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    Cr edi t s and Cont ent sCr edi t s and Cont ent s

    MOBILE INF NTRY RMY BOOKMOBILE INFANTRY ARMY BOOK

    CREDITS

    AuthorsMatthew Sprange, Matt Keefe

    EditorRichard Ford

    Cover ArtKieran Yanner

    Internal ArtScott Clark, Vincent Dutrait, MarcioFiorito, Juan Manuel Espinosa, SamHart, Kythera, Iordanis Lazaridis,Danilo Moretti, Phil Renne, ChadSergesketter, Alejandro Villen, Dave

    Wiggins, Kieran Yanner

    Figure PainterAdrian Walters

    SculptorsShane Hoyle, Bobby Jackson,Bob Naismith, Ben Saunders,

    Steve Saunders

    Miniatures ManagerIan Barstow

    Production DirectorAlexander Fennell

    ProofreaderAllyson Miller

    Starship Troopers: Mobil e I nfantry Army Book  TM & (C) 2006 TriStar Pictures Inc. All RightsReserved. Mongoose Publishing Ltd. Authorised User. Reproduction of any part of this work by anymeans without the written permission of the publisher is expressly forbidden. Printed in China.

    CONTENTS

    Introduction 2

    The Mobile Infantry 3

    The Threat to Humanity 4

    Campaigns of the Mobile Infantry 5

    Units of the Mobile Infantry 7

    Hobby Section 11

    Platoon Level Forces 20

    Power Suit Platoons 22Marauder Platoons 28

    Exosuit Platoons 35

    Auxiliary Units 40

    Weapons List 48

    Company Level Forces 53

    Heroic Traits 55Emplacement Assets 58

    Mobile Infantry Reference Guide 60

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    2

    I nt r oduc t i onI nt r oduc t i on

    INTRODUCTIONToday, mankind faces a battle for survival. In thegalaxy, there is a war among the species and there can nowonly be one victor. The scourge of the Arachnids washes overentire worlds and even the Skinnies are showing signs of fullmobilisation. There is only one force that can stand againstthese threats and all the other dangers lurking in the universe.

     The Mobile Infantry are the best trained and best equippedtroops in Earth’s history and they are all that stand betweenthe human race and oblivion.

    Over the years, the Mobile Infantry has been trained to fightinsurgents, terrorists, disgruntled colonists and even theextra-terrestrial onslaught of the Skinnies. Now the dangerhas worsened and mankind looks to the Mobile Infantry for

    security.

    Ready to deploy on any world of the known universe, even thefar reaches of K lendathu itself, the Mobile Infantry can takeon any foe of any size or shape. Utilising the latest militaryhardware developed by SICON and trained to the peak ofhuman endurance there is no mission the versatile trooperscannot accomplish.

    The Mobile Infantry Army Book

     This army book provides a full update to the Mobile Infantrylists found in the main Starship Troopers rulebook. Hereyou will find all the tools you will require when fighting theArachnids, Skinnies and new alien menaces soon to maketheir presence known.

     The Mobile Infantry Army Book contains the followingsections.

    Forces of the Federation:Overview of the military within theUnited Citizens’ Federation, including some of their famouscampaigns and most dangerous foes.

    Army List: The complete Mobile Infantry army list, allowingyou to use all the units, equipment and vehicles in the Starship

     Troopers miniatures game.

    Hobby Section:  Packed with photographs of gorgeouslypainted Mobile Infantry models, these pages contain tips onpainting, colour schemes and markings.

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    The Mobi l e I nf ant r yThe Mobi l e I nf ant r y

    THE MOBILE

    INFANTRYThe best-trained, best-equipped military forcemankind has ever deployed, the Mobile Infantry are theculmination of thousands of years of warfare, technologicaldevelopment and tactical innovation. Capable of droppinginto any warzone with extreme rapidity, troopers are encasedwithin power suits that provide protection against enemyfirepower and provide the mobility that gives the army itsname.

    Even the basic trooper is equipped to deal with most threatshe is likely to encounter on the battlefield without havingrecourse to call for heavy support. His power suit has jump

     jets which allow him to soar from point to point, keeping theenemy 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-thesecond tactical updates that show the ebb and flow of battlein real time.

     The trooper’s standard issue Morita rifle has the penetratingpower of early tripod-mounted machine guns but, tied into the

    power suit’s targeting array, is far more accurate. It features anunderslung grenade launcher that increases its versatility witha variety of selectable warheads, ranging from the simple buteffective flechette to the truly lethal bugshot.

    Should a squad of troopers prove insufficient to counter atactical threat, a wide variety of options exist to upgrade theircombat effectiveness. Variant models of the Morita includecarbines for close-in fighting or long-barrelled sniper rifles thatcan pick off an enemy from great distances. Heavier weaponryappears in the form of Javelin missile launchers, Hel flamersor Triple Thud grenade launchers, each of which enhances asquad’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 sonumerous that even power suit squads may prove insufficient.

     The near-legendary Marauder suits define the Mobile Infantryin the eyes of many citizens of the Federation. Encased withina ten-foot armoured battle suit, a trooper driving a Maraudergains the firepower of an entire squad and is easily the equalof a several main battle tanks fielded by human armies in thedistant past. Retaining the jump jets of the much lighter power

    suits, Marauders keep the mobility necessary for a trooper tofight effectively but provide him with much larger weapons. Asingle Marauder will stall a swarm of warrior bugs but a squadof them will drive the Arachnids straight back into their holesand many are powerful enough to engage even the largestalien creatures such as the dreaded plasma and tanker bugs.

    Even an organisation such as the Mobile Infantry cannot fightalone, no matter how well-equipped its soldiers. Forming

     just one military arm of SICON (the Strategically IntegratedCoalition of Nations), the Mobile Infantry can rely on thesupport of the Fleet and of Military Intelligence.

     The Fleet controls the space lanes of the Federation and isresponsible for ferrying Mobile Infantry companies from onewarzone to another. In battle, troopers can rely on the Fleetproviding them with air cover with TAC Fighters and a quickegress with shuttles and drop boats should their positionsthreaten to be overwhelmed. The officers of the Fleet do notalways see eye to eye with the ordinary trooper but both arereliant on the other if they are to achieve victory in war.

    Military Intelligence is a more mysterious organisation, itsmembers commanding great respect among both Fleet officersand the Infantry. Specialists can harness incredible psychictalent, allowing them to track the movements of tunnellingArachnids or drain a captive Skinnie of vital intelligence.Others are skilled at analysis and spend thousands of man-hours planning each invasion of a new world in minutedetail.

     Together, the Fleet, Mobile Infantry and Military Intelligenceform the backbone that protects humanity from the dangersof the galaxy. However, it is the Mobile Infantry that remains

    at the frontline, the first to respond to threats and the last toretreat from a world that lost to alien invaders. They are boththe surgeon’s knife that targets an enemy where it is mostvulnerable and the hammer that can smash entire armies apart.

     The greatest war machine humanity has ever created is nowthe tool for its very survival.

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    4

    The Thr eat t o Humani t yThe Thr eat t o Humani t y

    THE THREAT TO

    HUMANITYWhile the Arachnids are undoubtedlythe most visible and terrifying threat facing theFederation, they are not the only one, for the enemiesof peace are many. The Mobile Infantry are called tofight, time and again, and must be trained to deal withany enemy, from a massive Arachnid horde to a fewdesperate colonists holding SICON officials hostagein their outpost.

    The Trouble With SkinniesInitially encountered as a race enslaved by theArachnids, the Skinnies are an enigma. They are oftenencountered as raiders, attacking opportunisticallywhenever human activity strays too close to theirown colonies, though they have also aided the MobileInfantry when the Arachnids are close. Recently, theSkinnies have proven to be rather more of a threatthan was initially believed.

    Recent attacks on human colonies in the Udora andMemphis systems have been blamed on Skinnie

    ‘soldiers’, rather than the more humble raiders andmilitia normally encountered. SICON analystsconsidered these attacks to be part of a co-ordinatedcampaign rather than just small scale raids, suggestingthat the raiding parties of the past are by no means theonly Skinnie forces at large in the galaxy.

    Until more information can be gathered, MilitaryIntelligence has refused to declare definitivelywhether a genuine campaign is being waged by theSkinnies but it seems possible and some in SICONtalk openly of a war on two fronts, with the Federationcaught between Arachnids and Skinnies.

    The Constant Threat–

    Traitors and RebelsBefore the attack on Buenos Aires, the MobileInfantry’s greatest threat was from within. Seldomacknowledged on FedNet or via official SICONchannels, insurrection is by no means uncommonin the Federation. Holding together the dozens of

    worlds and hundreds of outposts that combine tomake the Federation is a near impossible task andmany move towards independence for no reasonother than a feeling of neglect. Other rebellionsare more purposeful, with political dissentersresisting Federation rule or greedy and ambitiousgovernors seeking to take a bigger share of powerfor themselves. In a two-tier system of civilian andcitizen, it is perhaps inevitable that inequality would

    give rise to distrust and disobedience.

    Regardless of its root causes, rebellion is alwaysput down ruthlessly by the Mobile Infantry. In agalaxy where mankind is under attack from a threatas terrifying and alien as the Arachnids, it mayseem insane to send the Mobile Infantry to fightother humans but without the strong backbone ofthe Federation there would be little left to defendand so its integrity must be maintained at all times,no matter the cost. Since all voting citizens haveperformed military service, public support for anyaction against insurrectionists is every bit as high

    as support for action against the Arachnids, and solong as citizens remain in control of the Federation,dissent will simply not be tolerated.

    The Threat to SurvivalSince the discovery of the Arachnids on Pluto, thisrace has grown from a mere nuisance to a threatlarge enough to threaten mankind’s very hold onthe galaxy. Without exception, contact betweenhuman and Arachnid has been marked by violence.Arachnids attack humans on sight and their appetitefor bloodshed seems insatiable. While this threat

    remains, the Mobile Infantry adopt the same vigoroustactics and aggressively root out all Arachnids. Whileso much as a single Arachnid survives, mankind isin danger and so the threat must be exterminatedutterly. The Arachnids must be removed from thegalaxy and, ultimately, that is the job the MobileInfantry remains dedicated to completing, no matterthe challenge.

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    Campai gns of t he Mobi l e I nf ant r yCampai gns of t he Mobi l e I nf ant r y

    After this, a broad front was created at the very limits ofFederation space, where SICON would target a small numberof worlds for assault. Each would then be attacked by aseparate task force, with the aim of destroying any Arachnidinfestation before setting up a new colony. This would thenserve as a launch pad for a fresh assault yet further from thecore of the Federation.

     Though the Federation had to provide some heavy incentivesto find enough people willing to create a new life in a colonyso close to the Arachnids (including offering Citizenship atone point, though this was quickly vetoed), it has so far proveda solid strategy. The primary aim is to destroy the Arachnidthreat once and for all, taking many years to reclaim worldsone by one until humanity, once again, stands on the thresholdof Klendathu, ready this time to deliver a final assault that willsmash the bugs forever. However, SICON has a longer strategicaim that will surpass the lifetime of any human alive today.By building new colony worlds slowly and steadily, SICONensures that not only will the new territory be resistant tocounter-attacks from alien forces but that when the Arachnidsare finally destroyed, mankind will have a productive empirethat will stretch across an almost unimaginable region of the

    galaxy. From such a position, it is assumed mankind willfinally be unassailable, with no threat in the galaxy able tochallenge his position of ultimate authority and strength.

    The Tophet CampaignSkinnies had been seen on the borders of Federation space formany years but it was left to a campaign on Tophet to uncoverhard scientific evidence of their capabilities and intentions. Aroutine patrol including the legendary Roughnecks was madewith a view to using the planet as a staging post in the ongoingRoad to Victory.

    Initial reconnaissance on a planet within the Tophet system

    revealed the presence of the apparently indigenous Skinniesand first contact was made. Initially, the aliens appearedfriendly, or at least non-hostile, and the Mobile Infantrycontinued 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 theirpatrols and throwing the entire Tophet mission into chaos.Arachnid activity on the planet suddenly increased, leaving

    The Mobile Infantry  have a long and noblehistory defending Mankind against its own worst excesses.Now, as the Federation reaches for the stars, alien races pressin from all sides and SICON finds itself in a constant state ofwar. The encounter with the Arachnids on Pluto was just thestart of a series of campaigns that placed the entire Federationon a war footing. Now, battles with other sentient races of thegalaxy erupt across many worlds throughout space as the warfor the species grows in intensity.

     This section takes a look at some of the hardest won campaignsthe Mobile Infantry have been involved in, battles that costthe lives of many troopers but, at the same time, acceleratedMankind’s hold on its tiny region of the galaxy.

    The Aftermath of the Road to VictoryKlendathu was a watershed, not just for the Mobile Infantrywho bore the greatest losses that day, but for the Federationas a whole. Until the invasion, there had never been any doubtin the mind of citizen and civilian alike that victory wasinevitable. After all, the three military arms of SICON hadnever yet failed and so there was no reason to believe thatmere animals such as the Arachnids could pose any significant

    threat. The destruction of Buenos Aires fuelled a desire forrevenge that, in retrospect, led to a swelling pride begging tobe brought low.

    Interest in the Alpha Hydrae system that contained theArachnids’ homeworld of Klendathu persisted a whileafter 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 linethat stretched back to Federation space (the so-called Road toVictory), was too tenuous to maintain for long. The militaryforces were gradually pulled back to more civilised regionsof the galaxy.

     The new strategy, initiated by Sky Marshal Keats andcontinued by Sky Marshal Natonga after his predecessor fellout of favour, was aimed at strengthening the defences of thecolony worlds. Already, Arachnid forces were beginning topush at the edges of the Federation and the Mobile Infantrywere immediately deployed to rescue colonists who had beencut off by these thrusts and retake their homes.

    CAMPAIGNS OF THE

    MOBILE INFANTRY

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    the beleaguered Mobile Infantry in a dire situation indeed. Itwould prove to be the Roughnecks themselves who held thekey to defeating the Skinnies. In the process, they made a mostunexpected discovery. The Roughnecks captured T’Phai, animportant Skinnie leader and, finding all normal interrogationmethods insufficient, subjected T’Phai to psychic scrutiny atthe hands of a telepathic trooper, Private Carl Jenkins.

    What Jenkins discovered was a revelation. T’Phai’s psycherevealed two voices—the Skinnie’s own and a second, morealien one. Further investigation revealed the presence of asmall control bug, a tiny Arachnid creature which had hiddenitself on T’Phai’s body and taken control of his mind. With theremoval of the control bug, T’Phai became not only cooperativebut friendly and with his assistance the Mobile Infantry wereable to form a temporary alliance with the Skinnies, removingcontrol bugs from many of them and thus turning the tide ofbattle against the Arachnids on this world.

    Since then, both the Fleet and the Mobile Infantry have

    reported several encounters with the Skinnies, both as friendand foe. The exact motives of the Skinnies still remainsunclear to Military Intelligence but they have been classifiedas an inconsequential threat, allowing more resources to bemoved to the frontline against the Arachnids.

    The Gobicahn CampaignSettlement 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 beneaththe galactic disk to create the spectacle of an almostpure black sky above the system’s worlds. Separatecolonies were founded on three different worlds,and over a two year period more than three hundredthousand settlers populated Gobicahn.

    With the population thriving and beginning to grow,a second colonisation was planned for the nearbyKolai system. A program of outpost building wasundertaken on Kolai and settlement began. Thendisaster struck.

    Without warning, Arachnids washed over Kolai’sfledgling settlements, slaughtering colonists intheir wake. When the Mobile Infantry arrived

     just three weeks later, they found the Arachnids’tunnel networks already extensive. The bugs, it wassurmised, had come not recently to Kolai but hadbeen present throughout mankind’s settlement of thesystem, biding their time to strike. The bugs finallyattacked, catching the hapless population unaware andbringing terror to the system. This strategy showedconsiderable cunning on the part of the Arachnidsthough there were those in SICON who, finally, had

    begun to come to terms with the military intelligence of thebugs after the disaster on Klendathu.

    With the Federation on the back foot, the Mobile Infantrycould do little more than aid in the evacuation of Kolai back toGobicahn and other nearby systems, while the world of Kolaiitself was effectively surrendered to the bugs.

     The Arachnids, present in incalculable numbers, also madethe journey to Gobicahn aboard colossal transport bugs. Theyfell hungrily on Gobicahn’s populated worlds and months ofconflict with the Mobile Infantry ensued. Commitments toother military efforts on the borders of the Federation, alongwith Gobicahn’s isolated location, meant that in the initialphases of the campaign, the Mobile Infantry found themselvesstretched perilously thin. Brave resistance actions, notably bythe 18th Battalion ‘Mad Dogs’ and the reserve platoons of theWhite Khans, bought the time needed for reinforcements toarrive.

     Though less heralded than Klendathu and covered only brieflyon FedNet, Gobicahn was in fact the greater success of thetwo and the arriving reinforcements led a highly effectivecampaign of extermination, eventually driving the Arachnidsout of the system entirely. Still, the population had beendecimated and the suffering of the survivors meant that theonce flourishing colonies of Gobicahn quickly withered away.Nowadays, Gobicahn is nothing more than another dangerousfrontier of the Federation, one patrolled all the more now thereach of the Arachnids is known.

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    Uni t s of t he Mobi l e I nf ant r yUni t s of t he Mobi l e I nf ant r y

     UNITS OF THE

    MOBILE INFANTRYARMOURED TROOPERS

    Power Suits Tailored to the individual trooper, the power suit is the mark ofthe Mobile Infantry, the very essence of their existence. Withtactical systems geared to feed a trooper necessary battlefieldinformation instantly without overwhelming his senses, andprotective armoured layers that can deflect a bullet at shortrange, a power suit complements the training of the Mobile

    Infantry perfectly. From the standard M-1A4 suit worn bytroopers to the more specialised variants used by Pathfinderand Engineer platoons, the power suit truns a trooper into aforce more powerful than any human soldier in history.

    M4A1 Grizzly ExosuitDesignated the M4A1, the Grizzly was the original exosuit,though it came into service later than the Cougar. The Grizzlyis 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 Cougarexcept for the mounted Atlas Rig—a collection of suspensorygears, armour plates and hydraulic systems fitted over theshoulders and chest that brace the wearer, allowing him tohold and fire two huge weapons at the same time.

    It is this devastating firepower for which the Grizzly isrenowned and feared. The Atlas Rig allows one weapon to bemounted on each arm, though they can be retracted to cradles

    behind the shoulders when not in use. Despite this incrediblearray of weaponry and heavy armour, the Grizzly still retainsthe powerful jump jets common to other suits, not sufferingfrom lack of speed for all its bulk.

    M4A2 Cougar Exosuit The Cougar is the lighter of the two M4 Exosuits and it isa common misapprehension that it was developed first, as it

    was the Grizzly that became the original M4. The Grizzly’sarray of weaponry was considered excessive in some tacticalsituations, as well as being expensive to maintain at a platoonlevel, and so the Cougar was developed as an alternative,sacrificing the Grizzly’s Atlas Rig and heavy weaponry inreturn for increased mobility.

     The Cougar has the most sophisticated jump jets of allthe armoured suits in use by the Mobile Infantry, giving itphenomenal speed and jump capability. Combined with theCougar’s array of sensory equipment and the user’s rigoroustraining, the jump jets not only allow great leaps but can also beused incrementally in numerous situations, providing greater

    balance, the stability to fire when moving and the ability toreact at lightning speed. Despite their swiftness, Cougars arephenomenally strong. At full strength, a trooper in Cougararmour is capable of overturning a Marauder.

    M8 Ape Marauder The most common version of the Marauder, the M8 Ape iseasily recognised by its massive presence, elongated arms andloping gait. A single trooper within an Ape can hold off anentire swarm of Arachnid warrior bugs, laying down a hail offire 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 bythe shoulder-mounted Derringer rotary cannon. For longer-ranged punch, the Trip Hammer mortar provides a tacticalartillery capability that rounds out the versatility of the Ape.

    M8C Bigfoot MarauderA variant Marauder based on the Ape, the Bigfoot was namedbecause of its particularly large feet, an innovation allowing itto mount levels of firepower that would flaw lesser vehicles.

     The colossal Hail Mary mortar mounted on the Bigfoot’s back

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    often gives the impression of a true artillery piece as it faroutweighs the Trip Hammer but the Bigfoot truly excels atcloser ranges. With the Plasmatic Cannon replacing the Moritaguns in the forearms, the Bigfoot has the potential to create averitable firestorm around itself, shredding enemies within itsreach 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 mixedwithin power suit squads as their larger cousins, the M8Apes. Capable of being fitted with a variety of weaponry,the M9 is faster and more lightly armoured than the Apebut has a considerably harder punch and at greater ranges.A small squad of Chickenhawks will not simply hold offan Arachnid swarm—they will drive it back and annihilateevery bug present, sparing only those smart enough to retreatunderground.

    M9B Nighthawk MarauderMounting powerful sensory arrays, the specialised M9BNighthawk is a superb anti-aircraft platform, fully capable ofdenying the skies to Arachnid forces even if no TAC Fightersare present to support it. Best suited to a supporting role, theNighthawk is not built to engage the enemy up close. Whilemaintaining positions of tactical advantage such as high bluffsor other natural emplacements, the Nighthawk can becomeisolated and vulnerable to a cunning enemy, using flankingmanoeuvres to attack them. For this sort of emergency, theNighthawk mounts a Y-rack and, like all Marauders, is morethan capable of looking after itself in tactical situations.

    OTHER UNITSCHASBecoming more common in the armies of the Mobile Infantry,the CHAS has achieved an acceptance among troopers thatwas slow in coming. The limitations of the CHAS have nowbeen found and accepted, allowing them to be incorporatedsuccessfully into plans for battle. When deployed in thisfashion, the CHAS is a superb war machine, able to withstanda great deal of punishment at the hands of the Arachnidswithout risking the life of valuable troopers.

    Drop CapsulesLaunched from space and each containing a power suitedtrooper or Marauder, a drop capsule is designed to get itsoccupant down to the ground as quickly, if not as comfortably,as possible. A steady and measured deployment of MobileInfantry will use Fleet drop boats and landing craft to createperimeters, establish forward bases and place platoons exactlywhere they are needed. However, this is not always possibleduring war and the enemy is rarely so accommodating as toallow a full deployment to proceed without attacking. In such

    cases or where operations must be conducted in enemy heldterritory, the drop capsule is used.

    Light Armour TroopersCreated specifically for the invasion of Klendathu, the lightarmour troopers are still present in huge numbers, ensuringtheir use for many years to come. With less sophisticated

    weaponry and training at their disposal, these troopers aredeployed in massed formations, using Skyhooks and Vikingsto remain ‘mobile’ in the face of marauding Arachnid swarms.

     They do, however, enjoy an advantage in numbers, as wellas access to high-ranking SICON support and battlefieldatomics.

    NeodogsNeodogs have existed, in one form or another, for decades.Originally, they were wolf/Alsatian hybrids, geneticallymodified to produce a creature with heightened senses andintelligence. Later incarnations, primarily those used by the

    Pathfinders, incorporated a greater degree of cybernetics,including sensory implants and an explosive charge whichwould both cut short the suffering of any badly woundedneodog and make one last deadly strike against nearbyenemies. Further refinements have been made with therecently deployed Mk II neodogs, incorporating even moresophisticated sensory implants plus, for the first time, exteriorarmour and dedicated weaponry in the form of a laser mountedin the skull.

    Neodogs must be handled by troopers specially trained for thetask. This requires a caleb bond to be formed between manand animal and this bond is firm indeed. The level of empathy

    shared by bonded individuals is incredible and the death ofeither dog or handler can easily lead to the complete mentalbreakdown of the other.

    Reliant Gun PlatformFully air transportable, Reliants have proven to be a keyasset in the fight against the bugs. Troopers can place a lineof platforms in under twenty minutes, allowing the MobileInfantry to quickly establish a fortified perimeter aroundlanding fields, base facilities or potential breakthrough zones.

     The Reliants themselves are considered disposable and willusually be stripped of armament and abandoned when thefighting moves on. The Reliant Emplacement can accept awide range of armaments, such as the Twin Fifty autocannon,Inferno support flamer, Javelin missile launcher, Rapier AAmissile launcher, Bugbroom support laser or Scythe lasercannon.

    Micro-support WeaponsWhen suitable locations for emplacements cannot be found,Mobile Infantry squads will often deploy portable versionsof their smaller support weapons, lending a greater degree

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    of firepower to their squads. They are cumbersome but arepreferable to going without such support.

    Micro-support weapons are usually mounted on tripods, oftencarried by one member of the team while a second carries theweapon itself, and offer the choice of Spitball rocket launchers,Derringer rotary cannon or Scythe laser cannon. The weaponsmay lack the devastating punch of those found on the Reliantbut they do nonetheless add considerable weight to a singlesquad’s armament, with the added advantage that they canbe used in virtually any situation, increasing the squad’sflexibility considerably.

    SICON Military Intelligence AgentEasily distinguished on the battlefield by their long, flowingcoats and jackboots, these agents are the Military Intelligencepersonnel most commonly encountered by troopers. Thoughusually found giving high-level briefings for critical missions,these agents can also be found on the battlefield, taking apersonal interest in operations they have crafted themselves.

     This is often a comfort to the troopers they fight alongside, forwhile Military Intelligence has not garnered a good reputationfor accuracy among the Mobile Infantry, few seriously believethat these agents will willingly put themselves in harm’s way ifanother platoon of Mobile Infantry can be sent along instead.

    Stalwart Bug Field GeneratorsBug Field Generators are a defensivemeasure, designed to protect MobileInfantry positions and emplacements.

     They consist of a relay of field emitters,portable metal pillars approximately

    twice the height of a man. Thesegenerate a powerful electrical chargecovering the area between each pillarand so can be used to form a perimeteror defensive line. The Arachnids’sensitive antennae can detect the fieldand find its frequency particularlyunpleasant and so generally stay away.However, in a frenzy the Arachnidswill still attack the fields. Contactwith the field converts its chargeto an explosive shock, incineratingbugs as they hurl themselves at the

    line. Notable weaknesses of theStalwart include the lack of protectionunderground, leaving positionsvulnerable to tunnelling attacks, butparticularly strong tanker sub-specieshave also been known to pass throughthe field unharmed.

    TAC UAVPlaced under the control of a senior trooper, a TAC UAVgrants a squad a longer punch and better eyes. Circling abovethe battlefield, this craft is capable of reconnoitering an areaand then lending support when the squad moves in. Twin Fiftyautocannon and two scatter bombs give the TAC UAV a punchthat cannot be underestimated and its ability to stay on station

    for hours before retiring to the rear lines to rearm and refuelenables a force to remain under its cover for entire missions.

    THE FLEETFlamberge Heavy Ground Attack Missile The standard attack missile, launched by large gunships, theFlamberge can accept scatter or firestorm warheads, allowingit to be tailored for specific missions or enemies. It is oftenused to support Mobile Infantry advances, with craft stayingon station miles away as they wait for an officer on the groundto call in an air strike.

    Fleet Landing PartyWhile it is often said that the ‘Fleet does the flying, MI doesthe dying’, there are numerous fighting men and womenwithin the Fleet itself. All Fleet officers are combat trainedand a few even specialise in it, forming boarding and landingparties. Such missions often involve making first contact withcolonies feared to be under attack. Fleet assets can arrive

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    Uni t s of t he Mobi l e I nf ant r yUni t s of t he Mobi l e I nf ant r y

    THUNDERBOLT TAC FIGHTER 

    much quicker than the Mobile Infantry, and landing partiescan be sent to the planet’s surface to assess the situation.

    Although the Mobile Infantry are clearly preferred forplanetside missions, Fleet Landing Parties cannot beunderestimated. All are officers, trained to act on their owninitiative—a vital asset when the first on the scene. It is oftenthe Fleet Landing Parties who are responsible for gatheringinformation on an emerging threat, assessing its nature andproviding the intelligence needed to plan the early stages of acounter-invasion.

    Sarissa Space Combat MissileUsually used as an anti-shipping missile, the Sarissa can berecalibrated for ground attack, where it is launched from spaceor massive silos on the other side of the world. As well asthe standard warheads utilised by the Flamberge, the Sarissais also capable of deploying the Pee-wee and Ajax atomics,weapons of awesome destructive potential.

    Skyhook Retrieval BoatSeen in use most often with light armour platoons, thesmall Skyhook is sometimes pressed into service to deploysingle power suit squads or, in an emergency, lift them tosafety before their position is overrun. Lightly armoured andungainly in flight, the Skyhook is cheap to produce and, in itsunarmed civilian form, is sometimes the mainstay of orbitaloperations on many colony worlds. The Fleet model is armedwith a Twin Fifty autocannon that is capable of clearing hotzones before landing.

    Slingshot Drop BoatOne of the most advanced landing craft ever developed byFleet engineers, the Slingshot is the perfect counterpart topower suit platoons and is even large enough to carry a limitednumber of Marauders. Armed with a variety of weaponry, theSlingshot 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 maylinger between the Mobile Infantry and Fleet, there are manytroopers who gladly welcome the sight of a Slingshot whenthe Arachnids threaten to overwhelm their position.

    Thunderbolt TAC FighterPiloted by the top guns of the Fleet, the TAC Fighter is apowerful attack craft designed to defend the fleet and supportground operations. It has a number of standard weapons fits,each tailored to a specific role and permitting the craft to beused against enemy flyers and Arachnid swarms or to deliveran atomic warhead with great accuracy. It is not as agile assome of its predecessors but until the Arachnids develop alarge flying species that can successfully repel a squadronof TAC Fighters, this craft’s heavy armour and superior loadcapacity is preferred.

    Viking Landing BoatSimilar to the Skyhook but much larger, the Viking has afar greater cargo capacity and is capable of deploying smallplatoons with ease. Its armour is not much thicker than that ofits smaller cousin and it is no faster. However, despite beinga much larger target, its sheer mass can often ensure the safearrival of the troopers inside, so long as Arachnid plasmaactivity is suppressed beforehand.

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    HOBBY SECTIONMOBILE INFANTRYSTANDARD BEARER

     The conversion for the standard bearer is very simple.

    Construct an MI using the straight Shock Stick arm asshown. Cut a piece of 1.5 to 2mm wire or brass rod toapproximately 75mm in length. Here we have used themedium-sized printed flag. If you are using the otherflag sizes, the pole’s length will have to be adjusted to

    suit. The flag has been attached with PVA glue; simplyfold the flag around the pole, and when the glue isnearly dry bend the flag into the desired shape. Theglue will then set it in position.

    Permission Granted To Photocopy For Personal Use.

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    Hobby Sec t i onHobby Sec t i on

    Chickenhawk 

    WASP Trooper Female Cap Trooper

    Morita Long

    MK1 Neodog

    Pathfinder Neodog

    Ape Marauder

    CHASStandard Bearer

    Reliant Gun Platform

    Hel Infantry Flamer

    Cap Trooper

    Javelin Missile Launcher

    Triple Thud G/L

    SICON Agent

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    A MANTIS

    HUNTER BUG

    MEETS ITS MATC

    AGAINST AN M8

    MARAUDER

    CAP TROOPERS

    DEFEND AN

    ABANDONED

    HOMESTEAD AGAINST

    BLISTER AND

    BLASTER BUGS

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    THE REMAINS OF A

    MOBILE INFANTRY

    SQUAD ATTEMPT TO

    RETAIN THE HIGH

    GROUND

    RELIANT GUN

    PLATFORMS ARE

    ASSAULTED FROM

    ALL SIDES

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    A CHICKENHAWK

    FINDS ITSELF

    CORNERED BY

    GUARD BUGS

    A BATTERED M8MARAUDER MAKES

    A VALIANT LAST

    STAND AGAINST

    OVERWHELMING

    ODDS

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    A THORNY TANKER

    ADVANCES IN

    THE FACE OF THE

    MOBILE INFANTRY’S

    TREMENDOUSFIREPOWER

    A CRACK SQUAD IS

    ASSIGNED TO TAKE

    OUT A PLASMA BUG

    BATTERY

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    THE SKINNIES ARE ABOUT TO GET A BIG SURPRISE–IN THE FORM OF A CHAS!

    WASP TROOPERS CLASH WITH HOPPER BUGS ABOVE THE BATTLEFIELD

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    THE BRAVE MEN AND WOMEN OF THE MI

    CAPTURE AN INSIDIOUS BRAIN BUG

    AN MI STANDARD BEARER BRAVELY

    STANDS FIRM AGAINST A BUG ATTACK AS

    HELP APPROACHES

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    Pl at oon Lev el For c esPl at oon Lev el For c es

    PLATOON

    LEVEL FORCESThis section gives you all the vital information youneed in order to recruit your own platoons before taking a standto defend mankind. You will have a great deal of flexibility inthe forces you can commit to battle—many types of units areavailable, from power suit cap troopers through heavily armedMarauder battle suits, up to air strikes and nuclear weapons.It is up to you what kind of force you choose to field. Do youwant a simple lightly armed reconnaissance force or a fulldrop of bug-smashing, nuke-toting Marauders? This army listwill guide you through the choices you can take.

    Choice of PlatoonA Mobile Infantry player can choose to field many kinds ofplatoon. Each has its own strengths and weaknesses whichmake some preferable for specific tasks or missions.

     This book contains full lists for three Mobile Infantryplatoons—Power Suit platoons, Marauder platoons andExosuit platoons. There are also other types of platoon whichcan be used, such as Light Armour platoons and Pathfinderplatoons. These can be found in other supplements, though

    all are presented in the same format and are subject to thelimitations presented here.

    Choosing a Platoon

    Before choosing which troops will make up your army, youmust choose what type of platoon you will field. Your armymay only include one platoon for every full 1,000 points inthe army. So, for example, a 2,000 point army could includetwo platoons of MI and these could be of any combinationof platoon types—two Power Suit platoons, one Power Suitplatoon and one Exosuit platoon and so on. You are alsopermitted to combine the platoons here with those found inother Starship Troopers supplements, such as the Pathfindersor L ight Armour troopers.

    Once you have chosen which platoons to include in your army,you can pick the individual units which will form the fightingmen and women you use in battle. You may only choose unitsfrom the appropriate platoon type, so an Exosuit platooncannot include units chosen from the Power Suit platoon list,for example. Certain other restrictions may apply, such as theminimum or maximum number of squads of a certain type

    that can be included in a platoon. Where appropriate, theserestrictions are noted in the platoon lists.

    Every platoon within a Mobile Infantry army may have adifferent Priority Level. However, the Priority Level of theentire 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 efficientand extraordinarily effective on the ground but there arelimits to what they can accomplish alone. For battles morecomplicated than a simple shooting match, it often becomesnecessary to deploy heavier levels of ordnance. The MobileInfantry has access to three kinds of asset: Fleet, Commandand Emplacement. The availability and flexibility of theseassets fluctuates according to the Priority Level of the MobileInfantry force. Emplacement assets are detailed on page 58.

    Regardless of platoon type, tactics, overall points or PriorityLevel, 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 thechain of command as if their lives depend on it, from CampArthur Currie all the way to Klendathu. The following specialcommand 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 untilthey are removed as a casualty. It is quite possible for a squadto contain both a sergeant and a corporal. In this case, thesergeant is the unit leader—but should he die, the corporalimmediately steps up and becomes unit leader. A MobileInfantry squad that loses its sergeant and has no corporal tocommand them falls into Alert Status until an officer takescommand or a new unit leader is promoted by a lieutenant.

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    Pl at oon Lev el For c esPl at oon Lev el For c es

    Mobile Infantry have five ranks of note—private, corporal,sergeant, NCO (occasionally referred to as Senior Sergeant)and lieutenant. SICON Military Intelligence agents also havethe ability to command Mobile Infantry units.

    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 certaincircumstances (see the main rulebook for details).

    9  NCOs, lieutenants and SICON Military IntelligenceAgents are consideredofficers .

    Mobile Infantry Command Range

    Mobile Infantry command range is the standard 6” unless  all officers in the Mobile Infantry force have been killed, inwhich 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 uphope if he falls. Officers have powers to help maintain thechain of command, keeping men moving and fighting whenthey become scattered or unit leaders are lost. Lieutenantshave access to the special Ready actions of Promote andRetrieval Point.

    Promote (special Mobile Infantry

    Ready action–Lieutenants only)

     This action must be undertaken by a lieutenant model. The Mobile Infantry officer can nominate a singleout of command model in his force to be ‘promoted’to become a unit leader. The new unit leader cantake control of any out of command models withinits command range (6”) and form them into a newunit. If the new unit leader was within the lieutenant’scommand range when appointed, the promotion lastsfor the rest of the game. If the promoted unit leaderwas outside the lieutenant’s command range whenappointed, the promotion lasts for the duration of theplayer turn only.

    Retrieval Point (special Mobile

    Infantry Ready action–Lieutenants

    only)

     This action must be undertaken by a lieutenantmodel. The Mobile Infantry player places a markeranywhere on the tabletop, representing the retrievalpoint being set. The retrieval marker counts as a unitleader with a command range affecting the wholetabletop. Any out of command Mobile Infantry modelon the tabletop is allowed to act as if the marker wereits unit leader, as long as any actions or reactionsmade are Move actions directly towards the retrieval

    marker. Models already under control of a unit leader ignoreRetrieval Points.

    Mobile Infantry Alert Status ReactionsMobile Infantry models on Alert Status can use the BeatFeet or Stand By reactions in addition to the default Shootreaction.

    Beat Feet (special Mobile Infantry

    Move reaction)

    Any Mobile Infantry model on Alert Status can take a singleMove reaction when an enemy unit completes an action within10”. Turn the model around after moving to signify that itcannot make any further reactions for the rest of the playerturn. Models that are readied can use a special movementmode 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 everyMobile Infantry model in a unit, the whole Mobile Infantry unitmay Ready as a reaction. Note that if even a single model inthe Mobile Infantry unit is not within the Alert Status range ofan acting enemy model, this reaction cannot be performed.

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    Power Sui t Pl at oonsPower Sui t Pl at oons

    POWER SUIT

    PLATOONSConsidered to be the standard by which otherplatoons measure themselves, there is little that a few squadsof power suited troopers cannot achieve. They have a tacticalflexibility that is second to none and access to the greatestrange of equipment and weapon options. If you are lookingfor a solid force that can handle anything that the enemythrows, then there is no better choice.

    Power Suit Lieutenant 0-1 per Platoon 115 pointsYour Power Suit Platoon may incl ude up to one Power Suit Li eutenant.

    Power Suit Lieutenant

    Type Value Size Move Close Combat Target Save Kill Traits

    Power Suit Lieutenant 115 1 4” D6+1 4+ 4+/6+ 7+ Independent, Jump/12”

    Unit Size: A Power Suit Lieutenant is an independentmodel.

    Weapons/Equipment:A Power Suit Lieutenant is equippedwith a Morita Assault Rifle with underslung G/L and a

    Lizard Line.

    OptionsA Power Suit Lieutenant may purchase the followingoptions.

    Go Career: A Lieutenant may be bought heroic traits up toa total value of +100 points.

    Weapon Options: A Power Suit Lieutenant can be equippedwith any of the weapons listed below:

    9  Shock Stick for +5 points.

    9  Frag grenades for +5 points.9  One Plasma munition for +25 points.

    A Power Suit Lieutenant may replace his underslung G/Lwith a Trench Sweeper Laser for +10 points.

    Equipment Options:  A Power Suit Lieutenant can beequipped with a WASP pack or Drop Capsule for +10points.

    For an additional +45 points a Power Suit Lieutenant may

    upgrade to an Exosuit Lieutenant if he does not choose anyother options. See page 36 for details on options available toExosuit Lieutenants.

    For an additional +110 points a Power Suit Lieutenant mayupgrade to a Marauder Lieutenant if he does not choose anyother options. See page 29 for details on options available toMarauder Lieutenants.

    A power suit platoon in the Starship Troopers miniatures gamecontains two or more Power Suit Squads and a commandingPower Suit NCO, though they can swell to include anotherNCO, a Lieutenant and an additional four squads.

    Remember, you must decide which platoons to use beforechoosing any forces. See page 20 for details.

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    Power Sui t Pl at oonsPower Sui t Pl at oons

    Power Suit NCO 1-2 per Platoon 105 pointsYour Power Suit Platoon may include one or two Power Suit NCOs.

    Power Suit NCO

    Type Value Size Move Close Combat Target Save Kill Traits

    Power Suit NCO 105 1 4” D6 4+ 4+/6+ 7+ Independent, Jump/12”

    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 LizardLine.

    OptionsA Power Suit NCO may purchase the following options.

    Go Career: An NCO may be bought heroic traits up to atotal value of +50 points.

    Weapon Options: A Power Suit NCO can be equipped withany of the weapons listed below:

    9  Shock Stick for +5 points.

    9  Frag grenades for +5 points.9  One Plasma munition for +25 points.

    An NCO may replace his underslung G/L with a TrenchSweeper Laser for +10 points.

    Equipment Options: A Power Suit NCO can be equippedwith a WASP pack or Drop Capsule for +10 points.

    For an additional +40 points a Power Suit NCO may upgradeto 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 mayupgrade to a Marauder NCO if he does not choose anyother options. See page 30 for details on options availableto Marauder NCOs.

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    Power Sui t Pl at oonsPower Sui t Pl at oons

    Power Suit Squad 0-2 per Officer 195 pointsYour Power Suit Platoon may include up to two Power Suit squads for every Mobil e Infantr y officer in the platoon (Li eutenant

    or NCO). You must have a minimum of two squads in the platoon.

    Power Suit Squad

    Type Value Size Move Close Combat Target Save Kill Traits

    Cap Trooper 25 1 4” D6 4+ 4+ 7+ Jump/12”Corporal 50 1 4” D6 4+ 4+ 7+ Jump/12”

    Sergeant 95 1 4” D6 4+ 4+/6+ 7+ Jump/12”

    Unit Size: A Power Suit squad consists of four cap troopersand a sergeant.

    Weapons/Equipment: Each squad member is equippedwith a Morita Assault Rifle with underslung G/L and aLizard Line.

    Options

    Power Suit squads may purchase the following options.

    Go Career: The squad sergeant may be bought heroic traitsup to a total value of +25 points.

    Unit Options:One cap trooper may be promoted to corporalfor +25 points.

    Weapon Options: A Power Suit Squad can be equippedwith any of the weapons listed below:

    9  Shock Sticks for +5 points per model.9  Frag grenades for +5 points per model.

    Up to two models may replace their Morita Assault Rifle withunderslung G/L with one of the weapon choices below:

    9  Morita Sniper Rifle with underslung G/L for +5points.

    9  Hel Infantry Flamer for +10 points.9  Triple Thud Grenade Launcher for +20 points.9  Javelin Missile Launcher for +40 points.9

      M8 Marauder suit for +170 points (see page 31 foroptions).9  M9 Marauder suit for +170 points (see page 32 for

    options).

     The squad may also include a single Micro-support platform,carried by one model in the squad. The Micro-supportplatform may be armed with one of the following weaponsat the cost shown. The platform itself is free.

    9  Derringer +20 points.9  Spitball Rocket Launcher +10 points.9  Scythe Laser Cannon +75 points.

    Equipment Options: An entire Power Suit Squad can beequipped with WASP packs or Drop Capsules for +10 pointsper model.

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    Power Sui t Pl at oonsPower Sui t Pl at oons

    POWER SUIT PLATOON SUPPORT

    FLEET ASSETS LIST

    Priority Level One

    At Pr ior ity Level One, you choose from the fol lowing Fleet assets: 

    Skyhook Retrieval Boat 125 points

    0–1 per platoon.

    Viking Landing Boat 195 points

    0–1 per platoon.

    Priority Level TwoAt Pr ior ity Level Two, you may choose from the fol lowing 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 ThreeAt Pr ior ity Level Three, you may choose from the fol lowing 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 Sui t Pl at oonsPower Sui t Pl at oons

    Priority Level ThreeAt Pr ior ity Level Three, you may choose from the fol lowing Command assets: 

    Trench Sweeper Lasers +10 points per

    model

    Any Power Suit Squad may replace their underslung G/Ls with TrenchSweeper 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 MissileLauncher.

    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 80 points

    Intelligence Agent

    0–1 per platoon.

    CHAS Unit 175 points

    0-4 per platoon.

    Skinnie Advisor 100 points

    0-1 per platoon.

    Sprite Reconnaissance +50 points

    Skimmers 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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    88

    Mar auder Pl a t oonsMar auder Pl a t oons

    MARAUDER

    PLATOONSWhen a mere power suit will not do, bring in theMarauders. Each Marauder suit has the firepower of a tank butlacks none of the flexibility of power suits on the battlefield.

     Though they have fewer weapon and equipment options thanpower suit platoons, each trooper is a force unto himself,capable of destroying a huge amount of the enemy’s strengthbefore succumbing to incoming fire. If you are looking fora force of brute strength that can rapidly whittle the enemydown to size, then there is no better choice.

    A Marauder platoon in the Starship Troopers miniatures gamecontains one or more Marauder Suit Squads and a commandingMarauder Suit NCO, though they can swell to include anotherNCO, 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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    Mar auder Pl a t oonsMar auder Pl a t oons

    Marauder Lieutenant 0-1 per Platoon 225 pointsYour Marauder platoon may include up to one Marauder Lieutenant. The Lieutenant may be either an M8 Ape Marauder or

    an M9 Chi ckenhawk Marauder but the platoon may only ever incl ude a single Lieutenant. The more special ised Bigfoot and

    Nighthawk Marauder suits are not avail able to Lieutenants.

    M8 Ape Marauder Suit Lieutenant

    Type Value Size Move Close Combat Target Save Kill TraitsM8 Ape Lieutenant 225 3 4” 2xD10+1 7+ 3+ 10+ Hits/4, Independent, Jump/8”, Piercing/1

    Unit Size: An M8 Marauder Lieutenant is an independentmodel.

    Weapons/Equipment: An M8 Marauder Lieutenant isequipped with a Morita Ape Special, a Hellseed Y-Rack, aDerringer light rotary cannon, a Trip Hammer mortar and aLizard Line.

    Special Rules

    An M8 Marauder Lieutenant is subject to the followingspecial rules.

    Autoloaders: All weapons mounted on an M8 Maraudersuit count as Infinite weapons.

    Lock and Load: Models in M8 Marauder suits can fire twoweapons in a Shoot action.

    OptionsAn M8 Marauder Lieutenant may purchase the followingoptions.

    Go Career: A Lieutenant may be bought heroic traits up to atotal value of +100 points. These may not be Talents.

    Drop Capsule:  An M8 Marauder Lieutenant may have aDrop Capsule for +25 points.

    Flamers: The M8 Marauder may replace its Morita ApeSpecial with two Hel Infantry Flamers for no extra cost.

    Chickenhawk Marauder Lieutenant

    Type Value Size Move Close Combat Target Save Kill Traits

    M9 Chickenhawk Lieutenant 225 3 5” D6+1 6+ 3+ 9+ Hits/3, Independent, Jump/10”

    Unit Size: An M9 Marauder Lieutenant is an independentmodel.

    Weapons/Equipment: An M9 Marauder Lieutenant isequipped with a Javelin missile launcher, a Sixgun rotarycannon and a Lizard Line.

    Special RulesAn M9 Marauder Lieutenant is subject to the followingspecial rules.

    Autoloaders: All weapons (other than One-Shot!) mountedon an M9 Marauder suit count as Infinite weapons.

    Lock and Load: Models in M9 Marauder suits can fire twoweapons in a Shoot action.

    Poor Balance: Models in M9 Marauder suits cannot fire anyweapons when using their Jump movement mode.

    OptionsAn M9 Marauder Lieutenant may purchase the following

    options.

    Go Career: A Lieutenant may be bought heroic traits up toa total value of +100 points. These may not be Talents.

    Drop Capsule:  An M9 Marauder Lieutenant may have aDrop Capsule for +25 points.

    Weapon Options: An M9 Marauder Lieutenant may beequipped with any of the weapons listed below.

    9  Blizzard Missile Pack for +30 points.9  Inferno Support Flamer for +20 points or Twin

    Fifty autocannon & Utility Claws for +20 points.

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    Mar auder Pl a t oonsMar auder Pl a t oons

    Marauder NCO 1-2 per Platoon 210 pointsYour 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 special ised Bigfoot and

    Nighthawk Marauder suits are not avail able to NCOs.

    M8 Ape Marauder NCO

    Type Value Size Move Close Combat Target Save Kill TraitsM8 Ape NCO 210 3 4” 2xD10 7+ 3+ 10+ Hits/4, Independent, J ump/8”, Piercing/1

    Unit Size: An M8 Marauder NCO is an independentmodel.

    Weapons/Equipment: An M8 Marauder NCO is equippedwith a Morita Ape Special, a Hellseed Y-Rack, a Derringerlight rotary cannon, a Trip Hammer mortar and a LizardLine.

    Special RulesAn M8 Marauder NCO is subject to the following special

    rules

    Autoloaders: All weapons mounted on an M8 Maraudersuit count as Infinite weapons.

    Lock and Load: Models in M8 Marauder suits can fire twoweapons in a Shoot action.

    OptionsAn M8 Marauder NCO may purchase the followingoptions.

    Go Career: An NCO may be bought heroic traits up to atotal value of +50 points. These may not be Talents.

    Drop Capsule:  An M8 Marauder NCO may have a DropCapsule for +25 points.

    Flamers: The M8 Marauder may replace its Morita ApeSpecial with two Hel Infantry Flamers for no extra cost.

    M9 Chickenhawk Marauder NCO

    Type Value Size Move Close Combat Target Save Kill Traits

    M9 Chickenhawk NCO 225 3 5” D6+1 6+ 3+ 9+ Hits/3, Independent, Jump/10”

    Unit Size: An M9 Marauder NCO is an independentmodel.

    Weapons/Equipment: An M9 Marauder NCO is equippedwith a Javelin missile launcher, a Sixgun rotary cannon anda Lizard Line.

    Special RulesAn M9 Marauder NCO is subject to the following specialrules.

    Autoloaders: All weapons (other than One-Shot!) mountedon an M9 Marauder suit count as Infinite weapons.

    Lock and Load: Models in M9 Marauder suits can fire twoweapons in a Shoot action.

    Poor Balance: Models in M9 Marauder suits cannot fireany weapons when using their Jump movement mode.

    OptionsA Marauder M9 Chickenhawk NCO may purchase thefollowing options.

    Go Career: An NCO may be bought heroic traits up to atotal value of +50 points. These may not be Talents.

    Drop Capsule:  An M9 Marauder NCO may have a DropCapsule for +25 points.

    Weapon Options: An M9 Marauder NCO may be equippedwith any of the weapons listed below.

    9  Blizzard Missile Pack for +30 points.9  Inferno Support Flamer for +20 points or Twin

    Fifty autocannon & Utility Claws for +20 points.

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    Mar auder Pl a t oonsMar auder Pl a t oons

    Marauder Squad 0-1 per Officer 400 pointsYour 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 andone sergeant. These may be any combination of M8 and M9Marauders, though the cost remains the same. The weapons,

    equipment, special rules and options depend on the type ofMarauder chosen, as shown below.

    Special RulesA Marauder squad is subject to the following special rules.

     These special rules apply in addition to any other specialrules listed in the description of individual Marauder suits.

    Autoloaders: All weapons (other than One-Shot!) mountedon a Marauder suit count as Infinite weapons.

    Lock and Load: Models in Marauder suits can fire twoweapons in a Shoot action.

    OptionsA 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 traitsup to a total value of +25 points. These may not be Talents.

    Unit Options: Up to three extra Marauders may be added tothe squad at +200 points each. These may be any combinationof 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 beupgraded to M8C Bigfoot Marauders at a cost of +100 pointsper model.

    Any number of M9 Chickenhawk Marauders in the squadmay be upgraded to M9B Nighthawk Marauders at a cost of+50 points per model.

     The entire squad may be given Drop Capsules for +25 pointsper model.

    M8 Ape Marauder

    Type Value Size Move Close Combat Target Save Kill Traits

    M8 Ape Cap Trooper 195 3 4” 2xD10 7+ 3+ 10+ Hits/4, Jump/8”, Piercing/1

    M8 Ape Corporal 200 3 4” 2xD10 7+ 3+ 10+ Hits/4, Jump/8”, Piercing/1

    M8 Ape Sergeant 205 3 4” 2xD10 7+ 3+ 10+ Hits/4, Jump/8”, Piercing/1

    Weapons/Equipment: An M8Marauder is equipped with a MoritaApe Special, a Hellseed Y-Rack, aDerringer light rotary cannon, a TripHammer mortar and a Lizard Line.

    Flamers:  An M8 Marauder mayreplace its Morita Ape Special withtwo Hel Infantry Flamers for noextra cost.

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    Bigfoot Marauder +100 pointsM8 Ape Marauders may be upgraded to M8C Bigfoot Marauders at a cost of + 100 points, as descri bed 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 foll owing profile,

    weapons and special rules.

    M8C Bigfoot Marauder

    Type Value Size Move Close Combat Target Save Kill Traits

    M8C Bigfoot Cap Trooper 295 3 4” 2xD10 7+ 3+ 11+ Hits/4, J ump/8”, Piercing/1

    M8C Bigfoot Corporal 300 3 4” 2xD10 7+ 3+ 11+ Hits/4, Jump/8”, Piercing/1

    M8C Bigfoot Sergeant 305 3 4” 2xD10 7+ 3+ 11+ Hits/4, Jump/8”, Piercing/1

    Weapons/Equipment: An M8C Marauder is equipped with a Hellseed Y-Rack, two Plasmatic cannon, a Hail Mary mortarand Lizard Line.

    M9 Chickenhawk Marauder

    Type Value Size Move Close Combat Target Save Kill Traits

    M9 Chickenhawk Cap Trooper 195 3 5” D6 6+ 3+ 9+ Hits/3, Jump/10”

    M9 Chickenhawk Corporal 200 3 5” D6 6+ 3+ 9+ Hits/3, Jump/10”M9 Chickenhawk Sergeant 205 3 5” D6 6+ 3+ 9+ Hits/3, Jump/10”

    Weapons/Equipment: An M9 Marauder is equippedwith a Javelin missile launcher, a Sixgun rotary cannonand a Lizard Line.

    Special RulesAn M9 Marauder is subject to the following special rules,in addition to those for Marauder Squads.

    Poor Balance: Models in M9 Marauder suits cannot fireany weapons when using their J ump movement mode.

    OptionsAn M9 Marauder may purchase the following options.

    Weapon Options: An M9 Marauder may be equippedwith any of the weapons listed below.

    9  Blizzard Missile Pack for +30 points.9  Inferno Support Flamer for +20 points or Twin

    Fifty autocannon & Utility Claws for +20points.

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    M9B Nighthawk Marauder +50 pointsM9 Chickenhawk Marauders may be upgraded to M9B Ni ghthawk 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 Ni ghthawk cap trooper, an M9 Chickenhawk Corporal becomes an M9B Ni ghthawk Corporal and so on.

    Nighthawk Marauders use the foll owing profile, weapons and special r ules.

    M9B Nighthawk MarauderType Value Size Move Close Combat Target Save Kill Traits

    M9B Nighthawk Cap Trooper 245 3 5” D6 6+ 3+ 9+ Hits/3, Jump/10”

    M9B Nighthawk Corporal 250 3 5” D6 6+ 3+ 9+ Hits/3, Jump/10”

    M9B Nighthawk Sergeant 255 3 5” D6 6+ 3+ 9+ Hits/3, Jump/10”

    Weapons/Equipment: An M9B Marauderis equipped with a Sixgun rotary cannon, a

     Javelin missile launcher, a Nighthawk airdefence array and a Hellseed Y-Rack.

    Special Rules

    An M9B Marauder is subject to the followingspecial rules, in addition to those presentedfor Marauder Squads.

    Poor Balance: Models in M9B Nighthawkarmour cannot fire any weapons when usingtheir Jump movement mode.

    Nighthawk Air Defence Array: The M9BNighthawk incorporates several sophisticatedsystems designed to track fast-moving enemyair units. When taking a Shoot action whilereadied, all of a Nighthawk’s weapons count

    as having the AA trait. Any weapon thatalready has the AA trait will roll to hit theenemy using a Target score of 5+, regardlessof the enemy’s usual Target score or flightspeed.

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    MARAUDER PLATOON SUPPORT

    FLEET ASSETS LIST

    Priority Level Two

    At Pr iority Level Two, you may choose from the fol lowing Fleet assets: 

    Flamberge Heavy Ground 50 points

    Attack Missile

    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 points0–3 per platoon.

    COMMAND ASSETS LIST

    Priority Level TwoAt Pr iority Level Two, you may choose from the fol lowing Command assets: 

    Atomic Pee-Wee Munition +300 points

    0–2 models per platoon may be equipped with an Atomic Pee-Wee munition (only ifmodel 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 maynot be Talents.

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    Ex os ui t Pl at oonsEx os ui t Pl at oons

    EXOSUIT

    PLATOONSOne of the most specialised platoons found in theMobile Infantry, with a training regime that rivals that of thePathfinders, Exosuit troopers have access to the very latesttechnologies from Earthside R&D. Their Exosuits are themost heavily armed and armoured machines for their size,possessing awesome potential on the battlefield. If you arelooking for a small, elite force that closely resembles the

    Mobile Infantry of Heinlein’s original novel, then there is nobetter choice.

    An Exosuit platoon in the Starship Troopers miniatures gamecontains one or more Exosuit Squads and a commandingExosuit Lieutenant, though they can swell to include twoNCOs, and an additional five units.

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    Exosuit Lieutenant 1 per Platoon 160 pointsYour Exosuit Platoon must include one Exosuit Li eutenant. He may be equipped wi th either a Cougar or Grizzly Exosuit.

    Exosuit Lieutenant

    Type Value Size Move Close Combat Target Save Kill Traits

    Cougar Lieutenant 160 2 6” 2xD10+1 5+ 3+/5+ 8+ Hits/2, Independent, Jump/15”,

    Piercing/2Grizzly Lieutenant 160 2 6” 2xD10+1 5+ 2+ 8+ Hits/2, Independent, Jump/15”

    Weapons/Equipment: A Cougar Lieutenant is equippedwith a Sixgun rotary cannon, a Hellseed Y-rack and a LizardLine.

    A Grizzly Lieutenant is equipped with two Sixgun rotarycannon, a Hellseed Y-rack and a Lizard Line.

    Special RulesA 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 anyfailed dodge saves. Each save may only be re-rolled once.

    OptionsAn Exosuit Lieutenant may purchase the following options.

    Go Career: An Exosuit Lieutenant may be bought heroictraits up to a total value of +100 points.

    Drop Capsule:  An Exosuit Lieutenant may have a DropCapsule for +10 points.

    Weapon Options:  The Sixgun rotary cannon may bereplaced with a Firestorm missile system at a cost of +25points per weapon.

    Exosuit NCO 0-2 per Platoon 145 pointsYour Exosuit Platoon may include up to two Exosuit NCOs. These may be any combination of Cougar or Gr izzly NCOs but

    the total number in the platoon may not exceed two.

    Exosuit NCO

    Type Value Size Move Close Combat Target Save Kill Traits

    Cougar NCO 145 2 6” D10+1 5+ 3+/5+ 8+ Hits/2, Independent, Jump/15”, Piercing /2

    Grizzly NCO 145 2 6” D10+1 5+ 2+ 8+ Hits/2, Independent, Jump/15”

    Weapons/Equipment: A Cougar NCO is equipped witha Sixgun rotary cannon, a Hellseed Y-rack, and a LizardLine.

    A Grizzly NCO is equipped with two Sixgun rotary cannon,a Hellseed Y-rack, and a Lizard Line.

    Special RulesA Cougar NCO is subject to the following special rule. Notethat this rule does not apply to Grizzly NCOs.

    Git the Hell Out!: A Cougar NCO may re-roll any faileddodge saves. Each save may only be re-rolled once.

    OptionsAn Exosuit NCO may purchase the following options.

    Go Career: An Exosuit NCO may be bought heroic traits upto a total value of +50 points.

    Drop Capsule: An Exosuit NCO may have a Drop Capsulefor +10 points.

    Weapon Options:  The Sixgun rotary cannon may bereplaced with a Firestorm missile system at a cost of +25points per weapon.

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    Exosuit Squad 0-2 per Officer 325 pointsYour Exosuit pl atoon may incl ude up to two Exosuit squads for each officer in the platoon. You must i nclude a minimum of one

    squad in the platoon.

    Unit Size: The unit consists of one Exosuit Sergeant and twoExosuit Troopers. These may be any combination of Cougaror Grizzly Exosuits. The weapons, equipment, special rules

    and options depend on the type of Exosuit chosen, as shownbelow.

    OptionsAn Exosuit Squad may purchase the following options.Some Exosuits have additional options available, whichmay be purchased in addition to those listed here.

    Go Career: The squad sergeant may be bought heroic traitsup to a total value of +25 points.

    Unit Options: Up to three extra troopers may be added tothe squad at a cost of +100 points per model. These may beeither 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 theappropriate Exosuit corporal, so a Cougar Trooper becomesa Cougar Corporal and so on.

     The entire squad may be given Drop Capsules for +10 pointsper model.

    Cougar Exosuit

    Type Value Size Move Close Combat Target Save Kill TraitsCougar Trooper 100 2 6” D10 5+ 3+/6+ 8+ Hits/2, Jump/15”, Piercing /2

    Cougar Corporal 110 2 6” D10 5+ 3+/6+ 8+ Hits/2, Jump/15”, Piercing /2

    Cougar Sergeant 125 2 6” D10 5+ 3+/6+ 8+ Hits/2, Jump/15”, Piercing /2

    Weapons/Equipment: Cougar Exosuits are equipped witha Sixgun rotary cannon, a Hellseed Y-rack, and a LizardLine.

    Special RulesCougar squads are subject to the following special rules.

    Git the Hell Out!: A Cougar trooper may re-roll any faileddodge saves. Each save may only be re-rolled once.

    OptionsCougar Exosuits may choose from the following options, inaddition to those available to Exosuit squads.

    Weapon Options: Any number of Cougar Exosuits mayreplace their Sixgun rotary cannon with a Firestorm missilesystem at a cost of +25 points.

    Grizzly Exosuit

    Type Value Size Move Close Combat Target Save Kill Traits

    Grizzly Trooper 100 2 6” D10 5+ 2+ 8+ Hits/2, Jump/15”

    Grizzly Corporal 110 2 6” D10 5+ 2+ 8+ Hits/2, Jump/15”

    Grizzly Sergeant 125 2 6” D10 5+ 2+ 8+ Hits/2, Jump/15”

    Weapons/Equipment:  Grizzlies are equipped with twoSixgun rotary cannon, a Hellseed Y-rack, and a Lizard

    Line.

    OptionsGrizzly Exosuits may choose from the following options, inaddition to those available to Exosuit squads.

    Weapon Options: Any number of Grizzly Exosuits mayreplace one or both of their Sixgun rotary cannon with the

    following.

    9  A Firestorm missile system at a cost of +25 points permodel for each weapon replaced.

    9  A Thermic Lance at a cost of +30 points per model foreach weapon replaced.

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    Ex os ui t Pl at oonsEx os ui t Pl at oons

    EXOSUIT PLATOON SUPPORT

    FLEET ASSETS LIST

    Priority Level One

    At Pr iority Level One, you may choose from the fol lowing Fleet assets:.

    Slingshot Drop Boat 300 points

    0-1 per platoon.

    Priority Level TwoAt Pr iority Level Two, you may choose from the fol lowing Fleet assets: 

    Flamberge Heavy Ground 50 points

    Attack Missile

    0–2 per platoon.

    Slingshot Drop Boat 300 points

    0–2 per platoon.

    Thunderbolt TAC Fighter 250 points

    0-1 per platoon.

    Priority Level ThreeAt Pr iority Level Three, you may choose from the fol lowing Fleet assets: 

    Flamberge Heavy Ground 50 points

    Attack Missile

    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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    COMMAND ASSETS LIST

    Priority Level OneAt Pr ior ity Level One, Command assets are unavailable.

    Priority Level TwoAt Pr ior ity Level Two, you may choose from the fol lowing 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 TACUAV.

    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 ThreeAt Pr ior ity Level Three, you may choose from the fol lowing 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 UAVeach.

    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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    Aux i l i ar y Uni t sAux i l i ar y Uni t s

    AUXILIARY

    UNITSCHAS UnitType Value Size Move Close Combat Target Save Kill Traits

    CHAS 175 2 8” D10+D6 8+ 6+ 10+ Hits/3, Jump/12”, Retaliate

    Unit Size: The unit consists of one CHASrobot.

    Weapons/Equipment:  A CHAS isequipped with a Morita Ape Special, a Helinfantry flamer, a Javelin missile launcherand a Trip Hammer mortar.

    Special RulesA CHAS unit is subject to the followingspecial rules.

    Autoloaders: All weapons mounted on aCHAS count as Infinite weapons.

    Alpha Strike: A CHAS may fire all its

    weapons in one Shoot action if its previousaction was Ready.

    Deathwish Circuit:  A CHAS mayvoluntarily self destruct with a Readyaction. This removes the CHAS modelfrom the game and inflicts Retaliate damageupon all models within point blank range.

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    Aux i l i ar y Uni t sAux i l i ar y Uni t s

    Drop Capsule

    Type Value Size Move Close Combat Target Save Kill Traits

    Drop Capsule Special +1 Burn — 6+ 3+/5+ 9+ No Flinch

    Flamberge Heavy Ground Attack Missile

    Type Value Size Move Close Combat Target Save Kill Traits

    Flamberge Missile 50 3 Burn Cruise 2xD10 6+ 5+ 8+ Hits/2

    Special RulesDrop Capsules are subject to the following special rules.

    Aero-Braking: Drop capsule units can opt to delay theirentry onto the battlefield by firing early brake thrusters orrequesting over-delays in their drop patterns. This is notwithout its problems—altering drop ratios and orbital passescan severely delay the arrival of drop capsule units if thisoption is taken. As such, every drop capsule unit may useeither of the two entry times stated below:

    1. Appear as Reserves in the first possible Air phase (thiswill normally be the Air phase in the second turn, sinceReserves cannot normally enter in the first game turn).

    2. Appear as Reserves in a later Air phase (usually the third

    turn onwards). Roll a D6; on a 1 the unit is delayed anddoes not arrive this turn. The unit can try again at thebeginning of each subsequent Air phase.

    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 bedestroyed before the end of the Air phase, the model insideis automatically a casualty and removed from the table.

    Special RulesFlamberge missiles are subject to the following specialrules.

    Missile: As a missile unit, the Flamberge may only performthe Move (Fly) and Charge (Crash) actions.

    OptionsA Flamberge heavy ground attack missile may choose fromthe 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.

    Note that a model with Atomic Protocols must be present inthe force in order to purchase the Atomic Pee-Wee warhead.

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    Aux i l i ar y Uni t sAux i l i ar y Uni t s

    Fleet Landing Party 125 points

    Type Value Size Move Close Combat Target Save Kill Traits

    Ensign 20 1 4” D6 3+ 5+ 6+

    Senior Ensign 45 1 4” D6 3+ 5+/6+ 6+

    Fleet Lieutenant 90 1 4” D6 3+ 5+/6+ 6+ Fleet Liason

    Unit Size:  The unit consists of oneSenior Ensign (unit leader) and fourEnsigns.

    Weapons/Equipment: Each memberof the Fleet Landing party is equippedwith a Morita Carbine and a ShockStick.

    Special RulesFleet Landing Parties are subject to thefollowing special rules.

    Commission: All members of the Fleetare commissioned officers with somecommand authority. A Fleet LandingParty is unaffected by the loss of officersin the Mobile Infantry (see page 20).

    In addition, a Fleet Landing Partywhich is out of command may take aspecial Ready action to promote onemember of the party to unit leader. Themodel remains an Ensign in all respectsbut becomes the unit leader. This Ready

    action to Promote is the only actionthat an out-of-command Fleet LandingParty is permitted to take and in allother respects the unit will follow thenormal Mobile Infantry rules for beingout of command.

    OptionsA Fleet Landing Party may choose fromthe following options.

    Unit Options: Up to five extra Ensignsmay be added to the party at a cost

    of +20 points per model. The SeniorEnsign may be promoted to a FleetLieutenant at a cost of +20 points.

    Weapon Options: Any member of theFleet Landing Party may exchange hisMorita Carbine and Shock Stick for aMorita rifle at no cost.

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    Sarissa Space Combat Missile

    Type Value Size Move Close Combat Target Save Kill Traits

    Sarissa Missile 100 4 Burn 4xD10 8+ 4+ 10+ Hits/4

    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

    Special RulesSarissa Space Combat Missiles are subject to the following

    special rules.

    One Chance: The Sarissa may not return to the battlefieldif it leaves it.

    Missile: As a missile unit, the Sarissa may only perform theMove (Fly) and Charge (Crash) actions.

    Weapon Options: The Sarissa must be equipped with oneof the following warheads:

    9  Scatter bomb for +0 points.9  Firestorm bomb for +50 points.

    9  Atomic Pee-Wee munition for +300 points.9  Atomic Ajax munition for +500 points.

    Note that a model with Atomic Protocols must be present inthe force in order to purchase the Atomic Pee-Wee or Ajax

    warheads.

    Weapons/Equipment:SICON Military Intelligence Agentscarry Morita carbines.

    Special Rules The SICON Military Intelligence Agent is subject to thefollowing special rules.

    Officer: A SICON Military Intelligence agent is an officerand may be bought heroic traits up to a total value of +100points.

    Atomic Protocols: Only Mobile Infantry forces includinga model with Atomic Protocols gain access to atomicmunitions.

    Vital Mission: A Mobile Infantry force including a SICONMilitary Intelligence agent can try to make the game last oneturn longer than normal at the option of the Mobile Infantryplayer. Roll a D6 at the end of the last game turn if a furtherturn is desired. On a roll of 4 or more, one additional gameturn is played. On a 3 or less the game ends as normal.

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    Skinnie Advisor

    Type Value Size Move Close Combat Target Save Kill Traits

    Skinnie Advisor 100 1 5” D6+1 4+ 4+/5+ 6+ Climb/5”, Jump/12”

    Skyhook Retrieval Boat

    Type Value Size Move Close Combat Target Save Kill Traits

    Skyhook Retrieval Boat 125 5 Loiter, V/STOL 2xD10 6+ 5+ 9+ Hits/6

    Weapons/Equipment: The Skinnie Advisor is armed witha Constrictor Rifle.

    Special Rules The Skinnie Advisor is subject to the following specialrules.

    Ambush: This ability can be used by Mobile Infantry forcesincluding a Skinnie Advisor. A Power Suit Squad the SkinnieAdvisor is attached to can be concealed in an area of terrainwithin the Mobil


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