry: 9 One Atomic Ajax munition
Air Superiority (+0 points): The TAC fighter uses the weapons, equipment and special rules listed above in the main entry with no additions.
Viking Landing Boat Type Viking Landing Boat
Value 195
Size 7
Move Loiter, V/STOL
Close Combat 4xD10
Target 7+
Save 5+
Kill 10+
Traits Hits/8
Weapons/Equipment: The Viking Landing Boat is armed with two Twin Fifty autocannon. Special Rules The Viking Landing Boat is subject to the following special rules. Air Transport: A Viking can carry up to 30 Size points of models (maximum individual model Size 2). Due to extensive stocks of ammunition, any allied models within the point blank range of a Viking may ignore the ammo rules.
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Weapons List
WEAPONS LIST Squad Weapons Name Hel Infantry Flamer Morita Carbine Morita Sniper Rifle Morita Assault Rifle Underslung Grenade Launcher ~ Flechette Grenade ~ Frag Grenade ~ Bugshot Grenade Trench Sweeper Laser Morita Ape Special
Range 10” 15” 30” 20” — 8” 15” 10” 6” 20”
Damage D10+2 2xD6 D6 2xD6 — D6+1 D6 D6+2 D10+1 2xD6+1
Underslung Grenade Launcher: An underslung option for the Morita that attaches to the bottom of the rifle’s barrel and is operated with one hand, the XW-110-G1 grenade launcher can chamber several different forms of ordnance. This makes the addition very tactically diverse and allows the Mobile Infantry to tailor their Morita assault rifles to the mission at hand. While rarely as powerful as a normal squad weapon, the XW-110-G1 underslung launcher is the perfect complement to an already excellent firearm. A XW-110-G1 grenade launcher can use any of the following three ammunition types. 9 Flechette: Flechette rounds are narrow slivers of hardened steel bound in a grenade casing. When fired, the casing is discarded while the rounds travel at ballistic speeds towards a target. They have excellent penetration and can slice through chitin and armour plate with very little effort.
Type Squad Squad Squad Squad — Pack Pack Pack Pack Squad
Traits Flame, LZ (Stream), Retaliate Auto Accurate Auto — Underslung LZ (2”), Underslung Ready , Underslung LZ (Stream), Underslung Auto
9 Frag: Fragmentation grenades work on much the same principles as flechette rounds. The only real difference is that fragmentation rounds travel to the target before exploding into deadly shards. This forms a lethal area around the point of impact and can take out a number of enemies instead of concentrating on one target. This spread does make them somewhat less effective than a flechette round; the area of effect is usually worth the loss. 9 Bugshot: A specialised form of grenade that fires several hundred steel pellets at an incredible rate, these rounds have been shown to have great effect against the chitinous carapaces of Arachnid targets. The multiple impacts in a confined space effectively punch through an enemy, leaving behind a crater or hole. These rounds are slower to chamber, making them less useful in a close-in firefight than some other grenades.
Close Combat Weapons Name Shock Stick Utility Claws
Range Close combat Close combat
Damage As user 2x as user
Type — —
Traits Parry, Piercing/1 —
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Weapons List Support Weapons Name Hellseed Y-Rack
Range Special
Damage D6
Type Pack
Traits See Description
Trip Hammer Mortar
36”
D6+2
Pack
LZ (2”), Ready
Hail Mary Mortar
60”
D10+2
Pack
LZ (3”), Ready
Spitball R/L
12”
2xD10
Pack
Piercing/1
Triple Thud G/L
15”
3xD10
Pack
Piercing/1
Inferno Support Flamer
12”
2xD10+2
Pack
Flame, LZ (Stream), Retaliate
Thermic Lance
8”
D10+D6
Pack
Flame, Piercing/2
Plasmatic Cannon
12”
D10+D6
Pack
Flame, Piercing/3
Hellseed Y-Rack: These weapons are built into advanced armoured suits, often using sliding doors to conceal themselves when not in use. Hellseed Y-racks are normally used during a Jump action, making them a fatal surprise for any foe assuming the trooper to be vulnerable while in mid-air. The Hellseed Y-Rack generates a 4” Lethal Zone centred on the firing model’s centre point when used. There is no deviation. The Y-Rack may not be fired in direct fire mode. The model need not be readied to fire the Hellseed Y-Rack (unlike regular Artillery fire weapons).
Thermic Lance: Employed exclusively by the Grizzly Exosuit, the Thermic Lance is one of the more devastating weapons in SICON’s arsenal. It consists of a volatile metallic core, superheated and suspended in an array of magnetic fields inside the weapon’s slender barrel. The heat from this core can be unleashed in a devastating blast, propelled by magnetic suspension techniques to deliver a superheated charge, capable of punching through almost any armour. The incredible temperature of the blast means that, if hit, a target will likely be vaporised in an instant.
Hail Mary Mortar: The Hail Mary is a huge, immensely destructive mortar found on Bigfoot Marauders. It is one of the few genuinely long-ranged weapons found in Marauder platoons and is typically employed as an opening barrage before the Bigfoot and accompanying Marauders close with the enemy. As a means of softening up the enemy, few weapons surpass the Hail Mary in destructive potential.
Plasmatic Cannon: The Plasmatic Cannon is an advancement on the Thermic Lance and is used exclusively by Bigfoot Marauders. Rather than relying on the metallic core of the Thermic Lance, the Plasmatic Cannon draws its supercharged blast from a reservoir of plasma stored within the Bigfoot’s reinforced carapace. Smaller suits simply could not contain such a powerful substance without incinerating the pilot and even the Bigfoot can be a notoriously dangerous machine to operate.
Missiles and Rockets Name Javelin Missile Launcher ~ Firecracker HE Missile ~ Holepunch HEAP Missile ~ Falcon AA Missile Rapier AA Missile Launcher ~ AA ‘Birdbolt’ Missile Blizzard Missile Pack Firestorm Missile System
Range — 60” 60” 60” — 60” 60” 48”
Damage — 3xD6 D10 D10 — D10 2xD10 2xD10
Type — Pack Pack Pack — Pack One-Shot! Pack
Falcon AA Missile: The huge numbers of hopper bugs present throughout the Road to Victory campaign convinced SICON that dedicated Rapiers, while having their place, did not grant the versatility individual squads required when facing an Arachnid swarm comprising multiple species. The Falcon was designed to be a smaller warhead that could be used in a standard Javelin with minimal extra training. Though it lacks the guidance capabilities and hard punch of the Rapier’s
Traits — LZ (2”) Accurate, LZ (1”), Piercing/2 AA, LZ (1”) — AA, Accurate, LZ (2”), Piercing/1, Ready LZ (3”), Ready LZ (1”), Piercing/1
Birdbolt warhead, the Falcon can still provide a squad with a measure of anti-aircraft cover. Javelin Missile Launcher: When nothing else will do the job, a missile is a trooper’s last and best option. The SW404 Javelin is a heavy weapon system with a top-feeding magazine and an integral targeting computer that links to the tactical display in a trooper’s helmet. The Javelin is a
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Weapons List powerful weapon but its blasts are not precise and it cannot be used on crowded battlefields where a stray explosive round could spell the end of a misplaced trooper’s career. Casual use of a Javelin launcher is punishable by court martial; heavy weapons troopers should always remain conscious of where their ammunition goes. An SW-404 comes with Firecracker and Holepunch missiles as standard. Rapier AA Missile Launcher: The Rapier AA missile launch system is an air asset’s worst nightmare. These missile launchers are specifically designed to fire the M-780A5 ‘Birdbolt’ missile, though rumours of other warheads shortly to be distributed are popular. The Birdbolt is the primary armament of the Rapier. It is specifically designed for a high in-flight speed and carries a penetrating nose charge to bring down even the toughest air assets. While not especially effective against ground targets, Birdbolts can be used against them in an emergency.
The fire patterns employed by the Firestorm mean that second and subsequent hits from the weapon are increasingly deadly. As such, if both dice from the weapon score a hit, both hits acquire the Piercing/2 and Multihit traits. In the case of a Grizzly armed with two Firestorms, these are fired as a single weapon, rolling four dice, and the above bonus is applied if any two or more dice score a hit. The Firestorm may be used to fire Pee-Wee atomic warheads, if possessed by the model, but they lose the special rule above when they do so.
Autocannon Name Derringer Light Rotary Cannon Sixgun Rotary Cannon Twin Fifty Autocannon
Firestorm Missile System: The Firestorm missile system is an advanced multiple rocket launcher used by the Cougar and Grizzly Exosuits. Its multiple launch barrels allow a barrage of miniature rockets to be unleashed in a single shot. Sophisticated tracking equipment is used to produce carefully plotted firing patterns whereby an initial rocket will report its accuracy to those following, meaning that a single successful hit is often enough to draw in many following rockets, quickly smothering the target in a withering volley of explosive warheads.
Range 20” 30” 30”
Damage 4xD6 3xD6+1 4xD6+1
Type Squad Squad Crew
Traits AA, Auto AA, Auto, Piercing/1 AA, Auto, Piercing/1
Derringer Light Rotary Cannon
Twin Fifty Autocannon
Sixgun Rotary Cannon
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Weapons List Lasers Name Bugbroom Support Laser Scythe Laser Cannon
Range 40” 36”
Damage 3xD6+2 D10+3
Type Pack Pack
Traits LZ (Stream), Piercing/1, Ready LZ (Stream), Piercing/2, Ready
Hand Grenades Name M-902F Frag Grenade
Range 10”
Damage D10
Frag Grenade: Intended as a defensive weapon with a great deal of killing potential, the fragmentation grenade operates perfectly in that role. A munition that bursts into a dense shower of edged metal, these grenades not only assault any model in their area of effect but also make it difficult to see
Type Pack
Traits LZ (1”)
because of the gas charge that ignites along with its small payload. For a few brief but critical seconds, the M-902F Frag gives a unit the chance to retreat from close quarters combat in relative cover. Frag Grenades may only be used in Direct Fire mode.
Munitions Name M-918 Scatter Bomb M-908P Plasma Munition
Range Dropped Placed, Thrown 10”
Damage 3xD6 2xD10
Type One-Shot! One-Shot!
M-997 Firestorm Bomb Dropped 2xD10+2 M-998A1 Atomic Pee-Wee Munition Dropped, Launched 60”, 3xD10+4 Placed M-999A2 Atomic Ajax Munition Dropped, Placed 3xD10+4
One-Shot! One-Shot!
General Issue Equipment Sprite Reconnaissance Skimmer: Few Mobile Infantry troopers fail to appreciate the speed and manoeuvrability of a Sprite skimmer, a ground-effect vehicle with a set of three thrusters that maintain a height of two feet over the terrain below at all times. While many officers dream of mounting their entire squad on these incredibly quick and well-armed vehicles, their cost does not make this feasible for any but the most decorated or deserving.
One-Shot!
Traits LZ (3”) Flame, LZ (2”), Persistent, Piercing/3, (Remote if Placed) Flame, LZ (4”) Flame, Killshot, LZ (5”), Multihit, (Remote if Placed) Flame, Killshot, LZ (7”), Multihit, (Remote if Placed)
A Sprite is an upgrade for power suit models and modifies their characteristics shown on the profile. Models that upgrade remain mounted for the whole game and may not dismount. Models mounted on Sprites may not use any form of special movement mode other than Hover. The Sprite is armed with a Spitball Rocket Launcher. The rider may shoot a Squad weapon instead of the Spitball if desired.
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Weapons List LA-50 Sprite Personal Skimmer Type LA-50 Sprite Reconnaissance Skimmer
Value Size Move Close Combat Target Save Kill Traits As rider +50 2 6” As rider +1 6+ As rider/5+ 8+ Hover/18”, Retaliate
Lizard Line: One of the most ubiquitous pieces of Mobile Infantry equipment, lizard lines are a common upgrade to all kinds of unit. Consisting of 20 metres of compound polymer rope, a shock-deployed grapnel and a firing unit, the common lizard line has been produced as a grapnel gun, a belt device and an underslung attachment to the Morita rifle. Lizard lines grant the Climb/6” trait. WASP Pack: Tactically lying between an ordinary cap trooper’s jump jets and the Sprite skimmer’s hover thrusters is the WASP pack. Replacing the normal combat backpack of an M-1A4 cap trooper, these packs contain an extra jump jet and expanded fuel reservoir, as well as a pair of flip-out stabilisation wings. These provide the cap trooper wearing the pack with more time airborne between jumps and much greater control and precision while jumping.
Micro-Support Platforms: Micro-support platforms are small, man-portable tripods that allow a squad to make use of weapons much larger than a lone trooper could ordinarily carry. Typically, two members of the squad will operate the weapon, one acting as gunner, the other as loader. When the squad moves, the gunner will hastily remove and carry the weaponry while the gunner carries the tripod, allowing the support platform to be disassembled, moved and reassembled in seconds. Any weapon mounted on a micro-support platform changes its type to Crew regardless of the actual weapon. A Ready action must be used to set it up before it can be fired. If the model moves after the micro-support platform has been set up, another Ready action must be used before it is ready to fire again.
WASP packs are an upgrade to a power suit model which changes its Jump/12” trait to Hover/18”.
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Company Level Forces
COMPANY LEVEL FORCES In battle, a single platoon of Mobile Infantry is
Choosing a Company Level Force
capable of dealing with any threat and will be deployed under the command of their own Lieutenant. More rarely, large forces will be needed and whole companies will be deployed to combat a particularly serious threat. In these situations, a more senior officer—a Captain of the Mobile Infantry—may take personal command of the army.
Earlier in the book we’ve described how to choose a platoon level force. A company level force is an army that consists of more than one platoon. These can be any mix of platoons—two of the same type, one Power Suit platoon and one Marauder platoon, two Power Suit Platoons, two Exosuit Platoons and a Marauder platoon or any other possible combination. In large armies, you might well have three or even more different platoon types within the army—this is all perfectly permissible as long as you remember that you may include no more than one platoon per 1,000 points in the army. For this reason, company level forces are always worth a minimum of 2,000 points. Any army which contains two or more platoons is considered company level, regardless of how many platoons it actually has, so an army of two, three, four or even half a dozen platoons will all be considered company level.
Company Level Assets A company level force represents a substantial commitment of resources by SICON, an undertaking so large that it would only ever be authorised for the most dire of threats. As such, greater resources are made available and a senior officer will be charged with commanding the force. Therefore, when using a company level force in games of Starship Troopers, you have the option of including a Mobile Infantry Captain in your army. You are still free to use a lieutenant or even NCO to lead your Mobile Infantry company, representing a formation that has its commanding officer(s) reassigned to staff duties, leading other important operations or maybe even killed during the initial landing. Most Mobile Infantry companies in war time, however, will be commanded by a captain, with lieutenants heading individual platoons.
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Company Level Forces Mobile Infantry Captain
0-1 per Army
Special
Your army may include a single Mobile Infantry Captain, as long as the army includes at least two platoons (and is therefore considered company level). You may only ever include a single Mobile Infantry Captain. The Captain may be a Light Armour Captain, Power Suit Captain, Exosuit Captain or Marauder Captain as you choose, but only one may be included (not one of each type!). The choice of Captain available depends on the platoons in your army. You must include at least one platoon of the same type as the desired Captain. So, for example, if you wish to take a Marauder Captain, you must also have at least one Marauder platoon in your army.
Mobile Infantry Captains Type Light Armour Captain Power Suit Captain Cougar Captain Grizzly Captain M8 Ape Marauder Captain M9 Chickenhawk Marauder Captain
Value 90 140 185 185 245
Size 1 1 2 2 3
Move 4” 4” 6” 6” 4”
Close Combat 2xD6 2xD6+1 3xD10+1 3xD10+1 3xD10
Target 3+ 4+ 5+ 5+ 7+
Save 6+/5+ 4+/5+ 3+/4+ 2+ 3+
Kill 6+ 8+ 9+ 9+ 11+
245
3
5”
2xD6+1
6+
3+
10+ Hits/3, Independent, Jump/10”
Traits Independent Independent, Jump/12” Hits/2, Independent, Jump/15”, Piercing/2 Hits/2, Independent, Jump/15” Hits/4, Independent, Jump/8”, Piercing/1
Weapons/Equipment: The weapons and equipment used by a Captain are the same as for a Lieutenant of his type. Special Rules A Mobile Infantry Captain is subject to the same special rules as a Lieutenant of his type. In addition, the following special rules also apply. Command Abilities: All Mobile Infantry Captains gain all the special command abilities of Lieutenants (such as the special Lieutenant Only actions), as described on page 21. Mobile Infantry Captains are officers. Enhanced Command: The Captain has a command range of 12”. Options A Mobile Infantry Captain has access to the same options as a Lieutenant of his type. In addition, he may also purchase the following. Go Career: The Captain may be bought heroic traits up to a total value of +150 points.
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Heroic Traits
HEROIC TRAITS The average trooper in the Mobile Infantry is far better trained than any other soldier in Earth’s history. However, joining the Mobile Infantry is not about being average and there will always be some exceptional individuals who remain far ahead of the curve. These brave men and women are represented by the use of traits in the Starship Troopers miniatures game.
Fire King* (+100 points) The model excels in fast, accurate direction of fire. Any member of the model’s unit (including the model) within command range can re-roll their damage dice during a Shoot action.
Heroic Surge!* (+30 points)
Qualities: This is the realm of natural aptitude, the kind of raw talent a soldier is born with and perhaps only discovers when he is up to his waist in blood and guts.
The model can draw on superhuman reserves of determination, giving his all when it would seem impossible he has any more to give. Once per game, the model can take one extra action in its player’s turn (for a total of three actions). Other models do not join him in taking this extra action.
Talents: Capabilities of the mind, psychic manipulation or preternatural senses. Such abilities, and the telepaths capable of them, are the subject of much scrutiny within SICON.
Jumpball Player!* (+20 points)
Training: These are aptitudes that can be learned but are in addition to the normal training expected of combatants— many of these abilities form part of the training regime of elite units. Any heroic trait marked with an asterisk (*) may not be taken by models in Marauder suits. Those marked with an exclamation mark (!) may only be used once per battle. The traits in this section are only available to Mobile Infantry armies and replace those in the main rulebook. Light Armour and Pathfinder platoons must now use the traits listed here.
QUALITIES
Daredevil (+20 points)
The model is well accustomed to performing daredevil antics when the situation demands it, often opening fire perilously close to friends. When creating a fire zone, this model may ignore any friendly model for the purpose of allocating damage dice—no dice at all are placed on friendly models as the daredevil’s shots just whistle straight past. This trait may not be used with atomic weapons.
Dirty Fighter (+15 points) Whether skilled in martial arts or just mean as hell, the model is a fiend in close combat, skilfully avoiding the attacks of his enemies to launch his own lethal counters. The model gains the Parry trait.
Fast Mover (+15 points) Part of being a hero is getting to the right place at the right time. The hero gains +1” to his Move characteristic and any special movement mode he is capable of.
A popular sport won by speed, aggression and agility, jumpball makes good training for any soldier. Once per game the model can add +2 to any dodge saves he has to make for the duration of any turn. If a dodge save is made successfully, the model can be immediately moved in any direction up to 6”. This free movement may only be performed once in a turn.
Protagonist! (+20 points) The model has enough good sense to save his best until it’s needed the most. Once per game, the model can make any action or reaction as if he had taken a ready action, allowing special move modes or ready weapons to be used, for example.
Rallying Cry (+10 points) The model has a tremendous presence on the battlefield. His men will not give an inch in combat and would rather die where they stand. All models within his command range may choose to ignore flinch results, at the controlling player’s option.
Stay Frosty (+25 points) The model has an uncanny sense of when and where the enemy will strike next. The hero can react on Alert Status if an enemy unit completes an action within 12” of him rather than the usual 10”.
True Grit* (+50 points) The model is as tough as nails. Increase the model’s Target and Kill values by one (so a model with Target 4+ and Kill 7+ would become Target 5+ and Kill 8+).
Veteran Trooper (+10 points) The model has seen his comrades gunned down a thousand times and lived to tell the tale. He is a veteran, familiar with
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Heroic Traits having to get by without being told what to do. When out of command due to the death of a unit leader, a unit containing this model may still take one action of its choice per turn as the experienced member guides his nervous squad mates.
TALENTS Unless noted otherwise, Talents work automatically, require no line of sight and do not take an action to use. In addition, Talents cannot be used by or against models that are underground and may never affect units moving in the Air Phase, unless otherwise stated. Some individuals show greater capability than others. Certain Talents can be enhanced for an additional cost to represent this. Models paying the extra cost gain the option to use the Enhanced version of the Talent.
Alertness (+20 points) The telepath conveys a sense of danger to nearby units, warning them of attack. Nominate one friendly unit within command range after the model has completed any actions. That unit may react to enemies completing actions within 12”, rather than the normal 10” until the Mobile Infantry’s next turn.
Block Psychic Talent (+50 Points) Summoning great reserves of mental power, the model attempts to befuddle the mind of enemy psychics, causing their talents to go awry. This power may be used as a reaction whenever an enemy model within 24” uses a Talent. Both players roll a D10. If the Mobile Infantry player rolls higher than his opponent, then the Talent is completely nullified and has no effect.
Sense Presence (+40 points) The model can react on Alert Status if an enemy unit completes an action within 10+D6” of him. Make a roll for the model’s sensing distance each time a reaction could be triggered (for example, an enemy completes an action within 16”). If the model can react, any friendly models within its command range can react too. Enhanced (+20 points): Re-roll the D6 if desired.
Tremor (+40 points) The model creates a resonant harmonic in the ground, dislodging opponents and potentially damaging tunnelling creatures. The model must take a Ready action to release the Tremor. Any model within 6” must flinch away from the model using this talent. Any models represented by Tunnel Markers within 12” suffer D6 damage (as if the Marker itself had suffered a hit). Enhanced (+20 points): Re-roll one or more D6 if desired.
Warning (+40 points) Add +1 to any saves (armour or dodge) that are made by the model. Enhanced (+10 points): The model may apply this bonus to any friendly models within his command range if desired. Every time the model uses this option he must roll a D6. On a roll of a 4 or more, the psychic model takes a hit, representing the additional risk and mental strain the model is undertaking when trying to protect others.
TRAINING
Armourer (+25 points) Enhanced (+25 Points): Re-roll the Mobile Infantry player’s D10.
Conceal (+30 points) The model can attempt to lull the senses and distract enemies so that they miss the obvious. The model and the unit he is within only trigger Alert Status reactions if they complete an action within 8” of an enemy model instead of 10”.
Confuse (+30 points) One of the most dangerous Talents yet developed, the telepath enters the mind of the bug menace, disrupting their distributed intelligence and disorienting the creatures. As a Ready action, nominate a tunnel entrance anywhere on the board. The model confuses the Arachnids into losing their way, or thinking the connecting tunnels are much narrower than they are, or that they are no longer open. The tunnel entrance in question has the maximum number and size of models that may exit the tunnel halved (rounding down) until the Mobile Infantry’s next turn.
Dull hours spent learning about weapons, ammunition and how they function mean that the model and his unit ignore the ammo rules when on Alert Status.
Artillery Corps (+30 points) Days spent learning about trajectories, muzzle velocities and wind effects can pay off surprisingly on the battlefield. The model and any models from the unit he is with can re-roll one of the deviation D6 for scatter when using Artillery fire.
Close Combat Expert (+15 points) Having drilled long and hard in combat training, the model is a force to be reckoned with when fighting at close quarters. He may re-roll his Close Combat damage dice when he takes a Charge action.
Engineer* (+25 points) With the technical advancement of modern weaponry and armour, some basic training in engineering principles is essential for even the lowliest grunt. Even more specialised training is often a prerequisite for command. By taking a Ready action, a model with Engineer Training can repair
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Heroic Traits one hit of damage on a Multihit model within his point blank range on a D6 roll of 4+.
Demolitions* (+20 points) It is all about knowing the right spots to hit. A model with Demolitions Training who plants a Remote weapon may reroll any damage dice rolled when it is triggered.
keep it in play. Models about to be removed for other reasons (such as having their Kill score beaten by an attack) may not be rescued in this way. The medic and his patient may not move or take actions. Roll a D6 at the beginning of each subsequent player turn. 1
Despite the medic’s best efforts, the model is removed as a casualty.
The model has undergone some level of training with Fleet. He knows how to speak their language and talk them accurately on to a target. During the Air phase, if there is a hero with Fleet Liaison Training on the tabletop, he can assist Air units. Instead of rolling off to determine who selects a unit to use first at the beginning of the Air phase, you can always choose to go first or second. If both players have this trait, roll a die every turn—the highest roller chooses whether to go first or second.
2-3
The patient needs more care and may not take actions. If the game ends with a model in this state and the medic still in contact with it, the model does not count as a casualty. If the medic takes any actions the patient is removed as a casualty.
4-6
The medic stabilises the patient to the point where he can function fully (for game purposes anyway). Both models can take actions again.
K9 Corps* (+15 points, or +30 points with Neodog Mk II)
Standard Bearer (+25 points)
Fleet Liaison (+20 points)
The model has undergone training and bonding with a K9 neodog, enabling him to use its superior senses to scout at a distance. The model gains a K9 Neodog model as a companion or, at a higher cost, one of the recently introducted Neodog Mk II specimens. Pathfinders taking this trait pay +20 points automatically get the Pathfinder Neodog detailed in their army book. Weapons/Equipment: The Neodog is unarmed. The Mk II Neodog is armed with a Trench Sweeper laser. Caleb Bond: The neodog can function at up to twice the K9 Corps model’s usual command range. The K9 Corps model can make an Alert Status reaction if enemy units complete an action within 10” of the neodog. If the neodog is removed a casualty roll a D6—on a 6 the K9 Corps model is so traumatised by the loss he is removed as a casualty too. If the hero is removed as casualty the neodog is removed as well. K9 Corps models and their neodogs may not enter play in M2 Drop Capsules.
Medic* (+20 points) Medical science has reached a point where almost any patient can survive if he can be brought to a suitable facility. A battlefield medic has the skills if not the resources of these facilities at his fingertips and this can be enough to get a wounded soldier back on his feet and fighting. If a friendly model within the medic’s command range is about to be removed as a casualty for failing a save, you may move the medic into contact with the downed model immediately to
K9 Corps Neodog Type Neodog
Mk II Neodog
Value 15 30
Size 1 1
Move 6” 8”
Highly trained NCOs (often called Colour Sergeants) or veteran troopers are sometimes accorded the honour of carrying the platoon’s or company’s banner into battle, dedicating themselves to keeping it out of the hands of the enemy. On the battlefield, a standard serves as a rallying point, letting troopers know where to retreat to when things go wrong. The standard bearer functions as a mobile Retrieval Point (see page 69 of the main rulebook, page 79 of the hardback), allowing out of command models to take Move actions towards it.
Sniper (+20 points) There is nothing deadlier than this model and a loaded weapon. His accuracy with a ranged weapon is phenomenal and there is no enemy safe from his sights. The model may re-roll any one of his damage dice in a Shoot action unless he is using Artillery fire).
SICON Military Intelligence (+50 points–MI Lieutenant only) The lieutenant is a fully trained Mobile Infantryman but is also an expert in another area considered vital to SICON strategy: Military Intelligence. The presence of a Military Intelligence officer means the force will have access to special equipment not ordinarily available to them. Count the force the Military Intelligence officer accompanies as one Priority Level higher than it really is for choosing Army List options. The force still counts as its original Priority Level for all other purposes. The presence of a Military Intelligence officer fulfils the Atomic Protocols requirement for choosing Atomic munitions.
Close Combat D6+1 2xD6+1
Target 3+ 4+
Save –/2+ 5+/2+
Kill 4+ 6+
Traits —
Retaliate
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Emplacement Assets
EMPLACEMENT ASSETS Though not as expensive or rare as Command assets, nor as directly effective as Fleet resources, Emplacement assets are nonetheless a tremendous advantage for those forces willing to commit part of their combat budget to them.
Using Emplacement Assets Emplacements are universally available to Mobile Infantry forces—they do not fluctuate according to Priority Level. With the many benefits troops gain by occupying an emplacement, structures can become a valuable or even indispensable asset for the Mobile Infantry, especially during Hold engagements.
9 Replace Twin Fifty autocannon with Inferno support flamer at no extra cost. 9 Replace Twin Fifty autocannon with Javelin missile launcher at +30 points. 9 Replace Twin Fifty autocannon with Rapier AA missile launcher at +30 points. 9 Replace Twin Fifty autocannon with Bugbroom support laser at +80 points. 9 Replace Twin Fifty autocannon with Scythe laser cannon at +80 points. 0-8 Stalwart Bug Field Generators for 25 points each.
If a Mobile Infantry force chooses Emplacement assets it may only deploy them if using defend tactics for the engagement.
Emplacement Assets List 0-4 Ammo Dumps per platoon, for 50 points each.
Note that Light Armour platoons can double the number of assets they take. See page 17 of the Klendathu Invasion supplement for details. Pathfinder platoons may never purchase Emplacement assets.
0-2 Bunkers per platoon, for 100 points each.
MI Emplacement Assets
0-6 Outpost Wall Sections for 30 points each.
Ammo Dump
0-4 Outpost Platforms for 50 points each. 0-4 Reliant Emplacements per platoon, armed with a Twin Fifty autocannon for 60 points each.
Forward supply has become a serious challenge in the fastmoving battles on Arachnid and Federation worlds. The troopers on the ground are usually fighting far from what might remotely be called civilisation, or any form of infrastructure, so they frequently rely on drops of stores at pre-designated
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Emplacement Assets
Scythe Laser Cannon
Blizzard Missile Pack
locations for supply. Any MI unit which has a model in contact with an Ammo Dump treats all of its weapons (other than One-Shot! weapons) as Squad weapons and ignores the ammo rules. Models with One-Shot! weapons can replenish them when in contact with an Ammo Dump by taking a Ready action (Atomics may not be replenished). An Ammo Dump that is destroyed rolls 2xD10 damage when it collapses and its point blank range is considered to be 6”.
Reliant Weapon Emplacement: Any weapon mounted on a Reliant Emplacement has the Fire Arc: F trait added. Note that Reliant Emplacements do not fire themselves—a Mobile Infantry model in a power suit, exosuit or marauder armour must be touching the emplacement in its Rear arc. A model doing this may use the Reliant instead of his personal weaponry. A Reliant Emplacement’s weapons are always considered Crew weapons, replacing the original type.
Bunker: A Bunker is an armoured building measuring no more than 6” along any one side and up to 4” in height. No more than 10 Size points of models can occupy a bunker (maximum individual model Size of 2), gaining a +3 cover bonus to their armour save.
Stalwart Bug Field Generator
Outpost Wall Sections and Platforms: By using Outpost Wall Sections and Platforms, you can construct an entire Federation outpost, ready for defence against the Arachnids or other alien forces! A Wall Section can be anything up to 6” high and 10” wide, and may have a ledge at the top for defenders to stand and fire from. A Platform is any building connected to one or more Wall Sections that measures no more than 8” high and 10” wide. The Platform may or may not have a roof and it can hold 8 Size points of models (maximum individual model Size of 2, granting a +2 cover bonus to their armour save). Platforms can be stacked to create multi-storey buildings.
A Stalwart will automatically generate a bug field in between itself and any other Stalwart within 6”. Bug fields always run in straight lines between one Stalwart and another, though a single Stalwart can generate multiple bug fields if more than one other Stalwart is within 6”. The Mobile Infantry player may specify at the beginning of every turn whether each bug field is active or not, permitting him to move models through the area safely if desired. All bug fields start the game active. Any model crossing a bug field will immediately suffer 3xD10 damage with the Flame and Piercing/1 traits. Models that are tunnelling under the bug field or using the special movement modes of Jump or Hover can cross the bug field unaffected. Active bug fields do not block lines of sight for shooting.
Mobile Infantry Structures & Emplacements Name Ammo Dump Bunker Outpost Wall Section Outpost Platform Reliant Weapon Emplacement Stalwart Bug Field
Size 4 6 4 6 2 4
Target 6+ 9+ 9+ 9+ 6+ 6+
Kill 10+ 12+ 12+ 12+ 10+ 8+
Hits 4 9 6 9 3 4
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MI Reference Guide
MOBILE INFANTRY REFERENCE GUIDE Power Suit Lieutenant Type Power Suit Lieutenant
Value 115
POWER SUIT PLATOONS
Size 1
Move 4”
Close Combat Target D6+1 4+
Save Kill 4+/6+ 7+
Traits Independent, Jump/12”
Size 1
Move 4”
Close Combat Target D6 4+
Save Kill 4+/6+ 7+
Traits Independent, Jump/12”
Size 1 1 1
Move 4” 4” 4”
Close Combat D6 D6 D6
Save 4+ 4+ 4+/6+
Kill 7+ 7+ 7+
Traits Jump/12” Jump/12” Jump/12”
Save 3+
Kill 10+
Traits Hits/4, Independent, Jump/8”, Piercing/1
Power Suit NCO Type Power Suit NCO
Value 105
Power Suit Squad Type Cap Trooper Corporal Sergeant
Value 25 50 95
Target 4+ 4+ 4+
MARAUDER PLATOONS M8 Ape Marauder Suit Lieutenant Type M8 Ape Lieutenant
Value 225
Size 3
Move 4”
Close Combat Target 2xD10+1 7+
Chickenhawk Marauder Lieutenant Type M9 Chickenhawk Lieutenant
Value 225
Size 3
Move 5”
Close Combat Target D6+1 6+
Save 3+
Kill 9+
Traits Hits/3, Independent, Jump/10”
Move 4”
Close Combat Target 2xD10 7+
Save 3+
Kill 10+
Traits Hits/4, Independent, Jump/8”, Piercing/1
M8 Ape Marauder NCO Type M8 Ape NCO
Value 210
Size 3
M9 Chickenhawk Marauder NCO Type Value M9 Chickenhawk NCO 225
Size 3
Move 5”
Close Combat Target D6+1 6+
Save 3+
Kill 9+
Traits Hits/3, Independent, Jump/10”
Size 3 3 3
Move 4” 4” 4”
Close Combat 2xD10 2xD10 2xD10
Target 7+ 7+ 7+
Save 3+ 3+ 3+
Kill 10+ 10+ 10+
Traits Hits/4, Jump/8”, Piercing/1 Hits/4, Jump/8”, Piercing/1 Hits/4, Jump/8”, Piercing/1
M8 Ape Marauder Type M8 Ape Cap Trooper M8 Ape Corporal M8 Ape Sergeant
Value 195 200 205
M8C Bigfoot Marauder Type M8C Bigfoot Cap Trooper M8C Bigfoot Corporal M8C Bigfoot Sergeant
Value 295
Size 3
Move 4”
Close Combat Target 2xD10 7+
Save 3+
Kill 11+
Traits Hits/4, Jump/8”, Piercing/1
300 305
3 3
4” 4”
2xD10 2xD10
3+ 3+
11+ 11+
Hits/4, Jump/8”, Piercing/1 Hits/4, Jump/8”, Piercing/1
7+ 7+
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MI Reference Guide M9 Chickenhawk Marauder Type M9 Chickenhawk Cap Trooper M9 Chickenhawk Corporal M9 Chickenhawk Sergeant
Value 195
Size 3
Move 5”
Close Combat Target D6 6+
Save 3+
Kill 9+
Traits Hits/3, Jump/10”
200
3
5”
D6
6+
3+
9+
Hits/3, Jump/10”
205
3
5”
D6
6+
3+
9+
Hits/3, Jump/10”
M9B Nighthawk Marauder Type M9B Nighthawk Cap Trooper M9B Nighthawk Corporal M9B Nighthawk Sergeant
Value 245
Size 3
Move 5”
Close Combat Target D6 6+
Save 3+
Kill 9+
Traits Hits/3, Jump/10”
250
3
5”
D6
6+
3+
9+
Hits/3, Jump/10”
255
3
5”
D6
6+
3+
9+
Hits/3, Jump/10”
EXOSUIT PLATOONS Exosuit Lieutenant Type Cougar Lieutenant
Value 160
Size 2
Move 6”
Close Combat Target 2xD10+1 5+
Save Kill 3+/5+ 8+
Grizzly Lieutenant
160
2
6”
2xD10+1
2+
Type Cougar NCO
Value 145
Size 2
Move 6”
Close Combat Target D10+1 5+
Save Kill 3+/5+ 8+
Grizzly NCO
145
2
6”
D10+1
5+
2+
8+
Traits Hits/2, Independent, Jump/15”, Piercing /2 Hits/2, Independent, Jump/15”
Size 2 2 2
Move 6” 6” 6”
Close Combat D10 D10 D10
Target 5+ 5+ 5+
Save 3+/6+ 3+/6+ 3+/6+
Kill 8+ 8+ 8+
Traits Hits/2, Jump/15”, Piercing /2 Hits/2, Jump/15”, Piercing /2 Hits/2, Jump/15”, Piercing /2
Size 2 2 2
Move 6” 6” 6”
Close Combat D10 D10 D10
Target 5+ 5+ 5+
Save 2+ 2+ 2+
Kill 8+ 8+ 8+
Traits Hits/2, Jump/15” Hits/2, Jump/15” Hits/2, Jump/15”
Kill 10+
Traits Hits/3, Jump/12”, Retaliate
5+
8+
Traits Hits/2, Independent, Jump/15”, Piercing/2 Hits/2, Independent, Jump/15”
Exosuit NCO
Cougar Exosuit Type Cougar Trooper Cougar Corporal Cougar Sergeant
Value 100 110 125
Grizzly Exosuit Type Grizzly Trooper Grizzly Corporal Grizzly Sergeant
Value 100 110 125
AUXILIARY UNITS CHAS Unit Type CHAS
Value 175
Size 2
Move 8”
Close Combat Target D10+D6 8+
Save 6+
Value Size Special +1
Move Burn
Close Combat Target — 6+
Save Kill 3+/5+ 9+
Drop Capsule Type Drop Capsule
Traits No Flinch
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MI Reference Guide Flamberge Heavy Ground Attack Missile Type Flamberge Missile
Value 50
Size 3
Move Close Combat Target Save Burn 2xD10 6+ 5+ Cruise
Kill 8+
Traits Hits/2
Kill 6+
Traits
Fleet Landing Party Type Ensign
Value 20
Size 1
Move 4”
Close Combat Target D6 3+
Save 5+
Senior Ensign
45
1
4”
D6
3+
5+/6+ 6+
Fleet Lieutenant
90
1
4”
D6
3+
5+/6+ 6+
Fleet Liason
Sarissa Space Combat Missile Type Sarissa Missile
Value 100
Size 4
Move Burn
Close Combat Target Save 4xD10 8+ 4+
Kill 10+
Traits Hits/4
SICON Military Intelligence Agent Type SICON Military Intelligence Agent
Value 80
Size 1
Move 5”
Close Combat Target Save Kill D6 3+ 6+/4+ 6+
Traits Independent, No Flinch
Size 1
Move 5”
Close Combat Target D6+1 4+
Traits Climb/5”, Jump/12”
Skinnie Advisor Type Skinnie Advisor
Value 100
Save Kill 4+/5+ 6+
Skyhook Retrieval Boat Type Value Skyhook Retrieval Boat 125
Size 5
Move Close Combat Target Save Loiter, 2xD10 6+ 5+ V/STOL
Kill 9+
Traits Hits/6
Slingshot Drop Boat Type Slingshot Drop Boat
Value 300
Size 6
Move Close Combat Target Save Kill Cruise, 4xD10 8+ 4+/5+ 12+ Loiter, V/STOL
Traits Hits/8
Value 120
Size 3
Move Close Combat Target Save Kill Loiter, 2xD6 7+ 5+ 10+ V/STOL
Traits Hits/3
Size 5
Move Close Combat Target Burn, 3xD10 7+ Cruise
Traits Hits/5
Size 7
Move Close Combat Target Save Kill Loiter, 4xD10 7+ 5+ 10+ V/STOL
TAC UAV Type TAC UAV
Thunderbolt TAC Fighter Type Thunderbolt TAC Fighter
Value 250
Save Kill 5+/4+ 10+
Viking Landing Boat Type Viking Landing Boat
Value 195
Traits Hits/8
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MI Reference Guide
WEAPONS & GENERAL ISSUE EQUIPMENT Squad Weapons Name Hel Infantry Flamer Morita Carbine Morita Sniper Rifle Morita Assault Rifle Underslung Grenade Launcher ~ Flechette Grenade ~ Frag Grenade ~ Bugshot Grenade Trench Sweeper Laser Morita Ape Special
Range 10” 15” 30” 20” — 8” 15” 10” 6” 20”
Damage D10+2 2xD6 D6 2xD6 — D6+1 D6 D6+2 D10+1 2xD6+1
Type Squad Squad Squad Squad — Pack Pack Pack Pack Squad
Traits Flame, LZ (Stream), Retaliate Auto Accurate Auto — Underslung LZ (2”), Underslung Ready , Underslung LZ (Stream), Underslung Auto
Range Close combat Close combat
Damage As user 2x as user
Type — —
Traits Parry, Piercing/1 —
Name Hellseed Y-Rack
Range Special
Damage D6
Type Pack
Traits See Description
Trip Hammer Mortar
36”
D6+2
Pack
LZ (2”), Ready
Hail Mary Mortar
60”
D10+2
Pack
LZ (3”), Ready
Spitball R/L Triple Thud G/L
12” 15”
2xD10 3xD10
Pack Pack
Piercing/1 Piercing/1
Inferno Support Flamer
12”
2xD10+2
Pack
Flame, LZ (Stream), Retaliate
Thermic Lance
8”
D10+D6
Pack
Flame, Piercing/2
Plasmatic Cannon
12”
D10+D6
Pack
Flame, Piercing/3
Damage — 3xD6 D10 D10 — D10 2xD10 2xD10
Type — Pack Pack Pack — Pack One-Shot! Pack
Traits — LZ (2”) Accurate, LZ (1”), Piercing/2 AA, LZ (1”) — AA, Accurate, LZ (2”), Piercing/1, Ready LZ (3”), Ready LZ (2”), Piercing/1
Type Squad Squad Crew
Traits AA, Auto AA, Auto, Piercing/1 AA, Auto, Piercing/1
Close Combat Weapons Name Shock Stick Utility Claws
Support Weapons
Missiles and Rockets Name Javelin Missile Launcher ~ Firecracker HE Missile ~ Holepunch HEAP Missile ~ Falcon AA Missile Rapier AA Missile Launcher ~ AA ‘Birdbolt’ Missile Blizzard Missile Pack Firestorm Missile System
Range — 60” 60” 60” — 60” 60” 48”
Autocannon Name Derringer Light Rotary Cannon Sixgun Rotary Cannon Twin Fifty Autocannon
Range 20” 30” 30”
Damage 4xD6 3xD6+1 4xD6+1
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MI Reference Guide Lasers Name Bugbroom Support Laser Scythe Laser Cannon
Range 40” 36”
Damage 3xD6+2 D10+3
Type Pack Pack
Traits LZ (Stream), Piercing/1, Ready LZ (Stream), Piercing/2, Ready
Range 10”
Damage D10
Type Pack
Traits LZ (1”)
Damage 3xD6 2xD10
Type One-Shot! One-Shot!
2xD10+2 3xD10+4
One-Shot! One-Shot!
Traits LZ (3”) Flame, LZ (2”), Persistent, Piercing/3, (Remote if Placed) Flame, LZ (4”) Flame, Killshot, LZ (5”), Multihit, (Remote if Placed)
3xD10+4
One-Shot!
Hand Grenades Name M-902F Frag Grenade
Munitions Name M-918 Scatter Bomb M-908P Plasma Munition
Range Dropped Placed, Thrown 10” M-997 Firestorm Bomb Dropped M-998A1 Atomic Pee-Wee Dropped, Munition Launched 60”, Placed M-999A2 Atomic Ajax Munition Dropped, Placed
Flame, Killshot, LZ (7”), Multihit, (Remote if Placed)
LA-50 Sprite Personal Skimmer Type LA-50 Sprite Reconnaissance Skimmer
Value As rider +50
Size 2
Move 6”
Close Combat Target Save Kill As rider +1 6+ As 8+ rider/5+
Traits Hover/18”, Retaliate
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