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Microsoft Word -Starship Troopers Miniatures Game Supplement

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    Starship Troopers Miniatures Game SupplementNew Units, Upgrades and New Army Lists

    Even though the Starship Trooper Miniatures Game line has been discontinued, there are still many people out there that want acontinually supported game. In the absence of such justification, I have created an add-on to the game. I do not plan on making this for

    money. Thank you. Now enjoy.

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    Rebel Colony Army List

    You may field one platoon of Colony Rebels for every 1000pts of an army you have, asingle platoon may cost more than 1000pts you may not have more than one platoon per1000pts. This is a more advanced version of the Rebel Colony List, although the olderone inside Signs and Portents is still perfectly usable.

    1 Rebel Colony Lieutenant +80pts0-2 Rebel Colony NCO +60pts1-2 Rebel Colony Squads per Officer (minimum 2) +120pts0-4 Colony Civilian Mobs +50pts

    Priority Level One

    Command

    0-1

    Colony per platoon +70pts0-1 model per platoon may replace their Javelin Missile Launcher with a Rapier AAMissile Launcher for +0pts

    Air0-3 Civil Landing Craft per Platoon +80pts

    Priority Level Two

    Command Assets0-1 Power Suit Squad per platoon +220pts0-2 Colony Spies per platoon +70pts0-1 model per squad may replace their Javelin Missile Launcher with a Rapier AA

    Missile Launcher for +0pts

    Air0-5 Civil Landing Craft per platoon +80pts

    Priority Level Three

    Command0-2 Power Suit Squads per platoon +220pts0-3 Colony Spies per platoon +70ptsAny model in the platoon may replace their Javelin Missile Launcher with a Rapier AAMissile Launcher for +0pts0-1 CDF-13A Armoured Fighting Tank per platoon +220pts0-1 Pee-wee Atomic Warhead per platoon +300pts

    AirAny number of Civil Landing Craft per platoon +80pts

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    Colony Rebel Lieutenant........................................................................................80pts

    Type Size MoveClose

    Combat Target Armour Kill Traits

    Colony Rebel Lieutenant 1 4" D6+2 3+ 5+/5+ 5+ Independent

    Weapons and Equipment:TW-102S Morita Carbine, Frag Grenades

    Options:May purchase M1A4 Power suit for +40pts (this increases the Target to 4+,Armour 4+/6+, Kill 7+ and Jump/12), may also purchase a Shock Stick for +5pts.

    Go Career:The Colony Rebel Lieutenant may purchase up to +100pts of heroic traits,qualities and talents.

    True to our cause!:When a Colony Rebel Lieutenant is removed from the game you mayplace a LZ(2) blast in his place any model caught in this LZ will suffer a 2d6(piercing/1) damage roll.

    Colony Rebel NCO..................................................................................................60pts

    Type Size MoveClose

    Combat Target Armour Kill Traits

    Colony Rebel NCO 1 4" D6+1 3+ 5+/6+ 5+ Independent

    Weapons and Equipment: TW-102S Morita Carbine, Frag Grenades

    Options: May purchase M1A4 Power Suit for +40pts (this increases the Target to 4+,Armour 4+/6+, Kill 7+ and Jump/12), may also purchase a Shock stick for +5pts.

    Go Career: The Colony Rebel Lieutenant may purchase up to +50pts of heroic traits.

    True to our cause!:When a Colony Rebel NCO is removed from the game you mayplace a LZ(2) blast in his place any model caught in this LZ will suffer a 2d6(piercing/1) damage roll.

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    Colony Rebel Squad.........................................................................................120pts

    Type Cost Size MoveClose

    Combat Target Armour Kill Traits

    Colony Rebel Sergeant 60 1 4" D6+1 3+ 5+/6+ 5+

    Colony Rebel Corporal 40 1 4" D6 3+ 5+/6+ 5+

    Colony Rebel 15 1 4 D6 3+ 5+/6+ 5+

    Unit size: 1 Colony Rebel Sergeant (unit leader), 4 Colony Rebels

    Weapons and Equipment: TW-102S Morita Carbine, Frag Grenades

    Options: You may purchase up to five extra models for the squad at +15pts each.Any model may purchase a Shock stick for +5pts.Two models may replace their TW-102S Morita Carbine with a weapon from the listbelow;

    TW-103L Morita Sniper Rifle with underslung grenade launcher for +5ptsJavelin Missile Launcher for +35pts

    TW-105E Tactical Shotgun for +10ptsYou may promote one Colony Rebel as Corporal for +25pts.

    Go Career: The Colony Rebel Sergeant may purchase up to +25pts of Heroic Traits.

    True to our cause!:When a Colony Rebel, Sergeant or Corporal is removed from thegame you may place a LZ(2) blast in his place any model caught in this LZ will suffer ad6 (piercing/1) damage roll.

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    Colony Spy................................................................................................................70pts

    Weapons and Equipment: TW-109-E Emancipator Heavy Pistol, Frag Grenades

    Options: May purchase up to three Thermo-charges for +10pts each.

    Go Career: May purchase up to +100pts of Heroic Traits (these may be Talents).

    True to our cause!:When a Colony Spy is removed from the game you may place aLZ(2) blast in his place any model caught in this LZ will suffer a 2d6 (piercing/1)damage roll.

    Colony Civilian Mob..............................................................................................50pts

    Unit Size: 10 Civilians

    Weapons and Equipment: Assorted Bunch of Small Fire Arms (see page x)

    Options:May purchase up to 40 extra Civilians for +5pts each.

    Mob Mentality: As long as there are still ten models in the mob, it will always count asbeing in command. Any model may join the mob as long as they are within point blankrange of a member of the current mob. Also they may never split fire even with anofficer.

    Type Cost Size MoveClose

    Combat Target Armour Kill Traits

    Colony Spy 70 1 6" D6+1 4+ 6+/5+ 6+ Independent

    Type Cost Size MoveClose

    Combat Target Armour Kill Traits

    Civilian 5 1 4" D6-1 3+ - 5+

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    CDF-13A Ironshield Armoured Fighting Tank...............................................240pts

    Type Cost Size MoveClose

    Combat Facing Target Armour Kill Traits

    CDF-13A 220 5 7" 3xD10+1 Front 8+ 3+ 10+Hits/5,

    Multi-fire/2

    Side 8+ 3+ 10+

    Rear 6+ 3+ 9+

    Weapons and Equipment: Sixgun Rotary Cannon (FaF facing)

    Options:May Purchase an Ironside Turret for +80pts, the Ironside Turret contains aBugbroom Laser Cannon.May purchase an Ironstorm Turret for +40pts, the Ironside Turret contain a DerringerLight Cannon or replace that with a Sixgun Rotary Cannon for +10pts.May purchase an Ironwind Turret for +150pts, the Ironwind Turret contain four scatterbombs. The Ironwind may purchase extra rockets from the following list;

    Up to four extra Scatter Bombs for +50pts each

    May replace up to eight scatter bombs with Firestorm bombs for +25pts each.Up to one Pee-wee Atomic Rocket (count towards nuclear limit) for +300pts

    Bug Proof: When the Ironshield is attacked by a Warrior Bug (includes only Warriorsand Tigers) unit all Piercing/x traits on the warrior bugs are half effectiveness.

    Multi Purpose Transport: The Ironshield was first invented as a troop transporterduring the Road to Victory, but sooner found other uses such as a mobile command postand an ultra-mobile rocket silo. The Ironshield may transport up to 15 size points ofmodels up to size 1.

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    Civil Landing Craft................................................................................................80pts

    The Civil Landing Craft that Colony Rebels use to raid Mobile Infantry outposts are far moresusceptible to weapons fire than the Skyhook, although large space is required to transport theamount of colony troops is dearly needed and the Skyhook are MIs, what you going to do.The Civil Landing Craft comes in all shapes and sizes, there is no definite feature.

    Type Cost Size MoveClose

    Combat Facing Target Armour Kill Traits

    Civil LandingCraft 80 3 Loiter 2xD10 Front 6+ 4+ 8+ Hits/4

    Cruise Side 6+ 4+ 8+

    Rear 4+ 4+ 7+

    Weapons and Equipment: None

    Options: May purchase two front mounted Derringer Light Cannon (FaF) for +60pts.

    May also purchase an aft mounted Derringer Light Cannon (FaA) for +40pts.

    Transport: The Civil Landing Craft may transport up to 30 size points of models up to amaximum size of 1.

    Unarmoured: When a Civil Landing Craft takes damage, roll a D6 on a roll of 4+ amodel being transported is hit as well, a model chosen by the controlling player isremoved. When the Civil Landing Craft is down to one hit, it may no longer take off (ifin the air it crashes on a roll of 6 on a D6) and counts as light cover to those transportinginside.

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    New Mobile Infantry Add-ons

    TW-105E Tactical Shotgun

    The TW-105E Tactical Shotgun was a move from the Morita Weapons available to themobile infantry; it contained a large and powerful explosive shell which would almostwipe out an Arachnid warrior bug in one shot. Dubbed the Puncher for its ability to

    literally punch holes in test subjects, the TW-105E is a powerful weapon indeed.

    Weapon Range Damage Type Traits

    TW-105E Tactical Shotgun 15" D10+1 PackPiercing/2,LZ (1)

    The TW-105E Tactical Shotgun is an addition to the mobile infantry arsenal and not yetused in full by all forces in the MI. Any Power Suit Squad, Light Armoured Squad orPathfinder Squad may purchase a TW-105E Tactical Shotgun, the Shotgun countstowards the Special Weapons limit the squad may have. The TW-105E Tactical Shotguncost +10pts per model.

    Shredder Squad Support Cannon

    The Shredder Squad Support Cannon may be used as detailed in The Pathfinder Armybook but available to Light Armoured Squads and Power Suit Squads at a cost of +20ptsper model, it counts towards the Special Weapons limit the squad has.

    TW-109-E Emancipator Heavy Pistol

    Used by SICON agents and Light Armoured Mobile Infantry high command thesepowerful, but under ranged weapons are very concealable and effective at the right

    target. They are powerful, but with a short amount of bullets (only 12 shots) theseweapons are the life-savers of SICON against smaller bugs like Control Bugs.

    Weapon Range Damage Type Traits

    TW-109-E Emancipator Heavy Pistol 12" D6+1 Squad Piercing/1

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    Small Clip: When the Emancipator acts in a reaction, a roll of 1 and 2 on the die countsas Out of Ammo, but because of the ease of reloading it may be fired on the nextreaction or action.

    Accurate at small targets: When this weapon is fired at a size 1 model it gains damage

    D6+2 instead of D6+1.

    The TW-109-E Emancipator Heavy Pistol and the Stock Stick can replace the morita riflefor free per Officer. But a SICON agent and Fleet Landing Parties may purchase thisweapon instead of the Morita Carbine for free.

    Jammers

    The Arachnids work as a collected mind, when their brain bug is lost they aretemporarily thrown into confusion. Jammers repeat the frequency of a dead Brain Bug toall Arachnid units, hoping to throw a unit into confusion.When a Arachnid Unit is capable to react to a Mobile Infantry unit within the commandradius of a model with this equipment, roll a D6 for the Jammer carrying soldier. On aroll of 5+ one Arachnid model (may only be a Warrior Species) looses their next reaction.Models that do not react are out of command if they are left outside the command radiusof their unit leader.Any Pathfinder Unit or Mobile Infantry Officer may purchase this equipment for +10ptsper model.

    CDF-13A Ironshield Armoured Fighting Tank240pts

    See Page Six for all the rules on the Ironshield.

    In the mobile infantry the CDF-13A Ironshield is available as a 0-1 per platoon in PL1and PL2 and available as a 0-2 per platoon in PL3.

    XV-4 Scout Attack Speeder Squadron.180pts

    Type Cost Size MoveClose

    Combat Target Armour Kill Traits

    XV-4 Scout AttackSpeeder Sergeant 180 2 8" D10 6+ 4+/5+ 10+

    Hits/3, Hover/18,Retaliate

    XV-4 Scout AttackSpeeder Corporal 165 2 8" D10 6+ 4+/6+ 10+

    Hits/3, Hover/18,Retaliate

    XV-4 Scout Attack 140 2 8" D10 6+ 4+/6+ 10+ Hits/3, Hover/18,

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    Speeder Retaliate

    Unit: One XV-4 Scout Attack Speeder Sergeant

    Weapons and Equipment: 2 Derringer Light Rotary Cannons (FaF)

    Options: May purchase up to three extra Scout Attack Speeders for +140pts each.May promote one Scout Attack Speeder to a Corporal for +25pts.Up to two Scout Attack Speeders (may be the Sergeant or Corporal) may replace their 2Derringer Light Rotary Cannons with 2 Javelin Missile Launchers w/Holepunchmissiles for +40pts.Go Career: The Sergeant may select Heroic Traits with a total value of up to +25pts.These may not be ones that Marauders have no access to.Long Distance XV-4 Command: The Command Radius for the Sergeant and theCorporal in this squad is 12, this extension does not mean any other (Non-XV4) out ofcommand models may be placed into command by this squad. Although out ofcommand XV-4 may used the command range.

    Rare Usage: In the Mobile Infantry up to one squad per platoon of either Marauders orPower Suit Trooper may be removed and replaced with a XV-4 Scout Attack Squadron.This is only allowed for PL2 and PL3, no XV-4 may be used in PL1.

    Mobile Infantry Engineer Squad..270pts

    Type Cost Size Move Close Combat Target Armour Kill Traits

    Power Suit Engineer 40 1 4" D6+1 4+ 4+ 7+ Jump/12"

    Power Suit Engineer Corporal 65 1 4" D6+1 4+ 4+ 7+ Jump/12"

    Power Suit Engineer Sergeant 110 1 4" D6+1 4+ 4+/6+ 7+ Jump/12"

    Unit: Power Suit Engineer Sergeant (unit leader), 4 Power Suit Engineers

    Weapons and Equipment: Morita Assault Rifles w/underslung grenade launchers,Jammers

    Options: May purchase up to three extra Engineers for +40pts each.Up to two Power Suit Engineers may purchase a weapon from the following list;

    Hel Infantry Flamer at +10pts Triple Thud Grenade Launcher at +20pts Shredder Squad Support Cannon at +20pts

    Ironclad Heavy Support Flamethrower at +35ptsOne Trooper may be promoted to Corporal for +25pts.

    Go Career: The Sergeant may purchase up to +25pts of heroic traits (may purchaseEngineer Corps for +10pts instead of +25pts).

    Light Armour Engineers: For -140pts the entire squad may be replaced with LAMIengineers. Each LAMI engineer has Close combat D6, Target 3+, Armour 6+ (6+/6+ for

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    sergeant), Kill 5+ and no Jump/12. Although unlike normal LAMI these troopers haveaccess to all grenades in the Morita Under slung and no longer have CondensedTraining. LAMI Engineer Squads may be 12 models strong and cost +25pts for eachextra trooper.

    Ironclad Heavy Support Flamethrower

    This weapon is a weapon only allowed to the Engineer Corps. Many people do notbelieve this weapon exists, but the reality is harsher, this weapon can burn the enemywith up to 1400C of pure gas Termite. A weapon not even an arachnid can ignore!

    Weapon Range Damage Type Traits

    Ironclad Heavy Support Flamethrower 20" D10+2 Pack LZ (stream), Flame, Piercing/1

    Engineer Corps: By taking a ready action a model with engineer corps can repair one hitof a multi-hit model or structure within his point blank range on a D6 roll of 5+.

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    The Forth Army List

    For Background on the Forth please relate to Signs and Portents #47, #45 and #44, forminiatures the best and easiest to get your hands on are the Tau Battlesuits (both thelarge X-8 and the new stealth suits) for Warhammer 40k. The Spyder Battlesuit isessentially an Arachnid Warrior Bugs legs with a dome on top.

    The XV-8 Tau Battlesuit (left) is for the larger andmedium Fenris Battlesuits, while the XV-25 TauStealthsuit (right) can be used for the more commonFenos Battlesuits.

    About the weapons systems; The Tau Burst Cannon is

    the Cagnitus Chaingun. The Pulse Cannon is theChanklas Sniper Cannon. The Smart Missile System isthe Cyncas Missile Launcher. The Plasma Rifle is the Chermas Point Defence

    weapon.

    Unlike the Mobile Infantry the Forth do not have a command system, butrather like the Skinnies Hegemony, the Army list is show with the amount of units eachcan use.The Forth may include the below for each 2000pts of any army they have.

    Priority Level One

    Unlimited amount of Fenos Battlesuits - 120pts (minimum 3 units per 2000pts)0-2 Fenris Battlesuit - 250pts

    Command Assets

    1 Fenris Command Battlesuit per 2000pts- 300pts

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    Priority Level Two

    Unlimited amount of Fenos Battlesuits - 120pts (minimum 3 units per 2000pts)0-3 Fenris Battlesuits - 250pts0-2 Spyder Battlesuits -150pts

    Command

    1-2Fenris Command Battlesuits per 2000pts- 300pts

    Priority Level Three

    Unlimited amount of Fenos Battlesuits- 120pts (minimum 3 units per 2000pts)0-5 Fenris Battlesuits- 250pts0-3 Spyder Battlesuits-150pts

    Command

    1-3Fenris Command Battlesuits per 2000pts- 300pts

    Fenos Battlesuit...120pts

    Type Cost Size Move Close Combat Target Armour Kill Traits

    Fenos Battlesuit 120 2 6" D6 5+ 3+ 9+ Hits/3

    Unit: 1 Fenos Battlesuit

    Weapons and Equipment: 2 Cagnitus Chainguns

    Options: Any Fenos Battlesuit may replace their Cagnitus chainguns with a ChanklasSniper Cannon for +20pts each, a Cyncas Missile Launcher for +40pts each or a Chermas

    Point Defence weapon for free. Any Fenos may have different weapons (for example itmay have a Chanklas and Cyncas, instead of 2 Cagnitus).

    Loner: All Forth Battlesuits are capable of fighting on their own, and so all Forth have nocommand radius, the sophisticated systems dont need it, there is no disadvantages ofno command radius for the Forth.

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    Lock and Load: As with the Marauder Suits of the MI, these weapons are heavilysustained. All weapons count as Infinite weapons and may fire two weapons in a singleshoot action.

    Fenris Battlesuit .....250pts

    Unit: 1 Fenris Battlesuit

    Weapons and Equipment: 2 Cagnitus Chainguns

    Options: Any Fenris Battlesuit may replace their Cagnitus chainguns with a ChanklasSniper Cannon for +20pts each, a Cyncas Missile Launcher for +40pts each or a ChermasPoint Defence weapon for free. Any Fenris may have different weapons (for example itmay have a Chanklas and Cyncas, instead of 2 Cagnitus).The Fenris may also mount two additional weapons (one extra on each arm), the twoweapons may from the list below; Cagnitus Chaingun for +40pts each Chermas Point Defence Weapon for +40pts each

    Chanklas Sniper Cannon for +60pts each Cyncas Missile Launcher for +80pts each

    Any Fenris Battlesuit may install a Self-destruct matrix for +20pts. With a Self-destructMatrix installed, the model may voluntarily self destruct after the last hit has beenremoved from the model. Resolve 2xD6+2 damage rolls to models within the pointblank range.

    Loner: All Forth Battlesuits are capable of fighting on their own, and so all Forth have nocommand radius, the sophisticated systems dont need it, there is no disadvantages ofno command radius for the Forth.

    Lock and Load: As with the Marauder Suits of the MI, these weapons are heavilysustained. All weapons count as Infinite weapons and may fire two weapons in a singleshoot action.

    Command variant: For +50pts one Fenris per 2000pts must be upgraded to commandFenris. The command variant looses the options to mount more weapons and gains Co-ordinate see the Exosuit Captain or Arachnid Brain Bug for the rules for Co-ordinate.The upgraded Fenris does not count towards the maximum number of Fenris Battlesuits

    Type Cost Size Move Close Combat Target Armour Kill Traits

    Fenris Battlesuit 250 3 8" D6+1 8+ 3+/5+ 11+ Hits/5

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    per 2000pts. So a 2000pts PL2 army may have three Fenris Battlesuits and one CommandFenris.

    Spyder Battlesuit.150pts

    Type Cost Size Move Close Combat Target Armour Kill TraitsSpyder Battlesuit 150 2 7" D6+2 5+ 4+ 9+ Hits/3

    Unit: 1 Spyder Battlesuit

    Weapons and Equipment: Mycainus Microwave Cannon (FaF) and Chermas PointDefence weapon (FaF)

    Options: Any Spyder Battlesuit may install a Self-destruct matrix for +20pts. With a Self-destruct Matrix installed, the model may voluntarily self destruct after the last hit hasbeen removed from the model. Resolve 2xD6+2 damage rolls to models within the pointblank range.

    Loner: All Forth Battlesuits are capable of fighting on their own, and so all Forth have nocommand radius, the sophisticated systems dont need it, there is no disadvantages ofno command radius for the Forth.

    Lock and Load: As with the Marauder Suits of the MI, these weapons are heavilysustained. All weapons count as Infinite weapons and may fire two weapons in a singleshoot action.

    Weapon Range Damage Type Traits

    Cagnitus Chaingun 35 3xD6+1 Squad Auto, Piercing/1

    Chermas Point Defence weapon 18 5xD6-1 Squad Auto, Piercing/1

    Chanklas Sniper Cannon 40 2xD10 Squad AA, Auto, Piercing/1, Accurate

    Cyncas Missile Launcher 60 D10+3 Pack AA, Accurate

    Mycainus Microwave Cannon 15 D6+D10 Pack Piercing/3, Killshot

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    Arachnid New Units

    Scorpion Bug................................................................................................ 110pts

    Type Cost Size Move Close Combat Target Armour Kill Traits

    Scorpion Bug 60 3 7" 2xD6+1 or D10+2 6+ 3+ 8+ Hits/3, Piercing/2, Retaliate

    Unit: 2 Scorpion Bugs

    Weapons and Equipment: Scorpion Plasma Spit (see below)

    Weapon Range Damage Type Traits

    Scorpion Plasma Spit 15" 2xD6+2 Internal Piercing/1, Persistent

    Bombardier Bug........................................................................................................35pts

    Type Cost Size Move Close Combat Target Armour Kill Traits

    Bombardier Bug 35 1 2" D6-2 4+ 5+ 6+ Jump/20"

    Unit: Bombardier Bug

    Weapons and Equipment: Self Destruct (see below)

    Weapon Range Damage Type Traits

    Self Destruct Special 3xD10+2 Internal LZ (4"), Killshot

    Self Destruct: When a Bombardier Bug is destroyed or when the Arachnid player wantsit to, it may Self Destruct, you may automatically place a LZ (4) template centring thebombardier bug. Remove the bombardier bug after all damage dice have been rolled.

    The Number of Scorpion bugsdepends on your Priority Level;PL1- 0-1 UnitsPL2- 0-3 UnitsPL3- Unlimited

    The Number of Scorpion bugsdepends on your Priority Level;PL1- NonePL2- 0-5 UnitsPL3- 0-10 Units

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    Human Arachnid-controlled General................................................................ 180pts

    When a Mobile Infantry General is sent onto the field by Arachnid or MI hands, the Arachnidswill spawn control bugs to take control on the General for Infiltration or Co-ordination reasons.

    The amount of Human Arachnid-controlled Generals depends on the Priority Level;PL1- NonePL2- NonePL3-0-2 Units

    Type Cost Size Move Close Combat Target Armour Kill Traits

    Human Arachnid-controlled General 180 1 5" D6+2 5+ 4+ 8+

    Hits/2, Jump/12",Independent

    Weapons and Equipment: Morita Assault rifle w/underslung grenade launcher

    Go Career: The General may purchase up to +100pts of Mobile Infantry Heroic traitsincluding talents.

    Co-ordinate: Each General generates a bonus action for the Arachnid player during theirturn. This action can be used by any one Arachnid unit on the tabletop during the turn,enabling that unit to complete a total of three actions in a turn. The General does notneed to do anything special to generate the action; their mere presence is sufficient. Onceremoved as a casualty, Co-ordinate no longer applies. Each unit may only benefit fromone bonus action per turn no matter how many Human Arachnid-controlled Generals,Brain Bugs or Queen Bugs there are on the table. Air Units may benefit from Co-ordinate.

    MI Infiltrator: The General may be deployed 10 closer than the other Arachnid Models.As long as the general does not attack an MI unit or venture into the reaction range of anMI unit then MI may not shoot at him.


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