157587114-MGP9106-Starship-Troopers-Miniatures-Rules.pdf - PDFCOFFEE.COM (2024)

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Contents & Credits

CONTENTS Contents & Credits Introduction The Road to Victory

1 3 5 CORE RULES Anatomy of a Game Turn 10 Basic Rules 15 Characteristics 22 Actions 29 Example of Play 47 Engagements 52 KNOWN RACES OF THE GALAXY The Federation 65 MI Army List 78 Power Suit Platoons 82 Marauder Platoons 85 Mobile Infantry Roster 86 MI Weapons List 93 Fleet Roster 101 The Arachnids 106 Arachnid Army List 113 Arachnid Roster 117 The Skinny Hegemony 122 Skinny Army List 125 Skinny Roster 127 Skinny Weapons List 129 ADVANCED RULES Air Unit & Flight Rules 132 Tunnelling Rules 136 Structures 139 Heroic Traits 142 APPENDICES Designer’s Notes 146 Glossary/Index 148 Templates & Reference Tables 158 Do You Want To Know More? 160

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CREDITS Squad Leader Capt A Chambers MI82-94 Auxiliary Support

Squad Support

Strategic Support

Capt A Hahn MI28-49

Lt Col M Sprange [Designation Classified]

Lt I Belcher MI40-81

External Propagandist Sgt V Dutrait MI42-23

Internal Propagandists Pte S Clark MI40-63, Pte A Dilly MI68-91, Sgt V Dutrait MI42-23, Pte M Hanford MI57-18, Pte D Esbri Molinas MI48-20, Pte D Moretti MI54-06, Pte J Netherland MI77-84, Pte R Nunley MI78-73, Pte T Parker MI88-47, Pte C Sergesketter MI37-39, Pte S Shepherd MI55-25

Tactical Support

Military Intelligence Liason

Sgt Maj R Neale MI20-27

3rd Lt I Barstow MI06-88

Data Analysts

Military Intelligence Officer

Sgt R Bedison MI77-02, Sgt A Fennell MI77-33

[Designation Classified]

Lt Col A Fennell

Forward Reconnaissance Sgt Maj C Allen MI62-31, 3rd Lt I Barstow MI06-88, Sgt Maj I Belcher MI40-81, Pte M Billanie MI60-09, Pte J Cronin MI71-31, Pte S Dethan MI84-42, Lt Col A Fennell [Designation Classified], Pte M Gregory MI56-51, Pte D Haslam MI60-90, Pte R Hodgekinson MI91-95, Cpl M Howe MI68-94, Pte K Johnson MI95-13, Pte A Moore MI97-40, Pte R Parker MI04-18, Pte G Parsons MI41-20, Pte R Johnson MI10-66, Pte E Rusk MI11-64, Pte T Schmidt MI90-20, Pte D Scothorne MI59-15, Pte L Shutt MI99-52, Pte M Sizer MI69-25, Lt Col M Sprange [Designation Classified], Pte G Wallbridge MI67-58, Pte N Wilkinson MI33-39, Pte A Wood MI45-01, Pte M J Young MI76-15

Priority Signals Special thanks to the citizens and UCF agents of Sony Pictures, especially Citizens Cindy Irwin, Lori Laius, Laetitia May, Eric Thomsen and Ian Wolfe. Special thanks are also extended to Citizens Nathan Bishop, Ben Parkman, Adrian Walters and Matthew Keefe.

Continuing Support Continuing support for Starship Troopers: The Miniatures Game can be found at www.mongoosepublishing.com and in the pages of Signs & Portents magazine. Starship Troopers: The Miniatures Game TM & © 2005 TriStar Pictures, Inc. All Rights Reserved. Mongoose Publishing Ltd Authorized User. Reproduction of any part of this work by any means without the written permission of the publisher is expressly forbidden. Printed in China.

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Introduction

INTRODUCTION Welcome to the Starship Troopers miniatures game. If you are new to tabletop wargaming, this introduction is here to give you a summary of the what is in this book and an idea of where to start. If you are a wargaming grognard (veteran) you have probably skipped this section already and are looking at the Army Lists and Characteristics chapter by now.

WHAT IS A WARGAME?

Any game based on war is some sort of wargame and since most games are based on conflict it means you have probably played a wargame in the past. Wargames like Starship Troopers are often called tabletop or miniatures games – because they are played using miniature models on a tabletop. The tabletop is your battlefield or gaming board and the models are your playing pieces. You and your opponent do battle using the rules in this book and the winner is he who achieves more objectives than the opposing force (usually by destroying said force!) and lives to tell the tale. The joy of wargames like Starship Troopers is that they are flexible (no two games will play out quite the same way), challenging (with all the different models you can use there a lot of different tactics) and visually appealing (nothing beats the clash of two painted forces over some nice model terrain). Wargaming is a fascinating hobby that appeals to all ages and walks of life. If these are your first steps into the hobby then you are doubly welcome – you have just found something that may well keep your interest for a long time. If you are new to wargaming your local hobby store can be a great resource for learning about the game. Many stores run their own clubs, tournaments and ongoing campaigns, which offer a great chance to find opponents. The Internet hosts a cornucopia of sites and forums about wargaming in general and Starship Troopers in particular.

STARSHIP TROOPERS

The modern Starship Troopers phenomenon was initiated by the release of the Starship Troopers movie in the late 90s came with an attendant slew of games and toys based on it. The film was a box office hit. Stunning visual graphics and an intensely violent and realistic setting were combined with a story examining politics, war, fear and the role of the individual. Concepts of personal responsibility, ‘citizenship’ and the state were explored. Staship Troopers is essentially an iconic tale with realistic soldiers fighting a futuristic war against alien bugs. The film was followed by an award-winning CGI series, Roughnecks: Starship Troopers Chronicles. Though the film and the series had quite a few differences for technical reasons (there are no power suits shown in the film, for example!),

they were both a terrific source of imagery for the Arachnids and the Federation. The excellent Chronicles integrated many new themes, including the classic ‘Ape’ Marauder armour. This wargame is based primarily on the Chronicles but it also attempts to remain as faithful to the film as possible.

What The Starship Troopers Miniatures Game Contains Starship Troopers is a game played with miniatures representing your forces and those of your opponent. Collecting, modelling and painting the miniatures with which the game is played is a fun part of the hobby, and just as vital as the rules in this book. The Starship Trooper miniatures range is vast, with exciting new releases being added all the time. On pages 57 to 64 you can see examples of many of the models from the Starship Troopers miniatures range, painted and in action on the tabletop. You can also visit our site at www.mongoosepublising.com where you can find information on the full range (including previews of forthcoming releases). You’ll also find that many hobby stores (probably where you bought this book from!) also stock Starship Troopers miniatures.

What This Book Contains Following on from the descriptive Road to Victory chapter, the Core Rules start with the Anatomy of a Game Turn, which broadly describes how players’ forces interact – particularly when things get close and deadly. The next Core Rules chapter is Basic Rules, which details our playing pieces: The models of MI troopers and Arachnids. This chapter also examines the use of dice and measurement and how they are used on the tabletop battlefield. The Characteristics chapter tells you how to measure the different qualities of the combatants (and their weaponry) in the Starship Troopers miniatures game. The Actions chapter describes what your forces can do in their turn – move, shoot and attack in accordance with your overall plan. The Engagements chapter contains everything you need for generating combat missions, handily distilled into the unique 3X3 Mission Generator. The Known Races of the Galaxy section tells you more about the major combatants in Starship Troopers: The Federation, The Arachnids and The Skinnie Hegemony.

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The first part in each race chapter tells you what they look like, how they fight, why they fight, how they are organised and what weapons they use. The next part in each race chapter is the Army List, which details what units are available for that race to choose when picking out a tabletop army. The last part in each race chapter deals with translating the combatants and weapons of that race into the Starship Troopers miniatures game. Every unit and weapon type has its own statistics within these chapters. The Advanced Rules section covers everything weird and wonderful in the game. Two special chapters cover the combat areas above and below the normal playing surface. The Air Unit & Flight Rules chapter gives all the rules needed to control air combat, while the Tunnelling Rules chapter details the underground world of the Arachnids.

The Structures chapter tells you about how buildings and bug holes work in your games, how to destroy them and the characteristics for specific structures like Arachnid tunnel entrances and MI weapon emplacements. The Heroic Traits chapter is about unique Qualities for leaders and legends, psychic ‘Talents’ which are mental powers used by humans and aliens alike, and Training to improve soldiers from raw recruits into hardened veterans. There is also a Designer’s Notes chapter at the very end of this book, where the game’s essential design is discussed and some frequently asked questions are answered. Have fun. Enjoy the Starship Troopers miniatures game. Smash some bugs.

Mobile Infantry Cap Trooper wearing Standard Issue M-1A4 Power Suit

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The Road to Victory

THE ROAD TO VICTORY Overview of the Road to Victory Campaign – Excerpts from Dr Emil Vanderhuesen’s A History of the Federation Prior to the discovery of Arachnids on Pluto, the United Citizens’ Federation (UCF) had relaxed its guard against the possibility of outside threats. The military forces of the Strategically Integrated Coalition of Nations (SICON) were still extremely well trained and well equipped but aside from a few skirmishes with so-called ‘Skinny’ forces beyond the borders of Federation space, there had been no true military action since the Federation’s inception. SICON had its combat readiness maintained, often at the cost of public opinion, but their training and tactics

were dated, based on strategies that had proved successful in battles fought before the creation of the Federation. During this time the Federation was at peace. While there were those who sought freedom from federal control, most notably a number of religious separatist movements, the freedom to leave its holdings and fend for oneself precluded any form of civil unrest. Many SICON soldiers retired from the military to take up positions of responsibility and civil service as citizens. Things were quiet on the home front. But this relative quiet allowed an alien threat to flourish in the very heart of Federation territory. Initially discovered after contact with a number of Federation mining interests

Praxis Circumference: 8,494 miles Population: 10,000+ service personnel Orbital Path: 4th Primary Resource: Observatories, strip mining, noble gases, hydrogen generation Retention Index: 7.3 As both a listening post to monitor signals from all over Federation territory and a mining world, Praxis was one of the first planets seized on the Road to Victory. It was bombed clean of a minor Arachnid presence and then settled. The planet has been under putative SICON control for three months but recent attacks have shown the Arachnids are far from extinct on Praxis. Whether the bugs were dug in deeper than Military Intelligence thought or have simply recolonised the planet undetected is unknown. MI forces have been sent to retake and hold Praxis, at all costs. The Road to Victory campaign cannot allow a single infested world to remain unscoured.

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on the surface of Pluto was mysteriously lost, the Arachnids boiled up from their underground spawning caverns, to move over the planet’s surface, endangering everything with which they came into contact. Though considerably undermanned after decades of peace, and almost universally untried in real battle, Mobile Infantry troopers moved in and swiftly secured the planet, exterminating, within a few short weeks, these voracious aliens. Or so the Federation and SICON thought. Three months after the eradication of the Arachnid swarm on Pluto, reports reached the transfer station in orbit around Charon, Pluto’s only moon, of a new threat. When SICON received word of renewed enemy activity on Pluto, the nearest transport cruiser was immediately diverted there and its units dropped to combat the Arachnid menace once more. Their mission was clear: End the infestation of Arachnids on Pluto at any cost. Victory seemed assured. A full division of Mobile Infantry troopers, armed with the best weapons and armour human science could devise, moved to intercept and annihilate these bugs – Pluto’s deadly ‘indigenous’ species. The 2nd Pluto campaign was supposed to be mankind’s final push to rid the Sol system of the Arachnids. Diplomatic efforts had gone ‘poorly’ according to FedNet and a variety of the SICON media and publicity office sources, leaving only a military solution. With the eyes of the Federation carefully watching, a division of troopers and their relative orbital assets began the campaign in a number of planetary engagement zones. SICON statisticians at the time officially rated the chances of even a single Arachnid surviving these assaults at less than 0.1% (actually figures have recently been declassified to reveal Arachnid Survival Probability to be 0.023%). It is therefore easy to see why, by the end of this series of engagements, SICON believed the Arachnids to be little more than a memory.

Eye On: The Praxis Engagements – From transcripts of FedNet’s Federation Today programme Anchor: Thank you, Bob. But just what constitutes a military campaign? How is Praxis any different to, for instance, the 2nd Pluto campaign? Are there different protocols to follow or will this military action be more costly in lives and equipment? Laura Stevens has an exclusive interview with Sky Marshal Collins, which should shed some light on these issues and more in tonight’s Eye On report. FedNet: First, thank you for granting this interview, Sky Marshal. It is an honour to speak with you, especially with an engagement about to take place. SM Collins: Not at all. One of my favourite duties is to speak to the press. As for these upcoming Praxis engagements, it just makes it all the more important to make sure every civilian and citizen in the Federation knows exactly what is going on. FedNet: Then, if we might jump straight into the interview, what is going on with Praxis? SM Collins: Absolutely. As your viewers are no doubt aware, bugs have once again been sighted on Praxis. They have overrun a minor research station and seem to be massing on the surface for an undetermined reason. FedNet: Wasn’t it the official position of SICON just two weeks ago that the bugs, and by bugs I assume you mean Arachnids, were all exterminated from orbit during Operation Wet Slag? SM Collins: Yes, that is true. But as you no doubt know from reporting news in the UCF, things are not always as simple as they first appear. We did destroy all of the Arachnids we could locate and even set off tailored respiratory arrest gas charges in their tunnels. After three days of intensive searching, we did not find a single living Arachnid above or below ground. FedNet: Fair enough. So how can SICON explain the renewed presence of Arachnids on Praxis now? Could some underground egg chambers have been missed? SM Collins: That is precisely what our Intelligence division believes occurred. RESP-X is not a persistent substance and because generations of insects on Terra have shown an ability to mutate in response to whatever chemical killed their forebears, it is quite possible this new batch of Arachnids will be resistant to the gas in any case. FedNet: Does that mean you will be opening with a ground drop as opposed to gassing the planet’s surface again?

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The Road to Victory Eye On: The Praxis Engagements (cont.) SM Collins: Not precisely, but an astute question. We will drop RESP-X gas on the largest concentration we can find during our first orbital pass. However, since we want a complete response to this new threat, we have no intention of just passively dealing with the Arachnids. We will be simultaneously dropping Mobile Infantry divisions in another part of the infested area to act as ‘shepherds’. FedNet: Shepherds? I am afraid I don’t follow you there. SM Collins: Allow me to explain: One of the possible reasons the bugs were not eradicated during our first encounter with them may have been that partially poisoned individuals escaped the termination zone and worked their way to the suspected egg chamber before expiring. We do not want that to happen this time. FedNet: Of course. So the Mobile Infantry will be deployed as border defence then? Their job will be to ensure the Arachnids stay in their current area and get eliminated by the RESP-X gas? SM Collins: Exactly right. This new formulation of gas, named RESP-X A2, should have a three-second kill rate, substantially reducing the amount of time it will take to wipe bugs off the face of Pluto permanently. FedNet: Seems like a sound strategy, Sky Marshal. But if this is effectively only a two-part plan with the Infantry as line keepers and orbital gas bombardment, why is a full Mobile Infantry army being dedicated? SM Collins: Another good question. There are several strategic reasons for sending a full army to Praxis at this time. It’s mostly to do with the essence of the Road to Victory campaign: Wipe out and hold bug planets. We believe sending an army ensures we do our job properly. FedNet: Would it be possible to let us know which MI regiments and Fleet ships have been selected for the Praxis engagements? SM Collins: Unfortunately not. That’s classified. Let me just say that the ship, her crew and the platoons of Mobile Infantry involved are among the finest SICON has to offer. FedNet: Thank you for your time, Sky Marshal. SM Collins: Thank you. FedNet: For those viewers interested, the full interview and reaction commentary by FedNet’s military advisor Paulo Reide can be accessed by pressing the red button on your remote control and selecting the Expanded Coverage option. Now, back to Tina in the studio.

‘Listen up, troopers! We have a world to clear down there. The bugs have scattered all over the Hercules Valley. Forces stationed at the Epsilon Observation Base are not responding to hails and long-range scans show Epsilon’s landing station to be completely in the dark. We will be diverting to sector 19/9 by 3/5. Congratulations, apes! You’ll be cap dropping within the hour. Suit up and look alive!’ – Sergeant Rama Beau

Paving the Way The end of the 2nd Pluto campaign was marked by a great deal of celebration throughout Federation space. Even SICON relaxed a little and congratulated itself on a campaign well fought. The observation posts on Charon did not celebrate. Staying alert, the technicians discovered some anomalous spatial readings on the far side of Pluto. Something very, very large was moving near the ice planet. Stretching their sensors to the limit, they discovered a huge bug in space, appraently some kind of transporter for the Arachnid race. The bugs had not been indigenous to Pluto – they had colonised it. The Charon observatories’ reports to the UCF fell on deaf ears. Bugs in space? The UCF regarded this as a ridiculous notion concocted by idle personnel. The reports were buried and the celebrations continued. Two weeks later, an asteroid roughly one kilometre across was detected moving at phenomenal speed toward Earth. It had already passed the moon’s orbit and the Federation had no time to react. It impacted in south Buenos Aires and the resulting devastation wiped the

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city and its environs off the face of the planet. Subsequent earthquakes and other repercussions left the human death toll in the millions. Shocked by the atrocity and under overwhelming pressure from the UCF and the Earth populace, civil and military astrophysicists tried to piece together what had happened. The Charon reports were finally uncovered and the unbelievable truth disseminated: The bugs had bombed Buenos Aires. The detected transport bug had somehow slung a rogue asteroid as if it were a discus. With uncanny accuracy, that asteroid had eventually impacted with the Federation home planet. There was one small consolation. The Charon observatories had managed to triangulate the transport bug’s exact departure vector. This vector was swiftly mapped and compared to any and all deep probe reports in the mapped sectors of space. Anomalous readings matching those recorded at Charon were found, recorded by sensor stations near L347-14 and DM-36 13940. The researchers used the additional information to approximate the transport bug’s destination: The Alpha Hydrae system, some 177 lightyears from Earth. The origin of the Arachnid threat had been approximated and the vengeance of Earth finally had a target

The Praxis Engagements ‘All right, apes! I’d better have your full and undivided attention for the next five minutes. We are nearing the first drop site and our orders have just come in. You have four hours of orbit time before we get to Capsule City, so I expect you to get some sack time as soon as I am finished. I’ll be coming around to each bunk and if you aren’t asleep when I get to you, I promise you will be when I leave. ‘SICON will be watching this drop closely and everything else we do on Praxis even closer. This planet has a satellite network like you would not believe, so rest assured the brass back home can see every move you make down there if they want to. I want this quick and by the numbers. All I expect is everything you can give. I get any messages from Sanctuary about any of you and you’d best believe I will launch you and your corporal back home without a ship. You get me!?! ‘The Sky Marshal wants this to be an Arthur Currie textbook operation. Since we have no good Intel on the bug formations, occupied zones or enemy movement, that won’t be easy. I told SICON you all were the best. If you value your ape hides, do not make a liar out of me. ‘While you are sleeping, turn your subliminals to the Praxis Prelim tape. Your first mission will have Third Squad cap dropping to a ruined landing base and getting it shuttle-ready within an hour, so you might as well know something about this miserable mudball before you get there. ‘One last thing. HQ says that every unit with even a single commendation after this campaign ends gets a full R&R cycle on Zegema Beach. Stay alive long enough to enjoy it. Good luck, troopers. This is where service in the Mobile Infantry gets ugly. Lock and load: We have bugs to kill!’

SICON’s immediately proposed a campaign to track the bug to its originating system and destroy the source. UCF approval for the plan was total and limitless funds were allocated to the mission. Codenamed ‘Road to Victory’, the campaign was a knee-jerk reaction to the damage the Arachnids had caused and was supported 100%. Simply attacking the Alpha Hydrae system was infeasible, however. The Road would need to be paved one system at a time. The MI armies and Fleet assets dedicated to the campaign are still moving system by system toward Alpha Hydrae. Every system near the Road is being scoured clean of Arachnid presence. Half a dozen systems have been cleansed so far and Fleet astrophysicists estimate a further dozen before Alpha Hydrae is reached.

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– Mobile Infantry Lieutenant Elspeth Grey The most recent development in the Road to Victory campaign is the resurgence of bug activity on Praxis, a planet in the DM-38 1128 system. Originally scoured by Fleet orbital bombardment, the Arachnid presence on Praxis was believed to have been utterly removed. Recent events have shown this to be untrue – the bugs are back on Praxis and are attacking the SICON installations that had been left to mine and monitor the planet. SICON cannot afford to have an enemy-controlled system in the path of victory. Praxis must be liberated. The Arachnids must be destroyed! The Road to Victory will be paved with dead bugs. But the Arachnids are not stupid. They are stronger, faster and more lethal than any human. And they know it...

ANATOMY OF A GAME TURN Everybody fights. Nobody quits. You don’t do your job, I’ll kill you myself. – Squad leaders throughout the Mobile Infantry

During a game turn both players get an opportunity to move and fight using their models. First one player takes a player turn, comprising two ‘actions’ with all of his units, and then the other player takes his player turn and does the same. Aside from reactions due to Alert Status, a player is allowed to take his entire turn before another player is allowed to act in any way.

Actions Summary A single action enables a unit to Move, Shoot, Charge or Ready. In a single player’s turn a model could potentially Move twice, Shoot twice, Move and Shoot, Shoot and Move or any other combination of two actions. As long as each action is legal and can be completed without violating one of the conditions listed in the Actions chapter, it is a valid action (though it may trigger reactions from nearby models on Alert Status). The following are summaries of possible actions. These are explained fully in the Actions chapter.

We must meet this threat with our courage, our valour, indeed with our very lives to ensure that human civilisation, not insect, dominates this galaxy NOW AND ALWAYS! – Sky Marshal Diennes

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Move Action Summary 1. Nominate unit leader. 2. Measure movement range for models. 3. Reduce movement by half if pushing through difficult terrain. 4. Move models, starting with the unit leader model.

Anatomy of a Game Turn

Shoot Action Summary

Artillery Fire Summary

1. Nominate target model and declare unit weapons firing.

1. Nominate target point and declare weapon firing.

2. Check distance from individual firing models to target model for range.

2. Check distance from the individual firing model to target point for range.

3. Check line of sight from individual firing models to target model.

3. Declare long/short and even/odds.

4. Determine Fire Zone around target model. 5. Roll damage dice for all weapons in range and line of sight of target model. 6. Discard any dice that roll a natural 1 (and mark models on low ammo if this is a Shoot reaction).

4. Roll two six-sided dice and calculate deviation of target point. 5. Determine Lethal Zone around final target point. Follow steps 6, 7, 8 and 9 for each individual model within Lethal Zone. 6. Roll weapon’s damage dice.

7. Compare remaining dice to the Kill characteristic of models inside the Fire Zone. Each Kill result makes one model in the Fire Zone make a dodge save, starting with the models closest to the firing unit. Models failing or incapable of this save are removed. Multihit models lose two hits instead of being removed. Remove Kill dice results once used.

7. Discard any dice that roll a natural 1.

8. Compare remaining dice to the Target characteristic of models inside the Fire Zone. Each Target result requires one model in the Fire Zone to make a save. Models failing this save are removed, starting with the models closest to the firing unit. Multihit models lose one hit instead of being removed. Models that successfully make armour saves against hits flinch away from the firing unit. Remove Target dice results once used.

9. Compare remaining dice to the Target characteristic of the model. Each Target result requires an armour or dodge save. If the model fails this save, it is removed. Multihit models lose one hit instead of being removed. Models that successfully make armour saves against hits flinch away from the centre of the Lethal Zone. Remove Target dice results once used.

Occasionally, a unit will fire with weapons that create more than one size of Fire Zone. In this case, resolve Steps 4 to 8 for the smallest Fire Zone first. Then resolve Steps 4 to 8 for the next largest Fire Zone, and so on. When a Fire Zone contains models of more than one unit within it, use the Allocation rules on page 36 to determine the spread of firepower.

8. Compare remaining dice to the Kill characteristic of the model. Each Kill result requires a dodge save. If the model fails or is incapable of this save, it is removed. Multihit models lose two hits instead of being removed. Remove Kill dice results once used.

Artillery fire must be preceded by a Ready action. Note that LZ (Stream) and Remote weapons skip Steps 2 to 4, instead placing their Lethal Zones directly (see the Characteristcis chapter for details). 1”, 2” and 3” Lethal Zone templates and Stream templates are contained within the Starship Troopers miniatures game box.

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ALERT STATUS Charge Action Summary 1. Nominate unit leader. 2. Measure movement range for models. Reduce movement by half if pushing through difficult terrain. 3. Move models, starting with the unit leader model. Move as many models as possible within point blank range of enemy models. 4. Allocate each charging model’s Close Combat damage dice against enemy models within its point blank range. Follow Steps 5, 6, 7 and 8 for each individual model. 5. Roll Close Combat damage dice. 6. Discard any dice that roll a natural 1. 7. Compare remaining dice to the Kill characteristic of the attacked model. Each Kill result requires a dodge save. If the attacked model fails or is incapable of this save, it is removed. Multihit models lose two hits instead of being removed. Remove Kill dice results once used. 8. Compare remaining dice to the Target characteristic of the attacked model. Each Target result requires an armour or dodge save. If the attacked model fails this save, it is removed. Multihit models lose one hit instead of being removed. Models that successfully make armour saves against hits flinch away from attacking model. Remove Target dice results once used.

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Naturally a player’s forces are not going to sit idly by and allow an enemy to do whatever they wish without reacting. Whenever an opposing player is taking his turn, your models are watching their surroundings carefully, ready to take action if enemy units get too close. To represent this, during an opposing player’s turn all of your models are considered to be on ‘Alert Status’. Models (not whole units) on Alert Status can opt to react if enemy models complete an action within 10” of them. The default reaction is Shoot but some races and models have other reactions they can use, which will be listed in their descriptions. Reactions may be one of the four normal actions or they may have special effects. Reactions are taken once the enemy action that triggered them has been finished, so models may not be able to react even when they would normally be entitled to do so (possibly because they get removed as casualties first). Models can react any number of times during the enemy player’s turn and still participate in up to two ‘unit’ actions during their own player turn.

Reactions Shoot or Charge reactions must be targeted against the units that trigger them if possible. Move or Ready reactions do not need to be targeted in any way. For example, an MI model has a unit of warrior bugs move within 10”. That model may use the default Shoot reaction, the MI Beat Feet Move reaction or the MI Stand By Ready reaction. Should the reacting model choose the Shoot reaction, it must target the warrior unit that caused its reaction. Should the reacting model choose the Beat Feet Move reaction, it may choose to run in any direction.

9. Once all damage dice for the charging unit have been resolved, each model within point blank range must flinch away from larger opponents.

Note that reactions are performed by model, not unit. As such, individual models can make separate reactions within a given unit. This is one of the few situations where models can end their action (or in this case reaction) out of command of their unit leader.

Rule of Thumb Units act, models react.

For example, an MI unit consisting of a sergeant, five troopers and an M8 Ape Marauder has a tanker bug move within 10”. Knowing that his poor troopers are likely to get incinerated in the tanker’s next action, the MI player has the sergeant and all five troopers perform the Beat Feet reaction. Despite being part of the same unit, the Marauder takes the Shoot reaction, holding his ground and firing at the approaching behemoth to give his squadmates time to

Anatomy of a Game Turn

Alert Status Reactions

The warrior bug triggers an Alert Status reaction from the MI cap trooper, as its Move action concluded within 10” of the MI model. get away. Should the Marauder survive to its player’s next turn, it may well suffer for being out of command of its unit leader.

any model taking a reaction will break the whole unit’s readied status. Therefore, a single model taking a Shoot reaction can ruin the readied status of its entire unit.

Ready and Alert Status

For example, a unit’s last action of their player’s turn was to take a Ready action. During the opponent player’s turn, a unit of warrior bugs moves within 10” of a single MI trooper model belonging to that unit. The rest of the trooper’s unit is not within 10” of any of the warrior bugs. Should that model react, by performing any reaction, the whole of his unit lose their readied status. Models in the unit are still on Alert Status and may react but they have lost the benefit their last Ready action gave them.

Units that took a Ready action as their last action in their player’s turn count as readied in the opponent player’s turn as well. This means they can potentially use special movement modes or weapons on Alert Status. However,

Laying Low A unit does not have to react if it does not want to. This will often happen to units within Alert Status range of the enemy who do not wish to call undue attention to themselves or are waiting for the enemy to make a tactical mistake. In real terms the unit might be hiding out as best it can while it awaits reinforcements or retrieval, or locked in an eyeball to eyeball confrontation with an enemy…

The Importance of Alert Status Remember that if a model completes an action within 10” of enemy models, those enemy models are allowed to react. Be warned: It can be easy to lose track of which units have taken actions or even whose turn it currently is during Alert Status reactions. Pay close attention to what units have taken actions before resolving Alert Status reactions. A reaction never interrupts an action – wait until the action is completed before making reactions.

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To avoid confusion, a token or other marker can be used to show whose turn it is during play. This can be anything as long as it is large enough to be obvious and players remember to pass it back and forth when a player turn ends. This is especially useful when resolving Alert Status reactions. Similar tokens can be useful for showing when a unit has acted twice in its controlling player’s turn.

Out of Ammo

Who Goes First? The force with the lowest Priority Level has the choice of going first or second – see page 52 for more details about Priority Level and what it means. If both players have equal Priority Level, roll a D6 each and the highest roller has the choice of going first or second.

The MI cap trooper’s reaction is to Shoot the warrior bug with his Morita, a Squad type weapon. As a 1 is rolled, the MI cap trooper is marked as being Out of Ammo. He may not make Shoot reactions for the rest of the player turn.

OUT OF AMMO In normal circumstances, models do not have to concern themselves with running low on ammunition. In a typical Shoot action, some time is spent changing clips and using burst discipline to control ammo usage across the unit. During Alert Status, things are far more chaotic and individual troopers can run short of ammo at critical moments. During a Shoot reaction, for every die that rolls a natural 1, mark a shooting model as temporarily out of ammunition. A handy way to keep track of this is to turn the model 180 degrees, so that it is no longer facing the enemy. Models marked as low on ammunition cannot make Shoot reactions – they are too busy trying to unjam or reload their weapons! Models low on ammo may still make non-Shoot reactions. Being low on ammo is only temporary – models affected return to normal again at the beginning of their controlling player’s next turn.

GAME TURN SEQUENCE One game turn in Starship Troopers is made up of two player turns – yours and your opponent’s. A game will typically last between four and six game turns, so you will each get an equal number of player turns. A game is not complete if one player has models left on the table and has not been able to take the same number of turns as any other player.

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Your Player Turn In your player turn, nominate a unit and take one action with it. Once the first action is completed, the unit can immediately take a second action. When the second action is completed, you can nominate another unit and take two actions with it. Keep nominating units and taking actions until all of your units have taken up to two actions each. Units do not have to take a second action or any action at all if you do not wish them to do so.

The Enemy Player’s Turn The enemy player goes through the same process as detailed in the text above and takes up to two actions with all of their units.

Basic Rules

BASIC RULES can be purchased online or at your local gaming store. The size or variety does not matter: They will suffice as long as they are six-sided (numbered 1 through 6) and ten-sided (numbered 1 through 10).

There are a number

of common rules that are This is not hard, apes! All you used throughout games of have to do is pay attention, listen Starship Troopers – the basic to what I tell you and stay alive. systems that lie behind the At the end of your training here, you will either be the most lethal more advanced rules of fighting force in the galaxy or you movement and combat. will be washed out and on your way This section of Starship home as a disgrace. Troopers serves as an – Sergeant Zim You will sometimes be introduction to these basic instructed to read the results rules that will stand you in of dice rolls in different good stead as you learn how ways. If you are simply told to play this game. While to roll a die in the rules, roll it as normal and read the there are complications and additions to this material number or pips on the top of the die. However, you will later, this chapter provides all you need to know about sometimes see strange references telling you to roll 4xD6, tactical combat in Starship Troopers for now. 6xD6, 2xD10+1, etc. These are dice shorthand references as explained below.

NEEDED FOR PLAY

In addition to this rulebook, you will also need several other items to begin playing battles with Arachnids and Mobile Infantry. While additional materials such as terrain pieces and counters for various conditions are also useful, they are optional and not required for the basic rules. * Two or more players (two is the preferred range) * A playing surface, such as a tabletop or unobstructed floor space * A selection of Starship Troopers miniatures. When first learning to play the game, it is best to start simple, so try just using warrior bugs and power suit squads (these are described in the army lists starting on page 78). As appealing as it may seem, don’t jump straight in at the deep end with a huge tanker bug model or something like that – there will be plenty of time for all that once you have mastered the rules! * A tape measure or ruler of a minimum 12 inches in length * Several six and ten-sided dice (at least two of each)

ROLLING DICE

Starship Troopers uses just two kinds of dice – the ordinary, humble six-sided die and the chunky, exotic ten-sided die. You will find it beneficial to have perhaps a dozen D6s on hand as it greatly speeds up play. D10s are used more rarely and you should not need more than a couple of these. Dice beyond what are included in this box set

A number before a ‘xD’ tells you how many dice you need to roll. The number after a ‘D’ tells you whether to roll D6s or D10s. For example, 4xD6 means roll four sixsided dice (now you see why we shorten it to 4xD6). If there is a ‘+’ after the dice add the number to each die rolled – so 4xD6+1 would let you roll four six-sided dice and add one to the resulting score on each die. Some rules in Starship Troopers ask you to add dice rolls together (such as D10+D6). Where multiple dice of the

Re-Rolls Some special situations may call for you to reroll a die or number of dice. This simply means you ignore the first result rolled and roll the die or dice again. All modifiers or conditions that affected the first roll are also present and must be accounted for on the re-roll. You must always accept the result of the second roll, even if it was worse than the first – re-rolls can be used to get you out of a tricky situation but they are never guaranteed! Also, you may only ever reroll a specific dice result once, even if you have multiple opportunities to re-roll a dice result.

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same type are rolled and added together it will be noted as the number of dice only, without the ‘x’ symbol – for example, 2D6 (total 2 to 12), 3D6 (3 to 18) or 2D10 (2 to 20). A numerical addition (such as the 2 in ‘D10+2’) is added to the total value. If you were intended to roll four six-sided dice, add their total together and then add a fixed value of 1, it would be written as 4D6+1.

find that without bases, it can be difficult to keep smaller figures (such as troopers) standing during the course of a game. Arachnid models will almost never require basing.

Size Value and Base Diameter Size Value 1 2 3 4+

Natural 1s The Starship Troopers rules assume that an unmodified roll of ‘1’ on a D6 or D10 is automatically a failure. Even if subsequent bonuses raise the die result to above 1, it is still a failed roll. This is referred to as rolling a ‘natural 1’. The natural 1 rule applies to all rolls in Starship Troopers unless specifically mentioned otherwise in a rules description.

MODELS AND UNITS

Starship Troopers is a tabletop miniatures game. This means we use miniature models to represent our opposing forces on a tabletop battlefield. One of the greatest pleasures of a tabletop game is the sheer spectacle of superbly sculpted and painted armies in combat. This section is here to help mesh using the game rules with using models.

Basing Not all players like to base their models if they do not have to, whereas some will always base their models on principle or for reasons of stability during play. The rules given here should allow either approach to be valid. If you are basing models it is most useful to equate a model’s base diameter to its Size value and therefore its point blank range where possible. However this is not always practical as it can lead to excessively large bases on the bigger models. For general use we recommend circular or oval bases following the guidelines in the Size Value and Base Diameter table.

Base Diameter 20–25mm 40–50mm 50–60mm 60mm+

MEASURING

In order to keep things clear whether bases are used or not, measurements are always made from the centre of a model. Find a consistent spot to use on your models so that all players know where it is (centre of the helmet for an MI trooper or the centre of the carapace of Arachnids are good examples and are the assumed measuring points used in these rules).

Zones Zone is the term used in Starship Troopers for the deadly area involved with weapon’s fire, grenades, missiles or other dangerous effects. Zones only affect models that have their centre point inside their circumference. If a model has its centre point on the very edge of a Zone, it is assumed to have avoided the effect involved. There are two types of Zone in the Starship Troopers miniatures game: Fire Zones and Lethal Zones.

Lethal Zones

Again, bases can typically be found at any gaming store that offers gaming miniatures for sale. If such an outlet is not available in your area, you can certainly find them online for purchase. Bases are recommended for use with Mobile Infantry models in Starship Troopers, as players will

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The MI cap trooper model on the left is affected by the Lethal Zone. The warrior bug model on the right is not affected by the Lethal Zone.

Basic Rules Point Blank Range Pre-Measuring In a tabletop game, a lot depends on the measured distance between models and the merest fraction of an inch can have critical significance. To simulate the ‘fog of war’ and the uncertainty real commanders must suffer during battle, miniatures games traditionally have tended not to allow pre-measuring (that is, to measure a distance before a move is committed to by a player). We are not real commanders – we are playing a game. From a purely historical angle, range-finding is an art that was perfected in the early 20th century and there is no reason to believe the Arachnids are not equally adept at doing so. Because of this, there is no reason to disallow finding the exact range to an opponent’s figure(s) before deciding where and when to attack. While this may seem ‘inappropriate’ to some players, it is the standard measuring rule for Starship Troopers. Being able to pre-measure ranges promotes confidence about where things are and lets both players get along more amicably as they do not have to worry about ‘wasting’ actions. Additionally, there is a lot of model movement in Starship Troopers – pre-measuring distances therefore means that everything tends to move decisively and accurately. However, if both players agree, you can decide not to allow pre-measuring. It makes for a more intense and uncertain game for both sides that some players prefer. As a final note, pre-measuring is a great way to help balance games between experienced and inexperienced players. By allowing the inexperienced player to pre-measure and the experienced one to rely more on guesswork it helps produce a more balanced and enjoyable game for both sides. Again, this is entirely optional.

Models have a ‘sphere of influence’ extending from their centre point and around them to a distance equal to their Size value in inches.

Point Blank Range

This Size 1 MI power suit model has a point blank range of 1”. If any part of another model (not just their centre point) is within this sphere it is considered within ‘point blank’ range. The reason we do not use a centre point in this case is to avoid having to cram models unrealistically closer together – note that this is the only time we do not measure things from centre point to centre point.

Point Blank Range (cont.)

Both the warrior bug and the MI cap trooper are within point blank range of each other.

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Point Blank Range Effects: * A model can attack using its Close Combat dice against enemy models at point blank range – very important for Arachnids, especially warrior bugs! Shooting can still be attempted at point blank range.

Fire Arcs

* Models with the Retaliate trait (see page 24 for details) apply their Close Combat dice to any models within point blank range if they are removed from play due to a Kill result. * Models must ‘flinch' (move back from the enemy, see page 36) if an enemy model of larger Size is within point blank range at the completion of any action or reaction.

Fixed Fire Arcs

TURNING AND FIRE ARCS Most models in Starship Troopers can fire in any direction and turn freely. However some models have special rules limiting them to represent great size, slow speed or poor reaction times. A good example of this special rule is the tanker bug: Its immense body simply cannot move quickly enough to manoeuvre easily. The facings and fire arcs are Front (F) and Rear (R), Left (Lt) and Right (Rt). Each fire arc is a 180 degree arc centred on a specific location consistent with its description. Some models or weapons may have fixed arcs. These are limited to only 90 degrees and are marked with the extra designation ‘Fx’ (FxF, FxR. FxLt. FxRt). These limited fields of fire are commonly due to the same factors that reduce mobility.

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Basic Rules

UNIT COMMAND

Units

Just like in the real military, Starship Troopers models do not wander around freely on their own. With very few exceptions, each one is organised into a unit with a unit leader in control. When the unit leader takes an action all of the models in his unit do so as well. There are certain instances where this is not true but such instances will be mentioned in the text where appropriate.

UNITS While the rules about individual models are important, just like any real commander, you are going to be ordering your forces around in groups to be more efficient. A ‘unit’ is a group of models that must act together on the tabletop battlefield. The Army Lists detail what kinds of units you can choose. Most common unit types comprise a small group of similarly armed combatants with some options for weaponry, upgrades and unit size. All the models in a unit have to remain within command range of their unit leader in order to take actions. While they do so they are an effective fighting force but models that get left behind or pushed away from their unit by damage (see ‘flinching’ on page 36) will tend to remain where they are and wait for orders. When these rules refer to a ‘unit’ it means any and all models that are a part of the unit. In these rules the specification of ‘unit’ and ‘model’ is used very deliberately. A model is an individual combatant, while a unit is the tactical group that models form. The terms are not interchangeable. For example, under the Alert Status rules, individual models can react on Alert Status but a unit cannot. See page 12 for more on Alert Status.

Unit members that find themselves out of command (by being forced to move outside command range, for example) will stay stationary, react only if provoked and wait for further orders. Out of command models can take no voluntary actions until their unit leader returns (or another is appointed, should the original leader have died) and as such are very vulnerable. When you graduate from this course, IF you graduate from this course, you will be assigned to a squad. These troopers are your new family. You will rely on them to stay alive just as they will rely on you. – Sergeant Zim

UNIT LEADERS Unit leaders in Starship Troopers are essential for coordinating their team members. Although communication equipment may allow models to talk to ships in orbit, they always look to their unit leader for orders and direction in battle. Units are based around a unit leader and almost always require one to form at all.

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Unit Command

Out of Command

Out of Command

Unit Leader

6” Command Radius

A unit with a leader can perform two actions in a player’s turn and the available actions are Charge, Move, Ready and Shoot. For example, they could Move and then Shoot, or Move twice, or Shoot twice. See the Actions chapter for more about actions. Without a unit leader, most models suffer from being out of command (see below). This reaction efficiency alone makes placing as many models as possible into units and keeping them there a top priority for players. Starship Troopers is a military game and in an effective military, soldiers function best in unit formations.

Wounded Models and Command A multihit model reduced to a single hit is wounded and can perform only one action per turn. Sometimes a multihit model is a unit leader, though – MI cap sergeants often pilot Marauder suits when commanding their units. In this case, even though the wounded unit leader can only take one action itself, the unit it is commanding may still perform two actions per turn. The wounded unit leader must take one of the actions his unit performs.

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Whenever a unit takes an action, all of its models must start and end the action within 6” of the leader. If they would fall out of command range at the end of the action, they cannot take said action at all. If the model must move out of command range to perform an action but can then return within range before the action’s end, it is permitted to do so.

Note that a unit can only ever have one unit leader at a time. For instance, even if an MI unit contains a sergeant and a corporal, only the sergeant is unit leader. Should the sergeant die, the corporal will immediately take over as unit leader but will not do so before this eventuality.

Who Can Be a Unit Leader? This varies a great deal among different races depending on their psychology, culture and physical nature. In Arachnid units, for example, any model in the unit can be nominated as unit leader and the exact model chosen can be changed freely from turn to turn. In the Mobile Infantry, there is a distinct chain of command. The unit leader is a specific individual and his loss in battle can cause serious problems for the unit as a whole. This is one of mankind’s greatest weaknesses when faced with a threat like the Arachnids – focus and dependency on individuals.

Being Out of Command Starship Trooper models, even the seemingly chaotic Arachnids, are disciplined. They do not go wandering off if left on their own. Models that are not in a unit leader’s command range at the start of the turn will remain stationary on Alert Status (see page 12) and take no actions.

Basic Rules

Higher Command One-Model Units and Independent Models Some units consist of just one model – typically large Arachnids like tanker or plasma bugs but Mobile Infantry CHAS cybernauts also come in one-model units, as their artificial intelligence has been shown to struggle when attempting to co-ordinate with group tactics. One-model units are no different to multimodel units really, although they have few concerns about losing their unit leader as by definition this will wipe them out. ‘Independent’ models are somewhat different as they can function as a one-model unit if they wish or join a friendly unit. Independent models all have the Independent trait to differentiate themselves from other units. They can make these choices as they go, so one could potentially join a unit and then leave it later to join another unit or revert to operating as a one-model unit again. Independent models are typified by lieutenants and NCOs in the Mobile Infantry, who are predicated to moving around and lending their support where it is needed most.

Higher-ranking leaders have access to much better command and communications and are able to co-ordinate units from kilometres away. This ability is represented by conferring temporary ‘unit leader’ status to other models on the battlefield, effectively bestowing that model with their authority while it takes an action. Specific higher-command capabilities are detailed in the racial characteristics section. See page 79 for more details on how the MI accomplish this. A typical example of this would be a Mobile Infantry lieutenant who has lost one of his unit leaders – most likely a sergeant – leaving the rest of the sergeant’s unit stranded on Alert Status (see page 12). The lieutenant can rectify the situation by nominating a temporary unit leader for the leaderless squad.

Independent models are more flexible in how they take their actions. They can: * Take an action independently as a one-model unit. * Join a unit's action if they are within its unit leader’s command range. * Form a new unit of all out of command models within command range. The independent model becomes the models’ unit leader for the remainder of the game. Note that Independent models are limited to a maximum of two actions per turn as usual.

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CHARACTERISTICS Pay attention, recruits! The following information may save your lives someday. If I do not see eyes front and ears open when I start, I will personally wash you out and make sure you spend the rest of your lives packing soy patties at a workers’ mess on Hesperus. Do you get me!?! – Sergeant Zim

Now that you understand the basic ideas of movement, command ranges and unit structure, you are ready to learn about the models that use them. It is one thing to know how movement and command work; it is quite another to put that together with unit types and individual troops. By the time you finish this chapter you will have a solid grasp on how models are defined, what their game statistics mean and how to use them during play.

This chapter handles everything involved in playing a game of Starship Troopers except for actions and engagements. The information given here is important to understand before moving on through the rulebook. Take the time to analyse these rules and how they fit with model types and unit structures. Once you fully grasp this chapter, the rest of the book will be much easier to follow. In Starship Troopers games both players use models to represent their forces on and off the tabletop. Some things do not need to be represented by proper units (minefields, ‘planet buster’ nuclear bombs launched from orbit or anything too massive or distant from the battlefield) but it is generally good practise to have something around to represent them, even if it is only a token that indicates to both players that an effect is in play.

Value Value represents the overall threat a given model represents in the game. The Value characteristic is the base cost of the unit in standard engagements and also forms the base number for that model’s net worth when calculating victory in a straight fight.

All models have a set of unique characteristics that differentiate their abilities in the game. Each characteristic and its standard game effect is explained below. These are further explained in the following game rules as they come into play. Value

Size

Move

Close Combat

|MI Cap Trooper |Value: 30 |Size: 1 |Move: 4” |Close Combat: D6 |Target: 4+ |Save: 4+ |Kill: 7+ |Traits: Jump/12”

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Target

Save

Kill

Traits

|Arachnid Warrior |Value: 15 |Size: 2 |Move: 6” |Close Combat: 2xD6+1 or D10 |Target: 5+ |Save: 4+ |Kill: 8+ |Traits: Climb/6” Piercing/1 Tunnel/6”

Characteristics Size Size tells you how big something is. A model’s ‘point blank range’ – the distance it can fight at in close combat, is dictated by its Size characteristic measured in inches from its centre point. It also affects how the unit interacts with terrain and line of sight.

dodge may attempt only one against each hit it takes. Some attack types deny models armour saves, or dodge saves, or both. A successful save defeats a hit and allows the model to survive. Any saves that roll a natural 1 are automatically failures.

Move

Kill

Move indicates the distance in inches a unit can travel in one Move or Charge action. Most models are free to turn as much as desired while moving. Exceptions are stipulated by their special rules and are typically dependent on a model’s Size or relative awkwardness.

The damage dice result it takes to kill a model of this type outright with no chance of survival. No armour save is possible, though a dodge save is allowed to avoid the Kill result. As should be evident, the Kill characteristic for a given model is always higher than its Target characteristic. Models suffering Kill results are removed from play unless they are capable of and successfully make a dodge save (but see the Hits/X trait for possible exceptions).

Close Combat Close Combat determines the damage dice the model rolls against enemies at point blank range when taking a Charge action. Some models (like Arachnid warriors) have a choice of what dice to roll to represent different forms of attack. An example of this would be the claw or bite options in the case of Arachnid warrior bugs.

Target The Target characteristic is the damage result it takes to potentially put a model of this type out of action for the duration of the engagement. When damage dice are rolled against models of this type, any result that equals or exceeds this number scores a ‘hit’.

Save A model must roll this number or greater on a D6 in order to survive a hit. If the model survives it must still flinch, as detailed on page 36. A model that suffers a hit and fails its save is removed from play as a casualty. It may or may not be dead but it is certainly not going to have any other impact on the current battle unless somehow revived. Two forms of save exist, ‘armour’ and ‘dodge’. These are shown to either side of a slash if a model has both (for example, 4+/6+). If only one number is shown it is always an armour save (as the ability to dodge is quite rare). In the rare instance that a model has no armour and only a dodge save, it will be shown as a dual value with a dash in place of the armour save (for example, –/4+). Only models with a dodge save can attempt to dodge Kill results. Either armour or dodge rolls may be attempted against hits. A model with saves for both armour and

Traits Some abilities (special movement type, Retaliate, Hits/ X) are limited to particular models. These uncommon abilities are referred to as traits. This characteristic will be left blank if no traits are possessed by a particular model. Some of the more widely possessed special traits are listed below. Independent Independent models have a great deal of flexibility on the battlefield. They can act independently of all other units, join in with another unit’s actions or even form a unit of their own if the conditions are right. See page 21 for more details on Independent models. Hits/X Models with this trait are often referred to as ‘multihit’ models. Each time a model with multiple hits fails its saving throw it loses one hit. If a multihit model suffers a Kill result it takes two hits instead of one. There is no way for a standard attack to instantly kill a model with Hits/3 or more. Some weapons or effects may be able to inflict multiple hits but they are not a common sight on the battlefields of Starship Troopers. A model with multiple hits is seriously affected by damage if it drops to a single hit, making it ‘wounded’. A wounded model is limited to taking just one action per turn for the rest of the battle. When all the model’s indicated hits have been lost it is removed from the battle as a casualty.

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Retaliate The Retaliate trait represents volatile ammunition, explosions, crashes, eruptions, death throes and other devastating effects accompanying the models’ demise. If a model has the Retaliate trait it must use the following rules if it becomes a casualty due to a Kill result (being taken out of play for failing to successfully save against a hit or hits will not cause retaliation).

Multihit Models

For instance, the tanker bug in the Multihit Models diagram has lost four of its six hits. The die next to it notes how many hits it has left (2). Should the bug take another hit, it will be wounded. As an additional effect of their remarkable toughness and durability, models with the Hits/X trait never flinch (see page 36), even if the rules demand it. Even if the controlling player wishes the model to flinch, it cannot do so. (Movement Type)/X” Some models can perform special moves like hovering, jumping or tunnelling as denoted in the trait. This shows both the special movement type and distance, such as Jump/15”. If a special movement type is indicated the model must use a Ready action before performing the special Move action. This trait’s effects are detailed on page 30. No Flinch This model never flinches (see page 36), even if the rules demand it. Even if the controlling player wishes the model to flinch, it cannot do so. Piercing/X The model’s Close Combat attacks are naturally lethal and can carve through even the heaviest armour with ease. The armour save roll of models struck by the model’s Close Combat dice is reduced by the Piercing value. For example an armour save of 6+ will be impossible to make if struck by a Piercing/1 weapon.

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Retaliate affects all models within point blank range (as described on page 17) of the retaliating model. Make separate damage rolls against all models within that range using the retaliating model’s Close Combat dice. Retaliate is in no way guided or controlled – all models are attacked, friend or foe. When rolling damage dice for model retaliation, the Piercing/X trait is still applicable.

WEAPON CHARACTERISTICS Weapons have a set of characteristics of their own. For example, a standard Mobile Infantry Morita rifle appears like this in the MI Weapons List (page 93): Name Range Damage Type Traits TW-203-a Morita 20” 2xD6 Squad Auto Assault Rifle A model can be armed with several different weapons and across a unit there will often be variation in weaponry. In the MI, some troopers may be armed with special or heavy weapons like flamethrowers or grenade launchers while the rest carry Morita rifles in the standard Mobile Infantry tradition.

Name The given name or common name for a weapon is listed here. It does not have any direct effect on play but the more common weapons will become easy to quote when it comes to their statistics. Unit lists may note weapons simply by their name, as their abilities are generally understood or easy to determine from the Weapons Summary.

Characteristics Range Weapon range is shown in inches. Weapon range is sometimes different according to the ammunition type used; in these cases more than one value may be listed. Note that range given is the effective range for the weapon and firing beyond this range is, by definition, ineffective. For instance, bullets may certainly be travelling farther than the listed range but they do not have enough accuracy to be a threat any longer.

Special – Damage bonus

Munition Delivery Modes Munitions, including bombs, grenades and warheads, may not have a set Range characteristic. Instead, one or more delivery modes may be stated. The delivery modes are Dropped, Launched, Placed and Thrown.

For example, a 3xD6+1 damage weapon adds one to the score on each of the three dice rolled for it.

Dropped munitions can be released by Air units. See page 134 for more details. Launched munitions can be fired by a specific launcher system (the munition’s description will specify which launch system must be used). A range in inches will also be given. If a model does not have the requisite launch system, it may not launch this munition, though it may use an alternative delivery mode. Placed munitions can be planted using the Remote rules (see page 28). Thrown munitions can be manually hurled at the enemy. A range in inches will also be given.

Point Blank Range When a model is attacking another model that is within a range in inches equal to its Size characteristic it is at ‘point blank’ range. Close combat damage dice can be used instead of weapon damage dice at point blank range (although models can still shoot if they wish). See page 17 for more on point blank range.

Damage In Starship Troopers, combat does not employ a separate roll to hit and damage targets. It is assumed that with modern weapons and a modicum of training most soldiers can put accurate fire on their chosen target as long as ammunition permits. The important issue becomes whether a given

Some weapons have a damage bonus because they are extremely accurate, have a high rate of fire or possess exceptional penetration. If a damage bonus applies, you may need to roll different coloured dice for that weapon when firing. Each damage roll adds the damage bonus before comparing its value to the Target and Kill characteristics of the attacked model.

Some attacks receive a random damage bonus by rolling an extra die (this being the differently coloured die). Remember that this is not a damage die so does not count as an extra hit on its own; the bonus die is purely there to boost the weapon’s damage dice scores. On a high roll with this bonus die, this can result in extremely lethal attacks, as they are far more likely to meet or exceed a target’s Kill characteristic. For example, a 2xD6+D6 damage weapon adds the result of the bonus D6 die to each of the two dice rolled for it. Remember that the bonus die is rolled only once.

weapon can effectively harm a particular target. If a weapon is not capable of penetrating a target’s defences, firing it with any amount of accuracy is redundant. A weapon’s Damage characteristic is the damage dice rolled by the weapon, almost invariably one or more D6 or D10. Each damage die that scores equal to or beats a model’s Target characteristic will score a hit on the model and require that a save be made. If the save is failed, the model is removed as a casualty or loses one hit (in the case of multihit models). Damage dice that equal or beat a model’s Kill characteristic slay the target outright or cost it two hits (in the case of multihit models with three or more remaining hits). No armour saves are permitted against a Kill effect, though dodge saves are allowed.

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Type Type describes the standard doctrine for deployment of this kind of weapon and hence the most likely ammo loads carried. A weapon’s Type generally determines how many times a weapon may be fired in a turn. Crew weapons take a long time to reload or chew their available ammo really quickly, so they need someone to help ‘keep them fed’. As such, they count as Squad weapons if an additional friendly model is within point blank range to assist the firing model and does not use its own weapon in the same action. An additional model can assist only one weapon at a time. If no model is present to assist, a Crew weapon counts as a Pack weapon. Infinite weapons are rare in the Starship Troopers universe but not unknown. Due to unique construction methods or a highly advanced power source, Infinite weapons ignore all ammo rules and may always fire during Shoot actions and reactions. Internal and Pack weapons can fire only once per turn and may not fire during Shoot reactions. One-Shot! weapons can fire only once per game. Squad weapons are common and benefit from everyone in a squad carrying ammo for them. However, even a well-maintained and fully loaded Squad weapon can temporarily run out of ammunition or jam in a bad situation. Squad weapons may always fire unless they are Out of Ammo (see page 14).

Traits Weapons traits describe any unique features about a weapon. A common example is ‘Ready’, which requires the model using the weapon to take a Ready action before it can be fired. This represents heavy or ponderous weapons needing to be set up, loaded and aimed properly. Traits are summarised here for convenience but it is worth reading up on the Shoot action as well if this is your first time through the Starship Troopers rules. AA This is an anti-aircraft weapon. Only weapons with this trait are capable of affecting Air units moving at Loiter speed or faster; all others are too slow moving or too limited in their ability to target such rapid enemies.

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Accurate Accurate weapons receive a damage bonus equal to the Size characteristic of the target model they are aimed at. The Accurate trait is ignored if the weapon is fired in Artillery fire mode. Auto Units firing with any Auto weapons can hit models up to 6” away from their nominated target model (see Shoot actions on page 28) instead of the normal 3”. Fire Arc: X Weapons with a reduced arc of fire will have that limitation noted as a trait. Generally this is a trait only applied to mechanised or extremely slow models. See page 18 for more details. Flame Flame weapons engulf their targets with a torrent of fire. They ignore any cover bonus the target may have and no dodge save is possible against their effects. Killshot Atomics and some other weapons are powerful enough to vaporise any target they hit, burning through armour as if it was not even there. Killshot weapons count any damage roll that equals or beats the model’s Target characteristic as a Kill instead. LZ (X”) LZ is short for Lethal Zone. When firing at targets in line of sight, this weapon may use either the Artillery fire rules (see page 40) or the direct fire rules (see page 39). When firing at targets not in line of sight, this weapon must use the Artillery fire rules. The weapon’s Lethal Zone has a radius of X”, as indicated in parentheses next to the trait. A Ready action must be performed before firing a Lethal Zone weapon in Artillery mode. LZ (X”/LOS) LOS is short for Line of Sight. The LOS trait is only ever possessed by LZ weapons (see above). This weapon may not use Artillery fire to shoot at targets not in line of sight. This trait is possessed by weapons incapable of arcing their fire over intervening terrain. LZ (Stream) Stream weapons create a path of devastation that stretches in a straight line from the weapon to its target. When fired at targets in line of sight it may use either the Stream

Characteristics rules or the direct fire rules (see below). These special Stream rules supersede the usual direct and Artillery fire rules for Lethal Zone weapons. Direct Fire: When using direct fire mode, Stream weapons roll a number of dice equal to their damage dice multiplied by their damage bonus. This represents them being swept across an area of ground; this does an immense amount of damage but also forfeits their damage bonus to the damage dice rolls. They do not generate their Lethal Zone when firing directly, however; they only affect the target struck in the same manner as a normal weapon. For example, a Stream weapon with D10+2 damage would roll 2xD10 when used for direct fire. Stream Fire: When using Stream fire mode, place the Stream template so that one short end is touching the firing model – a Stream weapon’s Lethal Zone stretches in a straight line from the firing model out to the weapon’s maximum range or until line of sight is blocked by impassable terrain (whichever comes first). When using Stream fire mode, roll the damage dice indicated against all models within the Lethal Zone. The weapon’s damage bonus applies to every model struck. The Lethal Zone is 2” wide but remember: A model’s centre point must be within this to be affected.

Multihit High penetration or massive firepower allows this weapon to rip through multihit models like Marauder suits and plasma bugs. Multihit weapons that equal or exceed the Target characteristic of a multihit model score two hits instead of one. Multihit weapons that equal or exceed the Kill characteristic of a multihit model score four hits instead of two. Parry A model bearing a Parry weapon can force a single enemy model within point blank range to re-roll one of its close combat damage dice during an enemy Charge action. A model may only Parry something up to twice its own Size (that is, a Size 1 trooper can Parry a Size 2 warrior bug but not a Size 6 tanker bug). Parry 2 or Parry 3 weapons allow the user to parry two or three Close Combat dice respectively against any opposing models within point blank range. Persistent Persistent weapons deal continuous damage through burns, poison or other means. Persistent weapons continue to roll for damage against multihit models and any models that make successful armour saves against their damage. Roll the Persistent weapon’s damage dice against each affected model at the start of each subsequent player turn, until the affected model either becomes a casualty or the effect wears off.

Stream Weapons Warrior A Warrior B

Warrior C

Warriors B and C are caught by the MI cap trooper’s Stream Lethal Zone. The Stream Lethal Zone is blocked by the wall (impassable terrain).

If a Lethal Zone weapon has the Persistent trait and is fired in Artillery mode, the Persistent effect also stays in effect in the Lethal Zone. Roll the Persistent weapon’s damage dice against any model that ends an action within the Lethal Zone. Any damage bonuses the weapon normally has are not applied to damage dice rolls for Persistent effects following the initial attack. Persistent effects will die off over time, so every time a Persistent damage die rolls a natural 1 or 2 it is lost from the overall Persistent effect.

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Unlike normal Lethal Zones, there is no chance of a Remote weapon’s Lethal Zone scattering – it is always centred on the marker. Retaliate Certain weapons are dangerous to be around due to their volatile fuel or energy reserves. If a weapon has the Retaliate trait it must use the following rules if the model carrying it becomes a casualty due to a Kill result (being taken out of play for failing to successfully save against a hit or hits will not cause retaliation).

Models being attacked by a Persistent effect can take their actions as normal – it is assumed they have plenty of armour to protect them from being debilitated by the effect, even if it is slowly trying to eat through said armour… Piercing/X Piercing weapons or attacks are good at punching through armour. The armour save roll of models struck by the weapon is reduced by the Piercing value. For example, an armour save of 6+ will be impossible to make if struck by a Piercing/1 weapon. Ready A Ready weapon can only be fired by a unit whose preceding action was a Ready action (see page 45). Remote A Remote weapon is placed at the location of the model carrying it by using a Ready action; use a marker to show the weapon’s location once placed. It can then be triggered with any subsequent Ready action taken by the model that placed it. If the model is removed as a casualty the Remote weapon is lost as well. These two Ready actions can be separated by any number of other actions – this normally involves the placing model taking Move actions to get out of the Remote weapon’s Lethal Zone!

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Retaliate affects all models within point blank range (as described on page 17) of the model bearing the retaliating weapon. Make separate damage rolls against all models within that range using the retaliating weapon’s damage dice. Retaliate is in no way guided or controlled – all models are attacked, friend or foe. When rolling damage dice for weapon retaliation, only the following traits are still applicable: Flame, Killshot, Multihit, Persistent and Piercing/X. Note that it is possible that a model with the Retaliate trait will end up carrying a weapon with the Retaliate trait too. If the model is removed due to a Kill result resolve both Retaliate effects separately. Underslung In an action, an Underslung weapon can be fired in lieu of the main weapon it is attached to. If an Underslung weapon is used, it uses its own characteristics and traits rather than the main weapon’s. A model unable to fire due to failing an ammo roll may not use either its main weapon or its Underslung weapon.

ACTIONS

Actions

Restrictions It’s all fun and games until someone loses an eye… and then it’s just fun! – Trooper ‘Red’ Kestrel

This chapter discusses actions in more detail and provides the rules for their execution in a game. If this is your first time playing Starship Troopers, you will find it useful to read through the Characteristics chapter preceding this one if you have not already done so. While characteristics define what a model or weapon is capable of doing, only actions allow them to occur at all. As Sergeant Zim would say, ‘The best gun in the galaxy is worthless if you never pull the trigger, ape!’

The moving models have the following restrictions: * They must end their movement within 6" of their designated unit leader. * They may not move through impassable terrain unless it is of smaller Size (see page 30). * Difficult terrain will slow their intended progress as noted below. * A unit may move through any friendly units freely. * A unit may not move through an enemy unit unless all models are of greater Size than the enemy models or the moving unit is using a special movement mode.

TAKING AN ACTION Units can undertake up to two actions in their turn. Models out of command cannot take actions unless an enemy unit disturbs their Alert Status. A wounded model only gets to take one action. Regardless of a model’s circumstances, any and all actions taken must be chosen from the list below. Move Shoot Charge Ready

Move Action Summary 1. Nominate unit leader. 2. Measure movement range for models. 3. Reduce movement by half if pushing through difficult terrain. 4. Move models, starting with the unit leader model.

An action can be repeated if desired during a single turn (for example, Move/Move or Shoot/Shoot), assuming a model is eligible to take two actions at all.

MOVE ACTIONS Units taking a Move action may travel a distance in inches equal to their Move characteristic across the tabletop in any direction.

Procedure All the models in the unit move as part of the same Move action. Measure the distance to be moved and then move the models to their new location. A Move action does not have to be taken to its full possible length; a unit can travel any decided distance up to its maximum value.

Terrain Rules In Starship Troopers, terrain is used to break up a battlefield and to make combat more challenging than simply standing on either side of a featureless area and shooting at the enemy before charging straight at them. Terrain can be as simple as pieces of paper labelled with the Size and shape of what it is supposed to represent (trees, hills, walls and so on) or as complex as three dimensional pieces that look like miniature forests and buildings in their own right. From scraps of blue cloth for water hazards to buildings made of foam and wooden slats, the rules for how terrain affects the play of Starship Troopers are identical.

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Difficult Terrain A model’s move distance is halved by any difficult terrain it moves through that is larger than its Size characteristic. This represents the difficulty a model has in picking its way through that type of terrain. Difficult terrain is not the same as impassable terrain which, as its name indicates, cannot be moved through at all (see below). For example, a Size 2 boulder field would not slow down Size 2 warrior bugs moving through it but would limit Size 1 MI troopers in power suits. This effect reduces the MI unit’s move to 2”. Note that in the Starship Troopers miniatures game, hills, dunes and other non-sheer changes in terrain height do not count as difficult terrain in and of themselves. All units in the Starship Troopers universe are assumed to be able to traverse up or down slopes without appreciably reducing their speed. Hills and elevation are still very important for determining line of sight and cover. Examples of difficult terrain include: Woods, forests, jungles, ponds, lakes, streams, mud-holes and swamps. Impassable Terrain Impassable terrain blocks all basic movement unless it is of a smaller Size than the model moving. If the terrain is smaller, the moving unit can step, climb, roll or crush its way over the barrier the terrain represents. A model taking a Move or Charge action to cross impassable terrain smaller than it is can roll one of its Close Combat

dice and move that distance, ignoring the impassable terrain. A model forcing its way forward in this manner cannot exceed its normal Move characteristic as a result of the Close Combat die roll. For example, a Size 2 warrior bug wants to climb over and past an impassable Size 1 wall, so it rolls a D10 for its movement distance (note that its maximum possible movement is still limited to 6”). Examples of impassable terrain include: Cliffs, walls, barriers and sheer drops or elevations of any kind. Sizing Terrain A piece of terrain has a nominal Size equal to its height (or depth in the case of crevasses or liquid sources) in inches, rounding to the nearest whole number.

Special Movement Modes Some models are able to use special movement modes as specified in the Traits section of their statistics. This means they are able to drive, fly, jump or use some other special means of getting around the battlefield. A model can use its special movement mode to get around but it does not have to – for example, tracked and wheeled models have a lower ‘safe speed’ to grind along at more or less walking pace and a hopper bug can crawl along on the ground. These basic movement rules are represented by the model’s normal Move characteristic. The special movement types are:

Terrain Scale

Size 2 warrior bug model

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Size 4 difficult terrain

Size 2 difficult terrain

Size 1 impassable terrain

Size 3 impassable terrain

Actions Climb/X” The model uses the special movement distance indicated, counting any impassable and difficult terrain as clear. Models can climb over several actions if required. Simply make a note of the height reached or place a die beside the model as a reminder. Models that flinch while climbing will fall (see page 38). Jump/X” The model uses the special movement distance indicated and it can always move up to this distance, even if it moves from, over or into difficult or impassable terrain, as long as this terrain is not more than 6” tall. Jumping under fire is risky as it can cause tumbling and spectacularly poor landings. Jumping models also make very obvious targets. Add a +1 damage bonus to any damage dice rolls made against jumping models by reacting enemies. Tracks/X” The model uses the special movement distance indicated and it can always move up to this distance, even if it moves from, over or into difficult terrain (but not impassable terrain). All models with the Tracks trait have the No Flinch trait. Wheels/X” While using this special movement mode a wheeled model moves at much greater speed than normal but is in danger of skidding and losing control if damaged. If a wheeled vehicle flinches during a turn in which it has used its special movement, it flinches D6” from the source of damage instead of the customary 2” (see the flinching rules on page 36 for details). Tunnel/X” The model ignores all terrain. Use a Tunnelling Marker to represent where units of tunnelling models are located under the battlefield. A tunneller must use a Ready action in order to emerge onto the tabletop and remove the Tunnelling Marker from the field. A tunneller cannot use Charge or Shoot actions while underground but neither may it be attacked. A tunneller rolls close combat damage against models within its point blank range as it emerges but may not move further or shoot in that action. See the Tunnelling chapter (page 136) for more details.

Hover/X” The model uses the special movement distance indicated and it can always move up to this distance, even if it moves from, over or into difficult or impassable terrain. Air (X): Some models capable of hover movement also possess the Air trait, most notably hopper bugs. This means these models can become fully airborne and count as Air units by taking a special hover Move action, forgoing their movement to represent the time it takes for them to gain altitude. Once airborne, a model acts in the Air phase of the game turn and no longer participates in the usual player turns for as long as it remains an Air unit. The model’s available flight speeds are given in the parentheses. It may return to being a ground model by using the Move (Land) action – see the Air Unit & Flight Rules chapter (page 132) for more about air combat.

Using Special Movement Modes Special movement modes may only be used by models if they take a Ready action first, which represents the model taking to the air, preparing its jump jets, moving into position to tunnel, revving engines and so forth. The special movement distances take the Ready action into account, typically being higher than the model’s basic Move characteristic, even for ‘slow’ special moves like tunnelling or climbing.

Attacking When Using Special Movement Modes When making a special movement, a model can also execute an attack as if it were using a Shoot or Charge

Special Movement Attacks

The hopper bug’s first action is to Ready. The hopper bug’s second action is to Move using its Hover special movement. It hovers 12” towards the MI cap trooper and then makes a Charge attack, before completing its special movement (a further 12” hover). Because it did not finish an action within 10” of an enemy model, an Alert Status reaction is not triggered.

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action at any point in its movement if desired. Tunnelling forms an exception to this rule as no Charge or Shoot actions can be attempted whilst a model is tunnelling. For example, an MI cap trooper can use a Ready action to prepare to use his jump special movement mode and then launches himself up to 12” using his Move action. During this movement, the trooper may Shoot his Morita rifle at any point. As another example, a hopper bug can use a Ready action to prepare to use its hover special movement mode and then launch itself up to 24” using its Move action. During this movement, the hopper may Charge an enemy model, rolling Close Combat dice as normal. The hopper may even complete its hover movement, up to a maximum of travelled distance of 24”, after the Charge attack. It is quite possible for a properly employed hopper bug to dart in and out of an enemy unit, amassing casualties without triggering Alert Status reactions, as shown in the Special Movement Attacks diagram on page 31.

SHOOT ACTIONS A unit taking a Shoot action uses the ranged weapons it has at its disposal to fire on the enemy. This enables the unit to roll to hit with its damage dice against all enemy models within a ‘Fire Zone’ centred on a designated target model.

Procedure All the models in the unit shoot as part of the same action, rolling their damage dice and comparing them to the target’s characteristics to see how many damage dice equal or beat the score needed to deal hits or Kills. Armour and dodge saves (if any) are rolled to attempt to mitigate these hits and Kills. Any unsaved hits or Kills cause models within the Fire Zone to be removed from play.

Restrictions In order to fire, individual models must have their unit’s target model: * Within their line of sight (unless they are using Artillery fire). * Within range of the weapons they are using. In general, models can fire one weapon per Shoot action, though some models can fire multiple weapons as described in their special rules.

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Occasionally, a unit will fire with weapons that create more than one size of Fire Zone. In this case, resolve Steps 4 to 8 of the Shoot Action Summary on page 34 for the smallest Fire Zone first. Then resolve Steps 4 to 8 for the next largest Fire Zone, and so on. When a Fire Zone contains models of more than one unit within it, use the Allocation rules on page 36 to determine the spread of firepower.

Pick a Target Model When you take a Shoot action, pick a target model on the tabletop. Check to ensure that models participating in the action are within weapon range of the target model and have an unobstructed line of sight to it. Models in the unit that are unable to shoot at the target model miss out on the Shoot action altogether. Line of Sight Line of sight is how we describe what models can see and therefore fire at. Line of sight is drawn from the centre point of each firing model to the target model. If there is anything in the way, like terrain pieces or other models, the line of sight may be obscured or blocked altogether. Whether intervening terrain or models obscure or block a target is determined by Size: * Any intervening terrain or models will block line of sight to the target model if their Size is equal to or greater than the target model. * Any intervening terrain or models precisely one Size smaller than the target model may provide the target with a cover bonus to its armour save (see page 37). * Any intervening terrain or models of more than one Size smaller than the target model has no effect. * You may also ignore any terrain that is within point blank range of the firing model when drawing line of sight. This represents the ability of a model to find windows or gaps in walls to fire through or the possibility of swinging quickly around a corner and peeling off a shot before ducking back in. * IMPORTANT: Line of sight always works both ways. If your unit draws line of sight to an enemy unit, that enemy unit may draw line of sight to your unit.

Actions Remember that, as a guideline, terrain is considered equal in Size to its height in inches (rounding to the nearest inch). Models in the firing unit never block each other's line of sight but friendly models in other units will do so. If a model is on top of a piece of terrain, add the Size of the terrain to that of the model for calculating line of sight.

Range A weapon’s Range represents its ability to put fire onto a target model with accuracy. The weapons in Starship Troopers actually have the ability to deal injuries in Fire Zones that technically stretch beyond their range (see page 34 for more on Fire Zones). * Measure the distance between each firing model and the target model.

Line of Sight and Range Warrior B

Warrior A Warrior C Warrior D

Warrior E

Trooper 1 M8 Marauder Sergeant

Trooper 5

Trooper 2 Trooper 3

Trooper 4

The MI squad chooses Warrior C as its target model and performs a Shoot action. The MI player measures range and line of sight for all models in the squad. The M8 Marauder Sergeant has clear line of sight to Warrior C and may add his weapons’ damage dice to the unit’s firepower. Trooper 1 has Size 2 terrain intervening between him and Warrior C. As the Warrior C is also Size 2, Trooper 1’s line of sight is blocked and he may not add his Morita rifle’s damage dice to the unit’s firepower. Trooper 2 has the Size 3 M8 Marauder Sergeant intervening between him and Warrior C but may ignore this as the Sergeant is in his squad. Trooper 2 may therefore add his Morita rifle’s damage dice to the unit’s firepower. Trooper 3 has the Size 4 wall intervening between him and Warrior C but may ignore this as the wall is within 1” (the trooper’s point blank range). Trooper 3 may therefore add his Morita rifle’s damage dice to the unit’s firepower. Trooper 4 has the Size 4 wall intervening between him and Warrior C. Trooper 3 may not add his Morita rifle’s damage dice to the unit’s firepower. As the cap troopers are using Morita rifles, which have a Range characteristic of 20”, Trooper 5 is out of range of Warrior C and may not add his Morita rifle’s damage dice to the unit’s firepower.

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* Check the range of each firing weapon compared to this distance. Any models firing a weapon that is out of range is unable to shoot at the target.

Shoot Action Summary 1. Nominate target model and declare unit weapons firing.

Determine Fire Zone

4. Determine Fire Zone around target model.

Damage dice represent not only the potency of a given weapon’s hits but also the number of shots successfully put into the area surrounding a target model, where the concentration of firepower might cause additional harm. The number of models firing will tell you how many damage dice are rolled. Thus the size of the Fire Zone, even for a single model firing, depends on the traits of the weapons used. A Fire Zone covers an area of the following size:

5. Roll damage dice for all weapons in range and line of sight of target model.

* Up to 6" from the target model for Auto weapons or direct fire Lethal Zone weapons.

6. Discard any dice that roll a natural 1 (and mark models on low ammo if this is a Shoot reaction).

* Up to 3" from the target model in all other cases.

2. Check distance from individual firing models to target model for range. 3. Check line of sight from individual firing models to target model.

7. Compare remaining dice to the Kill characteristic of models inside the Fire Zone. Each Kill result makes one model in the Fire Zone take a dodge save, starting with the models closest to the firing unit. Models failing or incapable of this save are removed. Multihit models lose two hits instead of being removed. Remove Kill dice results once used. 8. Compare remaining dice to the Target characteristic of models inside the Fire Zone. Each Target result requires one model in the Fire Zone to make a save. Models failing this save are removed, starting with the models closest to the firing unit. Multihit models lose one hit instead of being removed. Models that successfully make armour saves against hits flinch away from the firing unit. Remove Target dice results once used.

In effect, the Fire Zone rule indicates the killing power of an entire squad when they focus their attacks on a single target and the area around it. Sometimes, a unit will be firing weapons that create both 3” and 6” Fire Zones on the target model. In this case, resolve the smaller Fire Zone’s effects first, and then resolve the larger Fire Zone’s effects. Additional Fire Zones A unit can opt to split fire by setting up extra target models (and therefore Fire Zones) if it wishes. In effect, this is the act of spreading an attacking unit’s fire wider to catch more targets or shooting in different directions. The downside to this tactic is that the unit’s firepower is weakened by being spread wider. Two damage dice must be discarded for each extra target

Fire Zones

Note that there are several options available to models performing the Shoot action. Additional Fire Zones may be created (see the adjacent column). Lethal Zone weapons may be fired in either direct fire mode (see page 39) or Artillery fire mode (see page 40).

– Target Model 3” Fire Zone 6” Fire Zone

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Actions model selected and the remaining damage dice must be divided between the two or more target models and their Fire Zones before any of them are rolled.

target model but outside of the Fire Zone cannot take hits or be killed. Kills and hits are allocated in the following manner:

Roll Damage Dice

1. Remove all damage dice that rolled a natural 1.

Each damage die can score a hit and potentially take down an enemy. The details and effects for how damage dice work is explained in the Characteristics chapter; in summary, each one has the potential to harm or kill an enemy model if it meets or exceeds the model’s Target characteristic. Out of Ammo If this Shoot action is a reaction , there is a chance that the firing models will temporarily run out of ammunition, jam their guns or otherwise find their firepower stalled. See page 14 for more details on running out of ammo.

Allocate Hits and Kills Hits and Kills can only be allocated to models within a Fire Zone. Enemy models within the same unit as the

Warrior B

Warrior A Warrior C Warrior D

2. Beginning with models closest to the firing unit, allocate Kills. Any model allocated a Kill may make a dodge save (if the model has one). A successful dodge save allows the model to ignore the Kill result. Should a model be incapable of or fail the dodge save, it is removed from the game, though multihit models take two hits rather than be removed. Remove all dice that inflict Kill results as soon as they have been applied. No model can be allocated a second Kill result until every model in the Fire Zone has been allocated one. No model may be allocated a third Kill result until all models have been allocated a second Kill result. This pattern repeats as often as necessary until all Kill results have been distributed.

Allocating Hits and Kills

M8 Marauder Sergeant

Trooper 2 Trooper 3

Warrior E

The units from the Line of Sight and Range diagram on page 33 are reproduced above. It has already been determined that only the M8 Marauder Sergeant, Trooper 2 and Trooper 3 may fire at Warrior C. Every warrior bug model is caught in the Fire Zone surrounding Warrior C. The MI player rolls his weapons’ damage dice and gets the following dice results: 8, 6, 6, 5, 4, 4, 3, 3, 2, 1, 1, and 1. First, all the 1s are discarded. Second, an 8 is a Kill result against warrior bugs. As they have no dodge save, the closest model in the Fire Zone (Warrior B) to the firing unit is allocated the Kill and removed as a casualty. Third, the two 6s and the 5 are hit results against warrior bugs. The Arachnid player rolls three armour saves but only one succeeds. The next two closest models in the Fire Zone (Warriors E and C) are removed as casualties. Of the remaining two warrior bug models, the closest (Warrior B) flinches back 2”, as this bug successfully made its armour save.

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3. Beginning with models closest to the firing unit, allocate hits. Any model allocated a hit may make an armour save or dodge save (should the model have both, it must pick one save). A successful save allows the model to ignore the hit. Should a model fail to successfully save, it is removed from the game, though multihit models take a hit rather than be removed. Remove all dice that inflict hit results as soon as they have been applied or saved. No model can be allocated a second hit until every model in the Fire Zone has been allocated one. No model may be allocated a third hit until all models have been allocated a second hit. This pattern repeats as often as necessary until all hits have been distributed. 4. Models that successfully make armour saves against hits flinch away from the firing unit (see below). Models that successfully made dodge saves against hits may or may not flinch. Note that the hits and kills allocation rules mean that the actual target model will not get hit until all models closer to the firing unit have either been removed or at least been allocated hits. It is important for the attacking player to bear this in mind when choosing a target model.

Damage Dice Allocation Fire Zones are dangerous places to be in. The nature of the weaponry being used means anyone in the area can become a casualty. This is the risk that troops run when they unload a massive amount of heavy firepower into a prescribed area. If models from multiple units (friendly or otherwise) are within a Fire Zone, these Allocation rules must be used: 1. Starting with the model closest to the firing unit, allocate a single damage die to every model within the Fire Zone. 2. Allocate all remaining damage dice onto any one unit that has a model within the Fire Zone. 3. Resolve the damage for each unit separately, using the normal process.

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Damage Bonus If a weapon has a damage bonus termed as a die roll (for example, D10+D6), roll a differentcoloured die for it so that its effects can be worked out separately. Remember this is the only time you might add dice together before comparing them to a victim’s Target and Kill characteristics.

Flinching In the Starship Troopers universe, giant bugs clash on a sometimes daily basis with Mobile Infantry cap troopers clad in power suits and toting high-tech weapon systems. It is a violent and brutal battlefield these titanic forces wage their battles upon. Because heavy armour is commonplace and powerful attacks are being constantly thrown against it, these rules use the concept of ‘flinching’ to represent combatants being driven back by damage. Flinching is represented by the following guidelines. Flinching and Armour Saves Models which make a successful armour save must ‘flinch’ back a short distance, either due to the physical impact or the sudden remembrance of mortality. Any model that flinches must move 2” away from the source of damage, as directly as possible. This does not necessarily represent running from the enemy; it can simply be the incredible force of a powerful blow staggering the target model backwards. Two notable exceptions apply when it comes to models flinching: * A model within or touching any kind of cover does not have to flinch but may if it chooses. Those merely obscured by cover must still flinch as normal. * A model that makes a successful dodge save does not have to flinch, as it adroitly steps aside and avoids the attack rather than suffer any kind of impact or adverse effect, but may flinch if it so chooses. Some models, most notably multihit models, never flinch. Note that flinching, regardless of reason, is one of the few game instances that can force a model to leave the command radius of its unit leader.

Actions Cover Cover can be described as any obscuring terrain (or obscuring models other than those in the firing unit) that intersects a firing unit’s line of sight to a target. Models in or behind any area of terrain that obscures line of sight add +1 to the die roll for any armour saves they have to make. Cover applies only if all of the firing models have their line of sight to the target model intersected by cover. Just one model with an angle around cover can negate a target’s cover bonus. The armour save bonus is increased to +2 for units either inside or behind and touching ‘hard’ cover (that is, something resistant to attack such as rocks, gullies, ruins, most buildings, walls and vehicles but not woods or jungles). Proper fortifications such as trenches, gun towers and bunkers give their occupants an armour save bonus of +3 (occasionally this bonus can rise even higher). Note that the armour save bonus that cover grants applies even to models that do not normally have an armour save. Hence a neodog model in fortified cover benefits from a 4+ armour save. This could prove exceptionally useful if it is struck by a Flame weapon, which would negate its dodge save.

Cover

Warrior Unit A

MI Squad Warrior Unit C

Warrior Unit B

The MI Squad is caught in the midst of three warrior bug units. The MI player is considering shooting at one of these units and weighs his options: Warrior Unit A is within a Size 2 boulder field. As warrior bugs are Size 2 , the boulder field counts as blocking cover. The MI Squad cannot see Warrior Unit A and therefore cannot shoot them with their Morita rifles. Warrior Unit B is behind a Size 1 wall. As warrior bugs are Size 2 , the wall counts as cover. The MI Squad can shoot them with their Morita rifles but each warrior bug gains a bonus to its armour save (+2 for the top two bugs that are touching the wall and +1 for the other three). Warrior Unit C appears to be in the same situation as Warrior Unit B. However, since the topmost trooper model has an unimpeded line of sight to the topmost warrior bug model, the wall’s cover is cancelled for the entirety of Warrior Unit C (if this topmost warrior is designated the target model).

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For example, an MI Power Suit Trooper (Size 1), an Arachnid warrior bug (Size 2) and an M8 ‘Ape’ Marauder (Size 3) are within point blank range of one another at the end of an action. As the smallest model, the Power Suit Trooper flicnhes away from the warrior first. The warrior then flinches away from the Marauder.

Flinching

Flinching 2” following a successful armour save.

Flinching when ending an action within point blank range of larger Size model .

A model will only ever flinch due to a failed armour save once during an action or reaction, no matter how many armour saves it is called to make. If a model flinches it must move directly away from its attacker. If the flinch move takes it through other models it cannot engage or affect them; it just moves back the remaining flinch distance and ignores their existence. Any model at the end of this flinch distance is moved aside to make room if necessary. Enemy models get a free strike using one of their Close Combat damage dice against models flinching into their point blank range – but this attack will not cause further flinch results. Lethal Zones and Flinching Models that flinch due to a successful save against a Lethal Zone effect will move directly away from the centre of the effect. In other words, a model that successfully saves against a Lethal Zone effect will move away from the centre of the Lethal Zone rather than away from the firing unit. The exceptions to this rule are Stream Lethal Zones, where the model may flinch away from either the centre of the Lethal Zone or the firing unit. Flinching and Point Blank Range Flinching also occurs at the end of any action that leaves any model within the point blank range of a larger Size enemy model. These flinches may move a model further than 2”, as the smaller model is moved to the edge of the larger model’s point blank range. These flinches occur in Size order, from smallest Size model to largest Size model.

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Falling From a Great Height Plunging from a sufficient elevation can be just as effective a way of dying as any in the Starship Troopers miniatures game. Any flinches that push models off high structures, cliffs or other promontories are treated as shown on the Falling table.

Models with special movement traits of Climb, Jump or Hover reduce the distance fallen by 3”, whether readied or not – their special movement mode allows them to mitigate some or all of the damage.

Falling Table Up to 3” fall Up to 6” fall 7”+ fall

Roll 1xD6 damage die against the model. Roll 1xD10 damage die against the model. Roll 1xD10 for every 6” fallen. Add the model’s Size as a damage bonus.

Flinching Into Impassable Terrain or Off the Table Being forced into a corner or out of a field of engagement is another way to lose models. Any flinches that push models into impassable terrain or off the table edge result in the flinching model making an armour save. * If the armour save is successful, the model is pushed as far as possible toward the impassable terrain or table edge but remains in play. * If the armour save is unsuccessful, the model is removed (regardless of the number of hits it has).

Actions Lethal Zone Weapons – Direct Fire Weapons with the LZ trait have a ‘Lethal Zone’. This means the bearer has a choice of firing modes – direct or Artillery (see page 40 for details of Artillery fire). The importance of this trait and the two possible fire modes form a key part of the combat system for Starship Troopers.

Direct Fire

Direct Fire When using direct fire mode, the LZ weapon’s firepower is added to the firepower already pouring into a Fire Zone, adding a healthy boost to the number of damage dice rolled. Lethal Zone weapons multiply the number of damage dice they roll by their Lethal Zone size (found in brackets next to the Damage characteristic) when firing directly. Direct attacks with Lethal Zone weapons do not scatter and always strike where the firing model wishes them to, assuming that point is within its listed range. They do not generate their Lethal Zone when firing directly, however; they only affect the Fire Zone created in the same manner as a normal weapon.The damage bonus for Lethal Zone weapons fired directly applies to every damage die rolled as normal.

For example, an MI cap trooper firing a Firecracker missile from a Javelin launcher (3xD6 damage and a 2” Lethal Zone) would roll 6xD6 when using direct fire mode.

Direct Fire (cont.)

Designer’s Notes Direct and Artillery Fire: It is usually a good idea to use a mix of Artillery and direct fire on your chosen target. One effective tactic is to employ direct fire to ‘herd’ enemies into a killing field for Artillery fire Lethal Zones, something best achieved from flanking positions.

An M8 Marauder firing its Trip Hammer Mortar (D6+2 damage and a 2” Lethal Zone) would roll 2xD6+2 when using direct fire mode.

Flinching: Flinching will tend to disperse and drive back enemies. Once this effect is combined with command ranges it fulfils the mainstay of morale rules in Starship Troopers, although racially specific rules may also apply. Generally, it is assumed there is no lack of individual bravery on the part of the combatants, so they will always try to hold their ground… however, this bravery cannot prevent them from being driven back physically by blistering firepower or sheer weight of numbers.

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Lethal Zone Weapons – Artillery Fire A model that decides to use its Lethal Zone weapon in Artillery mode is not joining in with the rest of its unit’s Fire Zone; instead it is electing to make one of its own. Artillery shots could be made with a missile, a mortar bomb or a thrown grenade, for example; the form does not matter. The important trait of Artillery fire is that it explodes and it has to land somewhere! As such, the model may designate its own target impact point (though the final Lethal Zone may well deviate from this point). Nevertheless, the model uses the same action as the rest of the unit to fire its weapon. Artillery fire may be determined either before or after direct fire in an action, at the firing player’s discretion. Artillery shots are attacks where the firer is trying to use their own weapon individually to do the most harm instead of joining the general unit firing at a target area. * Artillery fire can only be used by weaponry with the LZ trait. * The model must spend the previous action performing a Ready action before firing in Artillery mode, even if the weapon does not normally require readying. This represents the firing model calculating trajectories and preparing the weapon for firing. * Artillery fire does not need line of sight (unless the weapon also has the LOS trait). * The target point must be between the weapon’s maximum range and half that range. This means that Artillery fire can only target points in the latter half of a weapon’s range (though the scatter rules below may move this target point backwards or forwards as normal). * Firing at targets that are not in line of sight means the ammunition must be launched upwards to some degree to get the right trajectory onto the target. Therefore, Artillery fire at targets not in line of sight may not be used in circumstances where the ceiling height overhead is less than the range to the target point.

Artillery Fire Overview

Lethal Zone weapons fired in Artillery mode scatter a short distance and then roll for damage against every model within range of their impact point. Artillery fire is assumed to be either short or long of its target with very few exceptions. Landing the weapon at the right distance is considerably harder than simply pointing it in the right direction. The firing procedure for Artillery shots is as follows:

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1. Mark a target point with a die, coin or something similar. This target point must be between half the weapon’s Range characteristic and the weapon’s full Range characteristic. For example, an LZ weapon with a 20” range using Artillery fire mode may place the target impact point anywhere between 10” and 20” away from the firing model. 2. Declare whether you are shooting ‘long’ or ‘short’ and whether you want to count ‘odds’ or ‘evens’ in your favour. 3. Roll two six-sided dice. The natural 1 rule is not applied to this dice roll. A double in your favour means the shot lands directly on target. For example, if you declare ‘long evens’ and roll a double 4, this result is in your favour and is a direct hit. A double against you moves the target point that many inches the opposite way to where you wanted it. For example, if you declare ‘long evens’ and roll a double 1, this result is not your favour and is the hit is 2” short. If no doubles are rolled, it means the target point has shifted the distance indicated on the dice towards or away from the firing model in inches. If you declared odds in your favour, odd numbers on either die alter the range in your desired direction, while even numbers move it in the opposite direction. If you declared evens in your favour, even numbers on either die alter the range in your desired direction, while odd numbers move it in the opposite direction. For example, if you declare ‘long evens’ and roll a 4 and a 1, the hit moves 3” long (4” long minus 1” short = 3” long). Once a final impact point is determined, measure out the Lethal Zone from the final impact point using the template provided. A weapon’s Lethal Zone size (the zone’s radius in inches) is found in brackets next to its Damage characteristic. The weapon’s damage dice are rolled separately against the Target and Kill characteristic of every model, friend or foe, whose centre point falls within the Lethal Zone. The damage bonus for Lethal Zone weapons fired in Artillery mode applies to every damage die rolled as normal.

Actions

Artillery Fire A

Artillery Fire B

The MI cap trooper fires an M-291 Frag grenade from his underslung grenade launcher. He designates his target point and declares ‘long evens’.

A double 1 is a miss. The target point is 2” short.

A double 4 is a direct hit.

Artillery Fire C

A 3 and a 1 is a miss. The target point is 4” short.

Artillery Fire D

A 2 and a 4 is a miss. The target point is 6” long.

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CHARGE ACTIONS Artillery Fire Summary 1. Nominate target point and declare weapon firing. 2. Check distance from the individual firing model to target point for range. 3. Declare long/short and even/odds. 4. Roll two six-sided dice and calculate deviation of target point. 5. Determine Lethal Zone around final target point. Follow steps 6, 7, 8 and 9 for each individual model within Lethal Zone. 6. Roll weapon’s damage dice. 7. Discard any dice that roll a natural 1. 8. Compare remaining dice to the Kill characteristic of the model. Each Kill result requires a dodge save. If the model fails or is incapable of this save, it is removed. Multihit models lose two hits instead of being removed. Remove Kill dice results once used. 9. Compare remaining dice to the Target characteristic of the model. Each Target result requires an armour or dodge save. If the model fails this save, it is removed. Multihit models lose one hit instead of being removed. Models that successfully made armour saves against hits flinch away from the centre of the Lethal Zone. Remove Target dice results once used.

Procedure Move the unit into point blank range with one or more enemy units using the rules for Move actions. Roll Close Combat dice for all of the models that successfully reach point blank range. A model can divide its total Close Combat dice between any enemy models within point blank range prior to rolling. Damage results are the same as for normal Shoot actions but in this case saves are made by individual models rather than as a unit.

Restrictions The charging models have the following restrictions: * They must end their movement within 6" of their designated unit leader. * They may not move through impassable terrain unless it is of smaller Size (see page 30). * Difficult terrain will slow their intended progress as noted in the Move action. * They must move within point blank range of at least one enemy model if possible.

Note that LZ (Stream) and Remote weapons skip Steps 2 to 4, instead placing their Lethal Zones directly (see the Characteristics chapter for details).

Cover in Close Combat Cover in close combat can be described as any obscuring terrain between an attacking model and an attacked model. The bonus to armour saves that the intervening terrain gives the attacked model is equal to those given on page 37 (+1 for normal cover, +2 for touching cover or hard cover, +3 or more for fortified cover).

1”, 2” and 3” Lethal Zone templates and Stream templates are contained within the Starship Troopers miniatures game box.

Flinch results caused by close combat damage cannot be ignored by models in or touching cover the way normal flinches from range are normally discounted.

Artillery fire must be preceded by a Ready action.

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A unit making a Charge action is moving into close quarters to enter melee combat with an enemy. In a Charge action, the unit is allowed to move, then the charging models roll their Close Combat dice against any enemy models within their point blank range. In Starship Troopers there is no state of ‘ongoing melee’ after a charge – the unit moves up and attacks and its action ends there. If you want a unit to keep attacking in close combat, keep taking Charge actions with it each turn.

Actions

Charge Action Summary 1. Nominate unit leader. 2. Measure movement range for models. Reduce movement by half if pushing through difficult terrain. 3. Move models, starting with the unit leader model. Move as many models as possible within point blank range of enemy models. 4. Allocate each charging model’s Close Combat damage dice against enemy models within its point blank range. Follow Steps 5, 6, 7 and 8 for each individual model. 5. Roll Close Combat damage dice. 6. Discard any dice that roll a natural 1. 7. Compare remaining dice to the Kill characteristic of the attacked model. Each Kill result requires a dodge save. If the attacked model fails or is incapable of this save, it is removed. Multihit models lose two hits instead of being removed. Remove Kill dice results once used. 8. Compare remaining dice to the Target characteristic of the attacked model. Each Target result requires an armour or dodge save. If the attacked model fails this save, it is removed. Multihit models lose one hit instead of being removed. Models that successfully made armour saves flinch away from attacking model. Remove Target dice results once used.

Charging and Alert Status The Alert Status rules make it very hard to complete a Charge action. Each time the attacking unit completes an action within 10” of enemy models it can be shot at, so the consequences tend to be disastrous when a successful Charge action does occur – a player can expect to see charged units torn apart with no immediate effect against their charging opponents. To get return blows the defenders must usually be willing to come back with a Charge action in their own turn. See page 12 for full details of Alert Status. Flinching in Close Combat Successful armour saves can cause flinching as normal in close combat. Flinching also occurs at the end of any action that leaves any model within the point blank range of a larger Size enemy model. These flinches may move a model further than 2”, as the smaller model is moved to the edge of the larger model’s point blank range. Ongoing Combats Units are not ‘locked’ in combat in any way in Starship Troopers as the normal action and Alert Status systems are designed to recreate the fluidity and deadliness of a close quarters battle. If a unit wants to continue a combat, it merely keeps taking Charge actions until it achieves its goals, is defeated or chooses to disengage on its turn by moving elsewhere. In game play for Starship Troopers, once both sides are within 10”, combat becomes very deadly. The Alert Status rules mean that each time a unit completes an action, all the surviving enemy models within 10” will take an Alert Status reaction. In practise, the two sides will be quickly driven apart or annihilated by the interchange of actions and reactions. For more on Alert Status, see page 12.

9. Once all damage dice for the charging unit have been resolved, each model within point blank range must flinch away from larger opponents.

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Charge Warrior A

Warrior A

Warrior B

Warrior B

Trooper 1

Warrior C

Trooper 2 Lt

Warrior D

Warrior D Warrior E

Warrior C

Trooper 3

Trooper 4

Warrior E

The Warrior Bug unit chooses to Charge the MI squad. Warrior A charges but cannot move within point blank range of an enemy model. Warrior B charges and moves within point blank range of Trooper 1. When Warrior C charges, it moves over Trooper 1. As warriors are Size 2 and therefore larger than the Size 1 cap troopers, this is allowed. Warrior C ends up within point blank range of Trooper 1, the Lieutenant and Trooper 2. Warrior D charges and moves within point blank range of Trooper 3. Warrior E charges but cannot move within point blank range of an enemy model, as its movement is halved by the Size 3 forest (difficult terrain). Warrior B rolls its Close Combat dice against Trooper 1 and gets 5 and 1. The 1 is discarded. The 5 is a hit result and Trooper 1 attempts an armour save to ignore it. The save fails and Trooper 1 is removed as a casualty. Warrior C chooses to roll one Close Combat die against the Lieutenant (getting a 7) and one against Trooper 2 (getting a 2). The 7 is a Kill result and the Lieutenant attempts a dodge save to ignore it. Remarkably, the save succeeds and the Lieutenant is not removed. The 2 is simply a miss. Warrior D rolls its Close Combat dice against Trooper 3 and gets 6 and 5. These are both hit results and Trooper 3 attempts two armour saves to ignore them. Both saves succeed and Trooper 3 is not removed. He does flinch 2” away from Warrior D, however, as he successfully made an armour save. At the end of the Charge action, the MI models within point blank range of the Arachnid models flinch away (as the warrior bugs are larger than the M-1A4 troopers). With the Warrior Bug unit’s Charge action complete, all troopers in the MI squad may react if they wish.

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Actions

READY ACTIONS A unit taking a Ready action is preparing either themselves or an item of equipment for special use. Some heavy or complicated weapon systems, for example, require a Ready action before they can be fired. Certain scenario types may require Ready actions to complete their objectives. In effect, the Ready action is the ‘get ready to do something’ action.

Procedure A unit performing a Ready action may neither move nor shoot. It stands stationary, performing the Ready action until taking a different action completes it.

Restrictions The readying models have the following restrictions:

point. When the unit takes its second action, the player must decide whether to have the entire unit: * Jump 12” (a special movement mode). * Shoot. Each model can choose whether to shoot their rifles or underslung grenade launchers. Models firing their rifles can re-roll their damage dice – those firing grenade launchers may not. The MI unit cannot jump 12” and fire underslung grenade launchers (as this would mean the previous Ready action was powering two dependent effects, jumping and firing weapons with the Ready trait). It can jump 12” and fire rifles as the Morita does not have the Ready trait, though they cannot reroll damage dice in this case.

* They can do nothing else.

Benefits of Readying

* A Ready action stays in effect until the unit takes another action; if necessary, leave a marker in place to show that unit has just taken a Ready action. As soon as another action is taken, the previous Ready action is used up as part of it. Units may not remain Ready when they take another action (unless they take another Ready action, which would typically be a waste of time).

Maintaining Ready Status

* You do not have to state what the Ready action is for when the unit makes it. The purpose of the Ready action will only become evident in the following action. * A Ready action can only prepare one dependent effect.

Weapons with the Ready trait can only be used in an action following a Ready action. A Shoot action taken after a Ready action gains a damage dice re-roll for Squad type weapons (as long as they lack the Ready trait). Also, special movement modes can be used after taking a Ready action. This is the mechanic that allows, among other things, hopper bugs to fly and Marauder suits to jump.

A unit can remain ready throughout an opposing player’s turn until its first action in its controlling player’s turn. Units whose models make a reaction on Alert Status gain all the usual benefits but end their whole unit’s Ready action doing so – it is usually more advantageous to ignore taking reactions if possible until the opportunity to complete a readied action with the entire squad occurs.

For example, an MI trooper unit takes a Ready action as its first action of a turn. The player does not have to declare what the unit is going to use the Ready action for at this

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KNOW YOUR FOE Worker (Lasius Noir)

Warrior (Uropygi)

CDR*: 2 Weight: 500 kg IQ: 18 Non-aggressive. Capable of lifting ten times its own body weight. Ingests rock sediment and regurgitates cement-like substance for engineering purposes. Load Speed: Cross-country – 35 kh/hr, 60% slope – 8 km/hr Weapons: Claws and mandibles dangerous at close range.

CDR*: 3 Weight: 550 kg IQ: 30 Very aggressive. High agility in any combat environment. Exoskeleton can withstand temperatures in excess of 500°c. Low intelligence, lethal in close combat. Weapons: Cutting/chewing mandibles. Jaws exert in excess of 4,000 foot-pounds/kg. Ground Speed: Cross-country – 64 km/hr. Acceleration (0–50 km) – 7.2 seconds

Hopper (Opiliones)

Plasma (Solifugae)

CDR*: 4 Weight: 485 kg IQ: 30 Very aggressive. Jumping and short-range flight capable. Weapons: See warrior specifications. Ground Speed: See warrior specifications. Jump Range: 50 m Glide Ratio: 1–3 Air Speed: Up to 341 kh/hr

CDR*: 5 Weight: 7 metric tons IQ: 18 Aggressive. Generates accelerated burst of high-energy plasma. The plasma bug is chemically stable until moment of plasma expulsion. Can be fired ballistically or aimed with precision into high planetary orbit. Weapons: High-energy plasma. Ground Speed: Less than 2 km/hr

Tanker (Amblypygi) CDR*: 5 Weight: 3.5 metric tons IQ: 35 Very aggressive. One metric tone bio-corrosive reservoir. Effective range of biocorrosive is unknown but thought to be under 50 metres. Weapons: Sprays highly bio-corrosive fluid. Cutting/chewing mandibles. Speed: Cross-country – 35 km/hr

Chariot (Schizopeltida) CDR*: 1 Weight: 220 kg IQ: 12 Non-aggressive. In large CDR*: Unknown numbers will stampede. Weight: Unknown Weapons: Cutting/ IQ: Unknown chewing mandibles. May be a very large Arachnid, one metric ton Ground Speed: Crossor more in weight. May be aggressive when country – 35 km/hr. confronted. Believed to be capable of reason. May have intuitive and psycho-kinetic abilities. Weapons: Evidence of piercing mandibles or palpus. Ground Speed: Unknown

Brain (Cerebus Rex)

*CDR = Combat Danger Rating

Example of Play

EXAMPLE OF PLAY This scenario pits two MI squads, each comprising five power suited cap troopers, against three units of Arachnids, each comprising five warrior bugs.

BATTLE REPORT Contact has been lost with Outpost 9. Officially, this is a rescue operation but everyone knows it’s the bugs at work and that means no survivors. That also means the bugs were dug in deeper on Praxis than SICON thought – Fleet hadn’t succeeded in nuking their deepest nests. Two squads of Mobile Infantry, one led by Sergeant Fujita and the other by Corporal Bryant, are the only troopers available on short call. They advance towards the outpost warily, each squad covering the other and moving by bounds. There are enough pressure ridges and rocky outcrops in this region of Praxis for an entire army of Arachnid warriors to be hidden just out of sight. The enemy is here. In the modern military age orbital spy satellites channel real-time feeds to the troopers’ inbuilt comms displays, but Scipio or Rommel could have told you just as fast from a flicker of movement reported here, a rock fall heard there. Three groups of foes, which the MI swiftly dub Alpha, Bravo and Charlie units, are out there, surrounding the MI and trying to get in closer.

IN-GAME MECHANICS MI Player Turn 1 Fujita’s squad 1st action: Ready. Fujita’s squad 2nd action: Move – special movement mode (Jump/12”). In a special movement a unit can attack with a Shoot or Charge action. Fujita’s squad target Arachnid warrior unit Charlie with a Shoot attack using their Morita rifles. Five MI power suit troopers are in the squad and each one rolls two damage dice (D6), for a total of ten dice. These are rolled against the warrior Target characteristic of 5+, scoring 1, 1, 2, 2, 3, 4 , 4, 5, 6 and 6 – three hits in all. The warrior bugs’ natural armour gives them a save of 4 or more on a D6 against hits, so the Arachnid player rolls three saving throws. These come up as 2, 3 and 5 – two fails (which remove Arachnid warriors) and one success. This one success still has an effect on Charlie unit, as it forces one warrior to flinch 2” away from Fujita’s unit. Bryant’s squad 1st action: Move. Bryant’s squad 2nd action: Ready. This squad is moved and placed ready to meet any direct rush by the Arachnids with reaction fire.

Instead of waiting to be trapped, Sergeant Fujita acts first. He and his squad fire up the jump jets on their power suits and make a long leap towards the enemy contact dubbed Charlie unit, landing in sight of them. Warrior bugs sure enough – huge ugly beasts that look like they’re made of knives. The sergeant’s squad light them up with their Morita rifles, bringing down two and forcing another back by sheer weight of fire. Corporal Bryant’s squad moves up more cautiously on foot, ready for any sudden advance by the other two contacts.

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BATTLE REPORT It’s easy to think that bugs are stupid, just big dumb insects acting on instinct. But Arachnids can travel through space, build colonies on other worlds and wipe out any opposition they encounter. In other words, bugs are dangerously smart. The bugs attacked by the sergeant’s squad charge straight at them, hissing and snapping. As Charlie unit thunders towards them, the sergeant and his men open fire once more. Their discipline is less noticeable now – the firing becomes ragged when Private Jaka runs low on ammo and cannot reload quickly enough – but a warrior bug falls and the rest of Charlie unit are temporarily held back by a hail of lead. The snapping beaks of the warriors are held at bay only a few metres from the MI – one slip and the warriors will be among them, slashing and tearing. Meanwhile Bryant’s squad is being menaced by Alpha and Bravo warrior units. These two units scuttle in more warily, keeping behind rocky ridges to stay out of the watchful gaze of Bryant’s men. Closer… closer… with iron discipline the MI hold their fire and quietly dare the Arachnids to come closer still.

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IN-GAME MECHANICS Arachnid Player Turn 1 Charlie warrior unit’s 1st action: Move. This brings them within Alert Status range (10”) of two of Fujita’s troopers. These two choose to make the default reaction of Shoot, rolling a total of four D6. This results in a 1, 3, 5 and 6 – two Arachnids are hit. One fails its armour save and is removed, the other makes the armour save and is driven back. One MI model is out of ammo because of the 1 rolled – he is selected by the MI player and may not make further Shoot reactions this turn. Charlie warrior unit’s 2nd action: Move. Unfortunately for the Arachnid player, he cannot quite get to point blank range of the troopers – otherwise this would be a Charge action! However, every warrior model ends up within Alert Status range (10”) of Fujita’s squad, though only four models can fire (as one is out of ammo). Eight damage dice come up 2, 2, 2, 3, 4, 4, 5 and 5 – two more hits. The Arachnid player makes both armour saves by rolling a 5 and a 6. The remaining two warrior bugs of Charlie unit are pushed back 2”.

Example of Play Alpha warrior unit’s 1st action: Move. Alpha warrior unit’s 2nd action: Move. This second move puts the unit within Alert Status range (10”) of Bryant’s squad – the MI player chooses not to react (Bryant’s men are ‘laying low’). Beta warrior unit’s 1st action: Move. Beta warrior unit’s 2nd action: Move. This second move puts the unit within Alert Status range (10”) of Bryant’s squad – the MI player again chooses not to react (Bryant’s men are still holding their fire).

BATTLE REPORT At the last moment Bryant’s squad uses its jump jets to power clear, relocating to support Fujita’s men and cutting down a threatening Charlie warrior with a blaze of fire. They ready themselves again, poised to react to the next Arachnid tactic. Fujita’s squad decide to concentrate their firepower on the remaining Charlie warrior, leaving Bryant’s men to guard their flank. The remaining bug is nimbler than expected, however, and evades the squad’s firepower as it closes in. Fujita calmly orders his men to finish it off but the alien creature powers into the squad and with spiderlike quickness lashes out at Sergeant Fujita and Private Jaka. The private is rent asunder in a sickening display of violence; the sergeant is hurled clear and saved only by his power suit armour. Troopers scatter away from the bloodslicked monster even as its fellow Arachnids approach from the other direction…

IN-GAME MECHANICS MI Player Turn 2 Bryant’s squad 1st action: Move – special movement mode (Jump/12”). By having not reacted on Alert Status, Bryant’s squad have ‘kept’ their Ready action from last turn, so their first action can be a special move. In a special movement a unit can attack with a Shoot or Charge action. Bryant’s squad target Arachnid warrior unit Charlie with a Shoot attack using their Morita rifles. One more Charlie warrior is killed in the attack and the remaining warrior is forced back 2”. As it happens, this means the surviving Charlie warrior is no longer within 10” of any of Bryant’s squad and therefore cannot make an Alert Status reaction. Bryant’s squad 2nd action: Ready.

Fujita’s squad 1st action: Shoot. Even though there are two unharmed warrior units approaching, the MI player is still concerned about the lone Charlie warrior, which is far too close to Fujita’s squad for his liking. All five MI fire at the bug but unfortunately not one damage die is a hit. The Charlie warrior’s reaction is to Charge, though he cannot get into point blank range. Fujita’s squad 2nd action: Shoot. The MI player decides enough is enough and pours another action’s worth of firepower into the Charlie warrior – but disaster strikes! Not one hit is achieved and, finally, the lone warrior gets to do what it does best and Charges into point blank range of the MI squad as its reaction. Warriors have a choice of close combat damage dice – either 2xD6+1 or a D10. The Arachnid player opts to roll 2xD6+1 in order to try and create maximum casualties. As Sergeant Fujita is in range, one attack is made on him and another on a standard trooper. The result against Sergeant Fujita is a 3, which with the Arachnids’ damage bonus of +1 increases to a 4. This is a hit, which requires Fujita to make a saving throw to survive. As a warrior bug’s close combat attacks are Piercing/1, the sergeant’s normal armour save of 4+ is reduced to 5+ – which he makes (he rolls a 6). He still flinches 2” away from the warrior, though. The result against the trooper is a 6, which with the Arachnids’ damage bonus of +1 increases to a 7. This is a Kill result against a power suited MI. As the unfortunate trooper does not have a dodge save, he is removed without even getting a saving throw! All MI models remaining within point blank range of the warrior flinch away from it now, because it is a larger Size than they are. The warrior’s reaction is complete. By the end of the MI player’s second turn, the troopers are a man down but they have reduced the Arachnids’ strength to 11 models. Can they kill the lone Charlie warrior and defeat the next wave of attackers? Using the Starship Troopers miniatures game rules, you can determine the outcome for yourself!

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FIGHTING BATTLES

You’ve now read all the rules you need to begin playing games of Starship Troopers. The rest of this book describes different types of engagement and scenarios, as well as the various fighting forces at play in the galaxy – the Mobile Infantry of the Federation, the Arachnids and the alien Skinny Raiders. Each of the following sections adds additional options and interest to the game but you might to like play a few games to get used to the rules first.

Massacre at Paris Sector Roscoe’s Raiders, outflanked and out maneouvred by an underestimated Arachnid swarm, are caught in a hellish last stand. Bereft of reinforcements, the M.I. were forced to abandon Paris Sector on Praxis after suffering colossal losses.

ENGAGEMENTS Shoot a nuke down a bug hole, you gotta lot of dead bugs! – MI Trooper Motto

* 500 to 1,000 points for small, skirmish games. These small Force Values are often used early in Starship Troopers gaming to come to grips with the rules and systems. * 1,500 points for a larger skirmish game with more units available.

This chapter deals with creating battles for the Starship Troopers miniatures game. An engagement is the default type of battle in this wargame and consists of two forces on the battlefield, each with a mission. This mission is what gives a player his goals for an engagement and will therefore be of key importance to his strategy. Both players will need to know the following information in order to generate an engagement: * The agreed Force Value, which represents how large a force you are using. Both you and your opponent will have the same Force Value in points to spend on your army. * What Priority Level (PL) your force is, with 1 being the lowest and 3 being the highest. * What particular tactics you wish to use (Attacking tactics, Defending tactics or Probing tactics). Force Value, Priority Levels and Tactics are explained below and you will need to decide these when you choose your forces before the battle begins.

Force Value Force Value is used to ensure that both sides have an equivalent strength in the battle. All units in the Starship Troopers miniatures game are allotted a value to assist in constructing forces. It is customary for players to agree to a pre-arranged total points value for each force (referred to as the Force Value). The totalled Value characteristics of all units in your army, including any optional benefits, cannot exceed this Force Value. Common Force Values are:

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* 2,000 points is the default Force Value – this produces a large game with a variety of different units in play. Most players aim for a Force Value of this size when constructing their forces. * More than 2,000 points makes for a highly involved and varied engagement, usually involving multiple platoons or huge, ravening bug armies.

Priority Level When you are selecting a force you will need to choose a Priority Level (PL) for it as well. The priority of force you choose will affect what options are available to you when picking your force and will have a big effect on the kind of engagements your force will expect to see. The higher the Priority Level of a force, the more likely it is that it will be seeking to act as the aggressor – that is why it has access to all those extra resources. PLs are characterised as: * Priority Level One (PL1): Enemy known to be active in area, combat ready. * Priority Level Two (PL2): Moving to attack positions, contact imminent. * Priority Level Three (PL3): Enemy in contact, combat operations underway. Lower PL forces are assumed to have been operating in an area for longer, while high PL forces will be changing battlefields frequently. The ‘home ground’ advantages of greater familiarity with the terrain being fought over always lie with the lower PL force.

Engagements Tactics Tactical choices are covered in more detail in the Deployment Areas section. For now, you must simply decide whether your force is Attacking, Defending or Probing. Your tactics are part of your battle plan and you decide on them before you deploy, giving you a chance to look at the battlefield and the mission at hand before committing to a course of action.

3X3 MISSION GENERATOR Once you have determined your Force Value, Priority Level and Tactics, you are ready to create your mission using the 3X3 Mission Generation Matrix. The Matrix works by factoring in players’ desired strategies and forces to create a battlefield engagement. Look up your Priority Level along the bottom and match it with your opponent’s down the side to find your mission. Each mission has an entry describing exactly what the victory conditions are for your force in the upcoming battle.

Scenarios The 3X3 system generates generic engagements rather than scenarios. A scenario is a preselected engagement that details the forces, deployment areas and victory conditions for both sides without using the 3X3 Mission Generation Matrix. These are in effect ‘historical’ engagements with a known outcome that you are recreating. Depending on your perspective, you are battling to either repeat or change history.

Delay It is short straw time for you and your command. You have been issued orders to delay the enemy at any cost. Your casualties are irrelevant; engage their attention and inflict casualties wherever and whenever you can but do not let them overrun your own positions in the process.

Opponent’s PL

3X3 Mission Generation Matrix 3

Last Stand

Delay

Annihilate

2

Delay

Hold

Overrun

1

Hold

Overrun

Annihilate

1

2 Your PL

3

MISSIONS

A Delaying Force Scores Mission Points for: Kills: Full value of every enemy unit reduced below half strength. Twice the full value of every enemy unit wiped out. Bonus: Game ends and you have units still alive; add +25% to your mission points total. Penalty: Deduct the full value of every enemy unit that is within your deployment area at the end of the game regardless of its remaining strength in models.

Annihilate Your orders are for you to rack up the body count. You have been commanded to eradicate everything you can. Anything you cannot kill, at least soften up so someone else can come along behind you and finish the job.

An Annihilating Force Scores Mission Points for: Kills: Twice the full value of every enemy unit wiped out. Full value of every enemy unit reduced below half strength in models. Penalty: Lose the full value of any enemy unit above half strength in models.

We’re in this for the species, boys and girls. It’s simple numbers. They have more. And every day I have to make decisions that send hundreds of people like you to their deaths. Didn’t they tell you, Colonel? That’s what the Mobile Infantry is good for. – Reported Conversation between Intel agent and MI trooper

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Last Stand Just stay alive as long as you can. Reinforcements may or may not be coming but it does not matter either way. The enemy is closing in and one way or another you are not going to make victory cheap for them. Fight, kill and stay alive. Special rules: Divide your force into two groups with at least a third of your total number of units in one group. Randomly determine which part will be deployed at the beginning of the game. The other force becomes available as Reserves at the beginning of your 3rd player turn.

A Last Stand Force Scores Mission Points for: Survival: Twice the full value of every unit that survives above half strength in models. Full value of every unit that survives below half strength in models. Lose full value of every unit wiped out.

Overrun The enemy force are just screening a tactical advantage behind their lines. They need to be knocked aside and overrun to gain ground. Victory is just beyond that next hill; unfortunately there are a lot of enemy troops between you and it.

DEPLOYMENT AREAS The desired tactics of the two forces define deployment areas. Each player notes a tactic they wish to pursue and compares them on the Deployment table. Note that tactics have nothing to do with Priority Level; a high Priority Level force might opt to be defensive or a low Priority Level force can go on the attack. These are your command decisions to make. The tactical choices are: Attack: Throws the force into a thrust on a narrow frontage, sacrificing some mobility to put pressure on a critical point. Defend: Aims to avoid close encounters and puts the emphasis on a wide or deep deployment area. Probe: Adopts a more mobile and flexible approach, again emphasising a wide front but able to fight battles on the spur of the moment.

Deployment Table Probe

Kills: Full value of every enemy unit reduced below half strength. Survival: Full value of every unit in your starting force that survives above half strength. Penalty: Deduct the full value of every enemy unit that is within your deployment area at the end of the game regardless of its remaining strength in models.

Kills: Full value of every enemy unit wiped out. Bonus: Full value of every unit you have in the enemy deployment area at the end of the game regardless of its remaining strength in models. Penalty: Deduct the full value of every one of your units that still has models within your deployment area at the end of the game.

Battle Line

Battle Line

Encounter

Defend

A Holding Force Scores Mission Points for:

An Overrunning Force Scores Mission Points for:

Deep Defence

Deep Defence

Battle Line

Attack

Do not quit, it is as simple as that. Engage the enemy if you have to but do not give up an inch of ground doing it. Crush them if you can and do not get too badly hurt in the process. How hard can it be?

Tactic

Hold

Encounter

Deep Defence

Battle Line

Attack

Come on, you Apes! You wanna live forever?! – Squad leaders throughout the Mobile Infantry

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Defend Tactic

Probe

The Deployment table tells you what type of deployment area to use: Battle Line, Deep Defence or Encounter. In all cases the deployment areas are defined by ‘centre lines’ – these mark the tabletop halfway across its length in each direction. This method ensures that any table size can be used for Starship Troopers.

Engagements Deployment Restrictions Emplacement Assets must be deployed before any other models and can be placed anywhere outside the enemy deployment area. All other models must be deployed within your own table half or quarter. Each model must be:

Battle Line Forces set up in opposite long edge halves.

* More than 6" from any centre line. * Within command range of its unit leader.

Deployment Priority To represent the advantages of terrain knowledge, if you have the lower Priority Level force you get the following options for deployment: * Deploy first and take the first player turn. * Deploy second and take the second player turn.

Deep Defence Forces set up in opposite short edge halves.

If both players have equal Priority Level, roll off to determine who can decide the order of deployment. In addition, units in a lower Priority Level force count as Ready in their first action (or reaction) of the game. If both players have equal Priority Level, no units count as Ready in their first action (or reaction) of the game.

TACTICAL ADVANTAGES Each tactic has its own discrete advantage as well as influencing deployment areas. In all cases an Attacking force may hold up to half their units in Reserve (see page 56). In all cases a Defending force may choose which table half or quarter to deploy in. If neither force is defending or if both are, roll off to see who has the choice.

Encounter Forces set up in opposite corner quarters.

In all cases a Probing force has the option of keeping up to half their units off the board until their first player turn, instead of deploying them at the start of the battle. Units may move on from any table edges of the player’s deployment area but they may not move on within 6” of any centre line or 12” of any enemy unit. Models with special moves may employ them to enter play, counting as having readied prior to their first action.

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Rolling Off Rolling off is the ultimate tie-breaker option. Any time players are in disagreement about a rule point or game issue, the matter should be decided after an acceptable amount of time by simple ‘rolling off ’ – each player rolling a D6 – and the higher rolling player being considered correct during game play. After the engagement is over, the matter should be properly researched and a final answer decided upon. Online resources for this game should be able to provide definitive help.

Reserves Reserves are forces held back from an initial advance. Tactically speaking, they allow a commander to assess the power of an enemy before committing his full force to battle and also allow greater flexibility in unit placement. Units using the Reserve rules can arrive on the table during your second player turn. You may delay a reserved unit’s arrival to a later turn if you wish. Reserves can move on from any table edge in your deployment area (unless otherwise detailed), ignoring the proximity of centre lines or enemy units.

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GAME LENGTH Play for three game turns plus the higher PL of the two forces. Games can run longer or shorter if desired but estimate 20 minutes per game turn. This time factor may vary if the forces involved have particularly high point values; the more models on a table, the longer it takes to blow them to pieces.

WINNING THE GAME Players total their mission points at the end of the game, using the criteria given in their mission description. The player with the most mission points wins. There are a few extra notes concerning the distribution of Mission Points: * One-Shot! weapons are deducted from the value of the unit carrying them once they are deployed. * Air unit payloads are deducted from the value of the unit carrying them once deployed (the full payload is deducted even if only a single bomb, missile or other One-Shot! weapon is deployed). * For the purposes of mission points, units that are airborne or underground do not count as being within a deployment area.

Gallery

GALLERY Mobile Infantry

M-1A4 Power Suit Squad

M8 ‘Ape’ Marauder Suit

M9 ‘Chickenhawk’ Marauder Suit

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Mobile Infantry Cap Trooper Construction & Painting Guide What You Will Need: Paint brush, preferably a size 0 or ‘fine detail’ brush Hobby knife Acrylic hobby paint (all from the excellent Testors range: Dragon Black, Dragon White, Orc Flesh, Ghoul Flesh, Angel Green, Slime Green, Carrion Green, Djinni Grey, Gun Metal, Shiny Gold) Cynoacrylate (superglue). You may also use plastic cement. Tissue, Paper towels..

1) 2) 3) 4) 5)

Construction Choose the right arm that you want and superglue it onto the model’s weapon of choice. In most cases, this is the Morita rifle. Next, match up the gun/arm assembly to the torso. The left arm comes next – offer it up to the torso and the weapon. Make sure it’s in the right position and then add glue. Pose the helmet and fix in place. Then add the backpack (nozzles pointing downwards) and finally the shoulder pads. The entire top half of the model is now done (except the faceplate). Pose the top half assembly on the legs (assembling them if they are the kneeling pose legs) and fix in place. The thigh plates locate to the two lugs moulded onto the torso and rest on the thighs. The crotch plate similarly locates to the recess in the middle of the torso bottom edge. The backside plate should locate at the rear of the torso moulding. With all these elements attached, all it takes to complete the M.I. cap trooper model is to paint it and attach the faceplate.

1

1. It is always best to remove all the moulding lines from your models, the finished results will look much better. The lines are best removed using a hobby knife by gently scraping them away. The model is then primed with a black acrylic spray undercoat. You’re now ready to paint.

4

4. Paint all the areas you want in Angel Green. In this example all of the armour plates and helmet have been painted Angel Green but the undersuit has been left black. Don’t worry too much at this stage if you get paint over bits that you wanted to be left black.

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2

2. Paint the face completely in Orc Flesh. Try to be as neat as possible, do not worry if you make a mistake; acrylic paint dries quickly and can easily be painted over to cover any slips of the brush.

5

5. Now paint the parts already Angel Green with Slime Green. However all the creases, seams and gaps in the armour should be left Angel Green. Being very very neat at this point will give the best results, the darker green left in the cracks and creases will give the illusion of shading to the model enhancing the details.

3

3. On all the raised areas like the nose, top lip and cheeks use the lighter Ghoul Flesh. At this stage should you want to you can add some eyes. Paint the eye area Dragon Black first, put a line of Dragon White across the eyeball, then a spot of Dragon Black to simulate the pupil.

6

6. You can add a further layer of Carrion Green now should you wish. This is known as highlighting. Add these to edges and to areas that logically would catch the light, adding a further illusion of depth and picking out the details even more.

Gallery Mobile Infantry Cap Trooper Construction & Painting Guide 7

8

7. With Dragon Black pick out all the parts you wish to be black. This will help to neaten the edges of the green as well.

10

8. Now highlight the black bits with a Djinni Grey.

11

10. Paint the visor/peak in Shiny Gold.

11. CAREFULLY glue the clear yellow visor in place, this is best done by applying TINY specks of glue to each pointed edge.

Some golden rules of figure painting Neatness is the key word in painting your figures, take your time. Nearly all acrylic paints are too thick straight from the pot or tube. Water should be added so the paint flows from the brush avoiding a lumpy finish, however by adding too much it will make the paint too watery. Experiment with the amount of water you add to get the right consistency.

9

9. Paint the gun and small details in Gun Metal. Tip 1: Metallic paints always look better if the area is painted black first. Tip 2: Thin some Dragon Black to a more watery consistency than you have been painting with and paint it over the gun. The watery paint will run into the details giving the illusion of shading. Don’t make it too watery though!

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12. Basing. To finish off your model glue some sand to the base using PVA glue. This can then be painted in the colours of your choice. We have gone for a brown ‘desert’ style. First the sand was painted in brown, then when the brown was completely dry a lighter brown was very lightly brushed over to give a highlight using the sand itself to bring out the texture. Job done!

12

Two or three thin coats of paint always look better than one thick one.

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Mobile Infantry

XM-550 CHAS Unit

M-1A4 Power Suit Cap Troopers using WASP Packs

M-1A4 Power Suit Cap Trooper (K9 Corps)

K9 Neodog

SICON Military Intelligence Agent M-1A4 Power Suit Cap Trooper using TW-201-l Morita Sniper Rifle

M-1A4 Power Suit Squad with M8 ‘Ape’ Marauder Suit NCO

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Gallery Arachnid Empire

Warrior Bugs

Brain Bug

Tanker Bug

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Arachnid Warrior Construction & Painting Guide What You Will Need: 1) Paint Brushes, preferably a size 1 or “Detail” Brush and a ½” Flat Bush or Large Drybrush. 2) Hobby Knife. 3) Acrylic Hobby Paint. (all from the excellent Testors range: Dragon Black, Hobgoblin Grey, Dinosaur Grey, Djinni Grey, Lizard Brown, Bear Brown, Sol Yellow, Dragon Red, Bloode Red. 4) Cyanoacrylate glue (Superglue). You may also use plastic cement. 5) Tissue, Paper towels.

Construction First, carefully remove all of the moulding lines from the model parts – the finished results will look much better this way. The lines are best gently scraped away with a sharp hobby knife. Assemble the model by first gluing the legs to the bottom of the torso, ensuring the legs are suitably positioned, then glue on the top half of the torso. Next glue the top and bottom jaws to the head section and attach it to the leg assembly. The palpus (the small claws that attach to the head) can be added now or later. The entire model is now sprayed with an Acrylic Black undercoat.

Drybrushing The first three stages of painting require a technique called “Drybrushing”, don’t be alarmed, it’s very simple: Using a Flat brush or Drybrush, load it with paint (thick paint, straight from the pot is best) then wipe most of it off onto a tissue or paper towel. By passing the brush over the model, any raised areas will be picked out. The heavier you press with the brush the more paint will be applied.

2

2) Using Dinosaur Gray drybrush again, but this time not so heavily, leave some of the Hobgoblin Grey showing, concentrate on the joint areas.

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1

1) Heavily drybrush the whole model with Hobgoblin Grey.

3

3) Now use the lightest grey; Djinni Grey. Again drybrush even lighter. Concentrate just on the edges and upper parts of things. You now know how to drybrush!

Gallery Arachnid Warrior Construction & Painting Guide 4

4) Using Lizard Brown paint on patches simulating the yellow patterns.

6

6) Highlight the highest of the raised areas (which are now Bear Brown…) with Sol Yellow.

8

5

5) Using Bear Brown paint the raised areas that are Lizard Brown. Be careful to leave Lizard Brown in the deeper recesses this gives the illusion of depth.

7

7) Add the bugs red markings now (the colour scheme used in the Starship Troopers film has been used here). Paint these in Dragon Red.

More Golden Rules Of Figure Painting Always buy the best tools for the job, cheap brushes are NOT a good investment. Be aware of ‘Colour Theory’ you will need to buy less paint, your local Library will help.

8) Now paint the edges and raised areas of the Dragon Red in Bloode Red.

Observe the real world, comics, film etc for inspiration.

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Arachnid Empire

Firefries

Blaster Bug

Blister Bugs

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Hopper Bugs

Plasma Bug

The Federation

THE FEDERATION Someone asked me once if I knew the difference between a civilian and a citizen. I can tell you now. A citizen has the courage to make the safety of the human race their personal responsibility! Dizzy was my friend. She was a soldier. But most important, she was a citizen of the Federation! – Sergeant Johnny Rico

ORIGIN OF THE UNITED CITIZENS’ FEDERATION – Excerpts from Prof. Andrew Cooper’s The History of the Federation: Vol. IV – Into the Stars It began in Aberdeen, Scotland with a group of war veterans caught in the middle of rising crime and governmental apathy. With local groups of ridiculously over-armed thugs and criminals terrorising the countryside, these veterans decided to take matters into their own hands. Gathering their families and legacies of wars long past, this coalition printed and distributed a document among the populace of their city – a call to arms for anyone with the courage to fight for freedom. This documemt, called an ‘emergency measure’, drew out hundreds of their angry compatriots and neighbours. Even men and women with no combat experience joined the fight to reclaim their city from those bent on looting and burning it. Over the course of weeks, their guerrilla tactics cut supply lines, seized weapons and gradually overwhelmed the thugs overrunning Aberdeen, until a final push on October 19th (now referred to as Federation Day) extinguished their threat and freed Aberdeen from criminal influence.

The martial attitudes of the founders might have been sated by this victory but the corrupt and fascist European Alliance viewed the Aberdeen militia as a dangerous and unlawful force. Determined to make an example of them to any other population considering emulating their success, the people of Aberdeen were targeted by an overwhelming military force that nearly wiped the city out. The Euro forces marched on the community and slaughtered men, women and children without regard for their lives beyond the message it would send. Only a handful of people, including two of the founders of the Aberdeen militia, escaped the massacre.

The Outrage of the Treaty of New Delhi There were many contributing factors to the founders’ ‘emergency measures’ declaration. While their outrage at the state of their society and the crime-infested streets of their homeland were major considerations, other events had already set the world revolution into motion. Chief among these was the ineffectual Treaty of New Delhi, an accord between the Chinese Hegemony and the RussoEuro-American Concord designed to bring about an end to the Disorders. Though it did succeed in quelling violence for a time, the treaty was only given lip service by both sides in other regards. The part that infuriated the veterans of the Disorders, including those in Aberdeen, was the lack of concern shown to prisoners of war. Little more than a line item in the treaty, and completely overlooked by both the Alliance and the Hegemony, the captured compatriots of those who fought in the Disorders were forgotten by the powers of the world in favour of using the temporary peace as a chance to rebuilt their militaries.

Reaping the Whirlwind A message was sent throughout Scotland, England, Ireland and the rest of Europe but it was not the one the Alliance wished to impart. The European Alliance’s battered populace had become sick of violence and

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warfare. The annihilation of citizens simply trying to find peace for themselves triggered a fury throughout the population of Europe. Within days, emergency measures were being passed all over the Alliance. From Gloucester to Copenhagen, citizens rose up in arms and began taking back their lives. This wave of rebellion started against lawless thugs in small towns but it quickly spread. Occupying militaries found themselves greatly outnumbered by outraged veterans and civilians. Law enforcement agencies fell to the press of normal citizens taking over official installations and services. City halls tumbled and local governments crumbled. Everything from military bases to utility stations were seized by the wave of the common man. The tide of revolution swept past the borders of Europe almost as quickly as it had begun. Neither the ocean nor the ideological divides of Asia and Africa were barriers against the force of this need to overcome the oppression that had threatened them for so long. Even governments ruling under the banner of ‘democracy’ were not immune. Civil liberties, already little more than a lie told by officials to keep their populations in check, were swiftly set aside in favour of wiping the world clean and starting over. All the while, the name of Aberdeen was on the lips of these freedom fighters. The world had gone mad, but it had already been insane for many years. This new fervour had a name, a purpose, and the support of billions. By the time the fires had died down and the people of Earth emerged from the violence of their transition, the former nations of the world were united in common cause under a common flag. The Federation was born.

Organisation of the United Citizens’ Federation In truth if not in recognised fact, the Federation has two branches – the Administration and SICON (Strategically Integrated Coalition of Nations). The latter is an ‘unofficial’ partner of the Administration in setting policy, effectively forming the enforcement to the Administration’s legislative and executive duties. While SICON is technically subject to the authority of the UCF Administration, the reverse is true most of the time.

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Even with this state of affairs, the United Citizens’ Federation as a governmental institution wields complete authority in all matters not directly or peripherally related to the military. Control begins at city level with councillors and their administrative staff. While they have enough authority to appropriate funds to city projects and pass judgement on purely internal matters, anything external must be passed up the executive hierarchy to national governors. Governors are allowed to handle the daily legal matters of a single country and vote in nation/bloc affairs such as cross-country building projects and advisory actions sent to the true power in the United Citizens’ Federation – the Federation Council. The Federation Council is an executive body that forms an interstellar parliament with each recognised system under Terran control given a single voting share. All matters, save those concerning Federation security, are decided by 3/5th approval. Federation Council members have jurisdiction over the entire solar system they are responsible for. Where multiple governors exist in a star system (because more than one nation or colony is present within the system), one governer takes the Federation Council member role. The Prime Councillor, a position with a five-year term decided by a vote of the Federation Council between candidates receiving the endorsement of SICON, has first pass veto rights and the deciding vote in any deadlock or matter not receiving approval by normal vote. The Prime Councillor is also the last word in Federation security issues; his opinions and decisions are almost always the expressed preference of the military. Every position in the government, from the lowest office position on a councillor’s staff to the seat of the Prime Councillor himself, can only be filled by a citizen. Civilians (broadly defined as those in the Federation who have not performed military service of any sort or have failed to serve a single tour of duty for any dishonourable reason) cannot apply for a government role; they have not proven themselves to have the interests of the Federation at heart and cannot therefore be trusted to have a leadership position within it.

The Federation As noted above, Prime Councillors serve five-year terms with the continuous option for renewal if they retain the approval of SICON and win a majority rule vote by the Federation Council. All other positions of authority (councillors, governors and Federation Council members) serve for life or until the mandatory government officials’ retirement age of 80. When a position below Prime Councillor becomes available due to death, retirement or other incident, the position directly above it appoints someone to fill the now vacant spot. For example, the city of New Angeles loses its councillor and a large part of his staff to an earthquake. It is the responsibility of the West Union Governor to choose from the fallen councillor’s surviving staff who will serve as the deceased’s replacement. If the entire staff were slain, the governor would have his work cut out for him as, the selection of a new councillor and entire administrative office would have to be undertaken. By Federation law, no post in the UCF can go vacant longer than one Earth solar month. If it does, filling the position(s) involved becomes the sole responsibility of the Prime Councillor. If at the end of another solar month the vacancies are not dealt with, the Prime Councillor will be removed from office under a declaration of No Confidence and the Federation Council will be required to handle the matter personally.

The Cultural Divide It is no secret in the Federation that there is a wide rift between civilians and citizens on most UCF planets. On Earth, this divide is somewhat mitigated by the amount of space available for both sides to inhabit. On smaller colony worlds, the tensions between those with a franchise to participate in the Federation’s politics and those without can become quite severe. These hostile sentiments grow worse when employment is brought into the argument. While any civilian can hold down menial labour jobs and other forms of basic work, only citizens can serve as police or civil authorities, instruct certain classes or have direct Federal support for a business license. Citizens have every opportunity in the galaxy to be successful and prosperous. Civilians on the other hand are either very rich (due to previous wealth from past generations, good fortune in their own businesses or both) or live on the federally supported edge of poverty. None of this is publicised over Federation news programmes but it is the truth for billions of the Federation’s ‘disenfranchised’ civilians.

News & Media in the UCF The media of the UCF, FedNet, reports continuously on the peace and prosperity to be found under the banner of the Federation. News reports focus mainly on the level of civil security within the Federation, showing citizens and civilians that they live in a stable, crime-free society with no significant threats to their safety. These broadcasts show the worlds of the Federation as lands of boundless promise and fortune for anyone willing to take active part in federal service.

Industries of the Federation The number of star systems and therefore resources under the UCF’s far-reaching control means that the industrial needs of its citizens can be met quickly and efficiently. Mineral resources and other commodities are never more than a day or two of interstellar travel away. From advanced polymers to massive military machines, there is nothing the people of the Federation cannot make or find. This climate makes it very easy for even civilians to make money in business. All it takes is capital and the support of either a citizen with Fleet connections or a patron corporation to set up facilities on a colony world. Once contracts for supply and provision are secured (a simple process for a business-minded citizen or a well-supported civilian), the rest is a matter of diligent work and perseverance, until commerce inevitably picks up. One would assume that any company that founders in such a mercantile environment does so because of incompetent management or careless market research. Though it is officially denied, it is persistently rumored on the remote colony worlds that the Federation manipulates planetary and interplanetary economies to stifle civilian businesses in favour of competing citizen enterprises.

Interaction With Other Races There are only two documented races with which the United Citizens’ Federation has contact with and acknowledges publicly. Reports of more than a dozen other forms of intelligent life remain unverified and are openly denied by the Federation Council and the Exploration division of the SICON Fleet.

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Skinnies Briefing 9-28-CIV, Military Intelligence It should come as no surprise to you that enlistment numbers had been dropping rapidly until the Arachnids were ‘discovered’. While this incident slowed that decline and in certain places even increased enlistment in the military, our research has indicated that more can be done to spur interest and raise the badly needed recruitment of SICON troops. A memorandum will follow this briefing explaining the proposal; we estimate it will increase our military base by more than 100% in the first six months of implementation. It may seem radical and that would be a fair description for the plan. We should point out its side benefits before you begin examining it. If this proposal is ratified and allowed to proceed, its chosen event location will also liberate several important civilianowned businesses directly into government control. The physical and financial assets received are also detailed in the proposal. SICON’s leadership have seen and support this proposal. Now all that remains is your approval before we can proceed. We have the technology, media and materials necessary; we await your confirmation.

The official policy on the Skinnies – extremely lithe humanoids with strange weapons and powered armour of their own that have recently been plaguing the border worlds of the Trio (Xi Bootis, Lalande and Vendis) – is that all attempts at a peaceful, diplomatic solution to their raids have failed. While SICON is hesitant to escalate hostilities with this relatively unknown race, the Federation will not tolerate any further attacks by the Skinnies. It has been reported that several warships and troop transports have been diverted to the edge of the Skinny Quarantine Zone but SICON will not comment. Inside sources have verified this to be true and further add that at least two of the warships involved are armed with bombardment-grade nuclear munitions. Arachnids There is no confusion or possible misunderstanding about the Arachnids and the United Citizens’ Federation stance regarding their entire species. According to a recent speech given by Sky Marshal Diennes, the Arachnids are a true menace and threat to humanity. As such they cannot be suffered to live. A full military deployment is underway to determine the extent of their galactic infestation and eradicate them no matter what the cost.

Briefing 8-8-56-SKN, Military Intelligence In regards to Operation Clean Sweep, currently in its organisation and deployment phase, we must suggest that you ask SICON High Command to limit its scope for the immediate future. The Arachnids currently pose a greater threat according to our agents; their alarming reports leave us little room for doubt in this matter. The Skinnies are in no way related to the Arachnids and any thought of an alliance between them has been dismissed. They are currently the least of our concerns. We recommend that they be given a very low priority for the present time. Their raids always end in limited property damage and the abduction of civilians; neither of these is important enough to divert more than a token force towards the Skinny Quarantine Zone. Once the Arachnids are completely crushed, we will happily support and endorse Operation Clean Sweep.

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The Federation

FEDERATION GALACTIC OVERVIEW Briefing 10-30-ARA, Military Intelligence The Sky Marshal-in-Chief handled himself expertly during the speech this evening. Even after refining it for more than two weeks in Linguistics and Motivation, we were not certain it would have the desired effect on the populace. After reviewing the numbers from recruitment centres Federation-wide, we believe the speech can be considered a success. Pass along our compliments to the Sky Marshal and his support team.

‘Make no mistake’ to quote the Sky Marshal, ‘this is a war for the survival of the human race. When the dust clears on these bug worlds, there will be nothing left. We cannot afford to leave any world infested with their kind. If we have to slag a dozen planets to ensure peace for mankind, that is exactly what we are prepared to do. The Fleet and the Mobile Infantry will not rest until this becomes a unified galaxy, a human galaxy, under the uncontested control of the United Citizens’ Federation.’

The Milky Way galaxy consists of about 200 billion stars, with Earth’s sun (Sol) being a typical specimen for its type. It is a fairly large spiral galaxy and it has three main components: A disk in which the solar system resides, a central bulge at the core and an all encompassing halo. These components are of varying ages, but the determining factor for any galaxy’s age is the composite age of its halo stars. In the Milky Way, halo stars have a rough age estimate of 15 billion years. * Disk: The disk of the Milky Way has four spiral arms and it is approximately 300pc thick and 30kpc in diameter. It is made up predominantly of Population I stars, which tend to be blue and are reasonably young, spanning an age range between one million and 10 billion years. * Bulge: The bulge, at the centre of the galaxy, is a flattened spheroid of dimension 1kpc by 6kpc. This is a high density region where Population II stars predominate – stars that tend toward red and are very old, about 10 billion years. There is almost certainly a massive black hole at its centre.

Target Acquired in Sector 3:0

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* Halo: The halo, which is a diffuse spherical region, surrounds the disk. It has a low density of old stars mainly in globular clusters (each cluster consisting of between 10,000 to one million stars). The halo is believed to be composed mainly of dark matter, which may extend well beyond the edge of the Milky Way’s disk.

A Note on Astronomical Abbreviations A parsec (pc) is a distance used in interstellar travel; it equals roughly 3.262 lightyears. A kiloparsec (kpc) is 1,000 parsecs. To understand of just how far a single kiloparsec really is, consider the following: Earth is 8.6 kpc from the centre of the Milky Way. The rimward direction is towards of the edge of the galaxy. The coreward direction is towards the core of the galaxy. Spinward is towards the direction of the galaxy’s gravitational revolution. Anti-spinward is against the direction of the galaxy’s gravitational revolution.

Sailing the Sea of Stars The incredible star spanning power of the Cherenkov drive relies on a form of magnetic phase shift that protects a vessel and insulates it from the mass-increasing effects of relativistic speeds in physical space. In effect, Cherenkov-equipped vessels travel through space without actually being physically in it. Only gravity can affect a United Citizens’ Federation ship travelling interstellar, as discussed below. The fastest vessels of the Fleet, with the most modern and efficient Cherenkov drives ever made, still cannot break what has been dubbed as the Four Parsec Barrier. A full burn-day – 20 hours of active use of the Cherenkov drive with four hours spent in power cycling and diagnostics

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Briefing 10-1-FED, Military Intelligence Threat Response We must request that your office reconsider the current border of the ‘New Federation Territory’. We still believe it to be too wide. While we understand your office’s hesitance to exclude any colony worlds, SICON is only capable of providing the level of defence outlined in your proposal if the attached stellar cartography is adhered to exactly. This is a difficult decision but one that must be made if future plans are to succeed. On a more positive note, your approval of Operation Rain of Fire has allowed us to move all of the required assets into position. This timing could not be better. While we request that you move the currently planned border back as seen on the holomap we have provided, you should delay that decision until just after Rain of Fire is complete. The support you will receive from the populace will be immense, allowing you to push Circled Wagons through the Council with little to no resistance.

– can take a starship nearly a four parsecs through space, though this rate can be reduced considerably if the flight path passes through the gravity wells of celestial objects. In order to maintain this rate of speed, a starship requires the use of hydrogen fuel. While this is stored in large tanks that run along the armoured underside of most vessels, a starship’s primary means of fuelling itself for any transit is the atomic scoop mounted to all ships that are expected to make voyages between stars (as opposed to intersystem ships that never leave the orbital rings of a given star). This induction device takes in stray elements in the form of gas and manufactures hydrogen. In this way, starships in motion generate some of their own required fuel. Even with such incredible speed, travelling between star systems takes a long time. At less than four parsecs a day, a nearby star like Alpha Centauri takes more than 30 hours to reach. This is a vast improvement over previous methods of transportation but it would take roughly two years to reach the centre of the galaxy and that is not counting the impassable gravity wall that would still occur 6.6 kiloparsecs into the journey.

The Federation The Federation’s Corner of the Galaxy In general, Federation space is limited to roughly a six parsec distance in all directions. The bulk of important human-controlled worlds are less than 14 lightyears from Earth, making Federation space considerably less galaxy spanning than current FedNet reports would lead civilians to believe. Most citizens know the limited size of the Federation, having patrolled it during their military service. Even knowing the slightly less than dominant presence mankind might have in the universe, the size of Federation territory is still quite impressive. There are a number of worlds within a 10 lightyear region that have served the Federation well for centuries. Even with current military actions limiting expansion, there is still a drive among civilians and citizens alike to broaden the domain of the UCF as far as it can safely go. As the galaxy is proving itself more hostile with each passing year, the push for exploration has become less emphatic. This is due to the risk of overreaching the power of SICON and its ability to defend new territory while keeping up the level of protection extant worlds of the Federation have come to expect. Loss of any colony or outpost world will have serious ramifications for the safety and security of the Federation – consequences that may do more damage to the UCF than what might be lost during the defence of every new world under contest or presumed to be a future target. This leaves SICON and the Federal government in the untenable position of deciding between trying to provide equal protection to every world currently held and abandoning outer colonies at risk, thereby reducing the size of the Federation to a smaller but more easily defendable area. For now, the official position of SICON is that a forceful offence will counter any threat to humanity. If they are right, the United Citizens’ Federation will be able to return to its previous rate of growth. If the Sky Marshals are wrong, there may not be enough ships or troops left to defend the Federation from the Arachnids’ inevitable counterattack. While SICON Military Intelligence understands this risk, the current directive for the UCF and its powerful military is to continue the Road to Victory, a campaign driven by the populace’s desire for revenge. Buenos Aires lies in ruins, Pluto has been violated and all humanity wants now is to wipe the alien scourge that committed these atrocities from the face of the galaxy.

THE MILITARY STRUCTURE OF THE FEDERATION – Excerpt from ‘Join the Fight!’, a SICON approved recruitment brochure The military arm of the United Citizens’ Federation, SICON, is effectively divided into two halves – the Fleet and the Mobile Infantry. It is a long-standing tradition that Fleet officers and Mobile Infantry troopers do not get along well at all, something that becomes all too evident when they meet in the galley or recreation decks of a starship. The Fleet handles all aerospace matters, from fighter craft with no ability to leave the atmosphere, to milelong orbital platforms with the ability to repair and construct the mighty vessels that patrol and defend entire star systems. The personnel of the Fleet are all officers and all elite in their fields. The Fleet upholds that they have the best engineers, the best system controllers and the best technology the Federation has to offer. In their estimation, the Fleet is the best and brightest form of military service. The Mobile Infantry enters hostile territory, ascertains an appropriate response to any threat encountered and applies just enough force to neutralise it for good. The job of the Mobile Infantry is to make peace by being ready and willing to go to war. Equipped with top-of-the-line firepower and defensive armour, there is no place too dangerous and no foe too tough for the Mobile Infantry to take out. In its long and glorious history, the Mobile Infantry has never lost a war – a record they are not about to break anytime soon.

The Mobile Infantry Troopers Every effective military in mankind’s history has possessed a rigid organisational structure at the troop level. The Mobile Infantry is no exception. Troopers form larger groups, which are gathered into still larger groups and so on, all the way up to army level. This form of regimented and incremental organisation allows for forces of the appropriate size to be assigned to missions in an orderly and efficient way. If a situation calls for only a hundred men to handle it, it is vastly easier to assign a company to the issue than to try and piece together enough squads.

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Mobile Infantry Force Organisation There are 32 armies at the time of the Road to Victory campaign, plus the Sky Marshal-in-Chief and the panel of 5 Generals forming the Mobile Infantry Advisory Board. All told, the Mobile Infantry consists of over 4 million troopers and commissioned officers. An army consists of 4 brigades (including 1 Sky Marshal). A brigade (also called a ‘corps’ when combined with Fleet assets) consists of 4 divisions (including 1 General). A division consists of 4 regiments (including 1 Colonel). A regiment consists of 4 battalions (including 1 Lieutenant Colonel). A battalion consists of 4 companies (including 1 Major). A company consists of 4 platoons (including 1 Captain). A platoon consists of 4 squads (including 1 or 2 NCOs and 1 Lieutenant). A power suit squad consists of 8 cap troopers (including 1 Corporal and 1 Sergeant).

While the organisation is very stratified, the truth of the Mobile Infantry where its troop roster is concerned is a different story altogether. Attrition, personnel shifts and other internal issues keep all but the most fortunate units from being fully staffed. In general, the listings above are accurate only on paper. Beyond that, the organisation can vary greatly. No two regiments in SICON are necessarily the same strength, though these values can be taken as a general guideline.

The Rank Structure of the Mobile Infantry This hierarchy of ranks is used in every division of SICON except the Fleet (which has a differing structure inherited from naval and aerospace military ranks of the past). There comes a point where both orders merge at the very height of power in the Strategically Initiative Coalition of Nations. This merger is epitmoised by the rank of Sky Marshal; only officers with training in both the Mobile Infantry and the Fleet become eligible for this vaunted position. As can be assumed, this is a difficult feat to accomplish; Sky Marshals are typically extraordinary military leaders

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with a wide base of knowledge and the experience to put it to good use. Because they are supreme commanding officers, nothing less would be acceptable or reflect the unity of purpose and perfection for which the United Citizens’ Federation stands.

SICON Ranks (Mobile Infantry) Private Automatic rank increase given upon graduation from boot camp and initial assignment to a duty station or unit. Corporal This rank is indicative of leadership roles at a squad level. Sergeant Sgt: Rank provided to soldiers placed directly in charge of MI squads. Sgt 1st Class: Rank given to sergeants receiving commendations for service and promoted to assignments of leadership within platoons or training positions (such as instructors in SICON boot camps).

The Federation Senior Sergeant Senior sergeants are given authority at a platoon level and held directly accountable for the performance of soldiers in the field. Senior sergeant is the highest non-commissioned rank a trooper can hold and is usually a brevet rank given to sergeants either in lieu of Officer Candidacy School or because battlefield conditions require the promotion. Senior sergeants are also referred to generically as NCOs or traditionally as sergeant-majors. Lieutenant Lt 3rd Class: A rank that exists solely to differentiate members of Officer Candidacy School on their proving mission. Lieutenants 3rd class have no authority under most circumstances but are considered officers during times of emergency. Lt 2st Class: Passing a proving mission successfully completes Officer Candidacy School and improves a lieutenant’s rank to 2nd class. This rank allows lieutenants to be placed in full command of platoons. Lt 1st Class: A promotion based on merit and service, it does not change or elevate a lieutenant’s duties in SICON. It does indicate an officer’s eligibility for a captain’s rank and command of a full company. Captain The captain’s rank indicates command status at a company level. Captain is considered by SICON to be the first ‘true’ command rank and great status is afforded accordingly. Major This command rank places an officer in charge of a battalion (four companies) and indicates senior command potential. Lieutenant Colonel This rank brings with it command of a regiment and the right to directly confer with Sky Marshals on military matters and current or proposed orders. Colonel These officers provide leadership at the division level and are eligible for service on the infrequent military boards of inquiry called by SICON.

General These officers are placed in direct command of brigades and occasionally accompany troops into the field during missions of serious import to SICON. Generals are often called upon to form an advisory panel for Sky Marshals and the Sky Marshal-in-Chief. This is the highest rank an officer can achieve without Fleet service. Sky Marshal There are a variable number of Sky Marshals, fluctuating with the current size of the Federation. Each Sky Marshal leads an army and is the absolute authority over the star system that army is assigned to unless overruled by the Sky Marshall-in-Chief. Sky Marshal-in-Chief The highest rank in SICON, this singular position is filled by a Sky Marshal appointed to the role from the pool of Sky Marshals by the government of the United Citizens’ Federation. Only the Sky Marshal-in-Chief can declare or end a state of war and all deployments involving one or more armies or fleets must be approved at this level.

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Mobile Infantry troopers from the front lines, these soldiers are the epitome of what it means to be a member of the SICON military. Educated on techniques of motivation and command, lieutenants are the link between soldiers and the command structure of the Mobile Infantry.

Mobile Infantry Overview The Mobile Infantry is mankind’s strongest fighting force. The sum of the United Citizens’ Federation ground military, these brave troopers are the best fighting men and women humanity can produce. Trained in every known form of weaponry and given the equipment they need to assure victory under any conditions, there is no challenge the Mobile Infantry cannot overcome. With a strict military hierarchy and the full support of a vast space fleet at their command, the Mobile Infantry can stay together in the most frantic engagements and call down fire from the heavens to reduce their enemies to dust. Captain The highest rank likely to take the battlefield in command of a unit is a captain. This rank is one step above that of lieutenant and has absolute authority over all ranks beneath his own. Captains are not typically in charge of platoon level actions and rarely have the time or military freedom to lead individual squads. When they do, they are a force to be reckoned with. Captains are always armed and armoured with the best SICON has to offer. Lieutenant A much more common sight on the battlefield, lieutenants are the default commanding officers in the Mobile Infantry. Capable of leading a full platoon of

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Sergeant While a lieutenant might be in command of a unit, it is the sergeant’s place to make all of the immediate decisions in combat while being available as a consultant whenever the lieutenant wants his opinion. Most Mobile Infantry troopers look to the sergeant first in battle and this attention is returned. Generally a combat veteran with months or years of experience, this rank is almost always held by the most capable soldier in a unit. Corporal The bridging rank between privates and sergeants, these troopers are usually specialists or team leaders that keep other soldiers on task while following their sergeant’s orders. Well trained and incredibly capable in his individual role, a corporal is usually destined to become a sergeant and is merely waiting for an opportunity to assume the mantle. While corporals are fully able to take command of a unit, they usually defer to their sergeant until circumstances of battle thrust them into the position.

Squad Formations A full cap trooper squad is eight troopers strong and has six privates, one corporal and one sergeant. Each has his own duties to perform in the squad and is given the training and materials needed to excel while doing so. Most squads have a communications trooper, at least one Marauder driver and a field medic; these are vital assets on the increasingly hostile battlefields of the galaxy.

Platoons A platoon is made up of four squads and is usually transported in this size to drop zones where their combined strength can do the most good for the Federation.

The Federation Platoons often form rivalries with others, even naming themselves after their commanding officer and taking the name of some fierce animal or object as their unofficial callsign.

(with the exception of mobile gunbases), their crews are constantly cycled in part or in whole.

When Mobile Infantry troopers are arranged at the platoon level, each squad within is given a reference consisting of a Greek character for the purpose of receiving orders (Alpha Squad, Delta Squad and so forth). Using this designation, a unit on the battlefield might refer to itself as ‘Kel’s Kestrels’ but would take orders as ‘Beta Squad’ when in contact with SICON Command.

Attrition and rotation of vessels to new ports of call keep any formation in the Fleet from growing stagnant. While troopers work best when allowed to keep within the same squad structure for long periods of time, Fleet assets are more efficient when they are changed out periodically. No ship in the Fleet is ever assigned to the same duty for more than two years; they are exchanged for a fresh ship and moved to a new location to prevent complacency and lapses in combat readiness.

Higher Organisation

Fleet Organisation and Available Forces

The Mobile Infantry Force Organisation list on page 72 shows the structure of the ground military all the way from squad to army. Each level on the list is organised under a higher ranking officer then the one below it, until at its highest level (army) it is under the direct control of a Sky Marshal. Together, the Sky Marshal council and the Sky Marshal-in-Chief control the entirety of the Strategically Integrated Coalition of Nations. This authority group is also known as High Command.

Exact numbers for the Fleet in terms of personnel are nearly impossible to obtain. The nature of the Fleet makes it impossible to quantify it in the same manner as the Mobile Infantry. It is estimated that at any given time more than a million officers of varying rank are assigned to ships and installations. Combined with the millions of contract citizens and civilians that serve as operation staff for bases and outposts, the number of Fleet personnel and related employees exceeds the technical size of the Mobile Infantry, a figure the Fleet is quite proud of and another bone of contention between the two branches.

While platoons are often the largest command level assigned to any given battlefield, more dangerous situations call for something more. Serious assault missions occasionally require a company, while planetary occupations may require a battalion or regiment to accomplish. It is very rare to see anything higher than regiment level fielded at once but it can and has happened. With the increasing numbers of Arachnids becoming active in the galaxy, it is not inconceivable that one of SICON’s full armies may have to deploy to finally put an end to their menace.

THE FLEET Excerpt from ‘Air and Space Superiority’, a SICON approved recruitment brochure: Because the conditions in space throughout the Federation are constantly in flux, the organisation of the Fleet is equally fluid. There are certain basic patterns to the deployment of SICON’s ships but for the most part the Fleet go wherever they are most needed in whatever form best suits their needs at the time. Unlike the Mobile Infantry, the Fleet treats each ship and outpost as a singular entity and does not usually draw them together into permanent units. Even system defence groups seldom consist of the same ships from year to year. While installations do not have the capability of being reassigned

As for vessels, a disposition chart is also difficult to create with any accuracy. It is generally known that there are enough troop transports to mobilise every existing company of Mobile Infantry (the maximum a single transport can currently handle) twice over, enough warships to provide full two-ship escorts for each of these transports and enough orbital facilities for repair and rearming every Fleet satarship at any major star system in the Federation.

The Rank Structure of the SICON Fleet While as many parallels between the ranks of the Fleet and the Mobile Infantry exist as possible, the circumstances of the Fleet’s creation (as an emergency act taken during the space exploration era of the Federation) and its origins have necessitated certain differences. These are substantial enough to warrant a separate rank chart for Fleet personnel. It should also be kept in mind that every rank in the Fleet is technically a commissioned officer’s position and brings with it a level of command authority.

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For instance, a given Fleet officer might be a sub-lieutenant – Deck 12. Sublieutenants in charge of multiple related decks hold a position of authority (but not a full increment of rank) above the sub-lieutenants of the decks in question. A sub-lieutenant might, for example, be assigned to oversee the Engineering decks of a starship. Master Not all vessels have a master aboard as part of the command structure. Generally a rank reserved for warships and other craft with a contingent of Mobile Infantry aboard, masters act as liaisons to these troops and handle all interactions between soldiers and Fleet officers not specifically dealt with by the ship’s captain.

SICON Ranks (Fleet) Cadet Only used as a brevet rank for recruits during basic training in the Fleet. Ensign Automatic rank increase given upon graduation from Fleet Academy and initial assignment to a duty station aboard a ship or installation. Mate This rank is indicative of leadership roles within areas of a Fleet vessel. Mates are a unique rank and are given authority over ensigns assigned to them while answering directly to their commanders, a rank far exceeding their own. Sub-Lieutenant Rank provided to Fleet officers placed directly in charge of ship and installation decks. This rank is usually appended in notation by adding the deck in question.

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Lieutenant Lieutenant is the lowest rank normally held by bridge crew and denotes flight crew and those with a place in the upper ranks of a vessels or installation’s chain of command. This rank is often held by a captain’s first mate or the command staff of an installation not large enough to warrant the presence of a captain. Wing Commander: A special rank awarded to lieutenants who command a wing of fighters. This rank only really carries any additional authority or responsibility when actually operating within the squadron; otherwise the wing commander is no more or less important than a lieutenant. Lieutenant Commander This rank is bestowed upon officers who earn promotions but do not wish to leave their current assignments. Lieutenant commanders are often assigned to important parts of a vessel or installation that a captain wants managed with the level of expertise and experience this rank represents. Commander Commanders are technically superior to any officer on a vessel other than its captain and often have the unique flexibility of being placed in any command role or as a liaison between mates and captain.

The Federation Captain Captains exist to be the commanding officer of a ship or large Fleet complex. Captain is also the honorific given to any officer placed in charge of such a facility by means of losses in battle or other fortunes of war. Captains are the highest rank allowed to permanently command an individual vessel in the Fleet. Commodore Captains promoted to serve the Fleet in an administrative capacity take this rank. They are expected to turn over their previous command to the commanding officer with the most time served aboard the ship or installation in question. Occasionally a commodore will choose a capable officer farther down the chain of command. This rank also places an officer in charge of a fleet, the designation for any collective of ships assigned to a given mission for SICON. Commodores are usually given the responsibility of system defence or massed assault; fleets brought together for other purposes are usually under the command of an admiral. The rank of commodore is also a title given temporarily to any officer with a rank equal to or higher than captain who comes aboard a Fleet vessel with a captain already in charge. The higher-ranking officer retains his authority, uses the title commodore to avoid confusion and typically

defers to the ship’s captain in all matters that do not specifically involve his role in the Fleet. Rear Admiral These officers are in charge of all the commodores in a single star system or sector of the Federation. While they wield great authority, rear admirals are usually forced to administrate from a permanent base and are unable to personally command the vessels and installations their commodores control. Admiral Just as generals in the Mobile Infantry form an advisory board for the Sky Marshals, admirals fulfil the exact same role within the Fleet. When SICON orders a combined operation between both branches of the military, it is the responsibility of Fleet admirals to see that their forces operate with maximum efficiency. Sky Marshal There are a variable number of Sky Marshals, fluctuating with the current size of the Federation. Each Sky Marshal leads a battle group, often incorporating Fleet and Mobile Infantry assets, and is the absolute authority over the star system that group is assigned to unless overruled by the Sky Marshall-in-Chief.

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MI ARMY LIST

smashing, nuke toting Marauders. The Army List is here to guide you through the choices and options you can take.

Ladies and gentlemen! You all know what to do and you have the tools to do it! Now get moving! On the bounce! – Sergeant Shujiko

An MI player can choose to field two kinds of platoon; power suit or Marauder. Each has its own strengths and weaknesses which make them better for certain tasks. Power suit platoons are main line units able to fulfill a number of other roles such as scouting or rear security. Marauder platoons are heavy hitters reserved for special targets and key roles in offensives and counterattacks. The realities of war mean that all platoons can expect to see different kinds of action at some point. The non-power suited infantry platoon has seen little frontline service in recent MI history, the hostile nature of worlds such as Pluto being eminently unsuitable for lightly armoured troopers.

CHAIN OF COMMAND Everyone fights, no one quits. This is one of the mottos of the MI and they mean it. From the top to the bottom the MI are trained to understand and respect the chain of command as if their lives depend on it, from Camp Arthur Currie all the way to Klendathu. The following special command rules apply to MI forces.

MI Unit Leaders In the Mobile Infantry every unit has a designated unit leader, typically a sergeant or corporal. They command the unit until they are removed as a casualty. It is quite possible for a squad to contain both a sergeant model and a corporal model. In this case, the sergeant is the unit

PLATOON LEVEL FORCES This section of the book tells you all the vital information you need in order to recruit your own platoons for the war against the Bug Menace. You will have a great deal of flexibility in terms of the forces you can commit to battle – everything from power suit cap troopers through heavily armed Marauder battle suits up to air strikes and nuclear weapons. It is up to you what kind of force you choose to field; it could be anything from a lightly armed recon force to a full drop of bug-

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Cap Troopers The troopers described in the MI Army List are all cap troopers, whether they pilot Marauder suits or simply wear powered armour suit. The ‘cap’ is short for ‘capsule’ and indicates that the trooper is an experienced trooper who has made at least one combat drop. Such troopers are trusted with the best the Mobile Infantry can afford and as such all power and Marauder suits are piloted by cap troopers.

MI Army List leader – but should he die, the corporal immediately steps up and becomes unit leader. An MI squad that loses its sergeant and has no corporal to command them falls into Alert Status until an officer takes command or a new unit leader is promoted by a lieutenant. Within the Starship Troopers miniatures game, Mobile Infantry have five ranks of note – private, corporal, sergeant, NCO (occasionally referred to as Senior Sergeant) and lieutenant. * Sergeants are unit leaders. * Corporals are unit leaders if there is no sergeant present in a squad. * NCOs and lieutenants can be unit leaders in certain circumstances (see page 21 and Independent Models). * NCOs, lieutenants and SICON Military Intelligence Agents are considered officers.

MI Command Range MI command range is the standard 6” unless all officers in the MI force have been killed, in which case it is 3”.

Higher Command In the MI, lieutenants and other officers are credited with almost god-like powers by their men. On the battlefield the steadying presence of a trusted officer can keep men in the fight for longer or make them give up hope if he falls. Officers have powers to help maintain the chain of command, keeping men moving and fighting when they become scattered or unit leaders are lost. Lieutenants have access to the special Ready actions of Promote and Retrieval Point. Promote (special MI Ready action – Lieutenants only) This action must be undertaken by a lieutenant model. The MI officer can nominate a single out of command model in his force to be ‘promoted’ to become a unit leader. The new unit leader can take control of any out of command models within its command range (6”) and form them into a new unit. If the new unit leader was within the lieutenant’s command range when appointed, the promotion lasts for the rest of the game. If the promoted unit leader was outside the lieutenant’s

command range when appointed, the promotion lasts for the duration of the player turn only. Retrieval Point (special MI Ready action – Lieutenants only) This action must be undertaken by a lieutenant model. The MI player places a marker anywhere on the tabletop representing the retrieval point being set. The retrieval marker counts as a unit leader with a command range affecting the whole tabletop. Any out of command MI model on the tabletop is allowed to act as if the marker were its unit leader, as long as any actions or reactions made are Move actions directly towards the retrieval marker. Models already under control of a unit leader ignore Retrieval Points.

Loss of Higher Command MI command structure is designed to take a few knocks in combats but losing officers means that the mission is failing fast. At platoon level, the only officers available are lieutenants, NCOs and SICON Military Intelligence Agents. If an MI force loses all of its officers, the overall force loses a great deal of cohesion, co-ordination, communications and resolution. This is represented by the MI command range being cut to 3” for the rest of the game.

MI ALERT STATUS REACTIONS The well-drilled regiments of the MI have little room for individualists. Innovation is frowned on unless first proven in combat. As such, most MI will use the default Shoot reaction when on Alert Status. However, real bug hunters everywhere know that there is a time to fight and a time to die – but they are not always the same time. MI models on Alert Status can use the Beat Feet or Stand By reactions in addition to the default Shoot reaction. Beat Feet (special MI Move reaction) Any MI model on Alert Status can take a single Move reaction when an enemy unit completes an action within 10”. Turn the model around after moving to signify that it cannot make any further reactions for the rest of the player turn. Models that are readied can use a special movement mode when making a Beat Feet reaction if desired. Stand By (special MI Ready reaction) If an enemy model completes an action within 10” of every MI model in a unit, the whole MI unit may Ready

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as a reaction. Note that if even single model in the MI unit is not within the Alert Status range of an acting enemy model, this reaction cannot be performed.

because of the unfortunate statistics involved in their chances of ever returning again. Even non-human advisors can be requested.

HEROES

Atomics: Regulated and heavily controlled for obvious reasons, any deployment of atomic munitions is strictly prohibited by SICON High Command unless requested by a SICON Military Intelligence Agent. Even then, the munition’s use is carefully monitored. While the casing and inner working of a nuclear device are cheap and easy to manufacture, its atomic core is very costly; these munitions cannot be carelessly expended.

Go Career MI lieutenants, NCOs and sergeants can be upgraded to ‘Go Career’. Career lieutenants, NCOs and sergeants can increase their value by purchasing heroic traits as detailed in the Heroic Traits chapter. The number of points you can spend on the model’s heroic traits increases according to its rank. Career lieutenants, NCOs and sergeants may purchase Qualities, Talents or Training. At higher Priority Levels, troopers and corporals may also be upgraded for with special Qualities or Training.

SUPPORT Mobile Infantry cap troopers are extremely efficient and extraordinarily effective on the ground but there are limits to what they can accomplish alone. For battles more complicated than a simple shooting match, it often becomes necessary to deploy cap troopers in Marauder suits or even heavier levels of ordnance. The Mobile Infantry has access to three kinds of asset: Command, Emplacement and Fleet. The availability and flexibility of these assets fluctuates according to the Priority Level of the MI force. Regardless of tactics, overall points or Priority Level, no MI force can spend more than 50% of its points on assets.

Command Assets

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Drop Shields: Chaff and other munitions dropped at the same time as capsule troopers to defend them on their way towards a battlefield, these items are extremely costly in that literally hundreds have to be used to have any protective effect. Chemical Weapons: Chemical weapons are controlled because using them is almost always a gamble. Even with the super-science of the far future, chemical and biological weapons are not always stable and using them always runs the risk, however slim, that they may get out of control and do more harm than good.

Fleet Assets The support of the Fleet is a valuable commodity and can certainly turn the tide of battle when applied correctly. From retrieval boats used for emergency evacuations to TAC fighter air strikes using missiles capable of ripping hundreds of enemies to shreds in a heartbeat, any force with the ability to call on the Fleet is usually well served by doing so.

Some assets can be requested by a Corporal or Sergeant but others are far too costly or have serious implications. These valuable battlefield resources must be obtained with an officer’s authorisation and cannot always be counted on to be available. When they are provided to a unit, the amount of trust and oversight inherent in their nature means that wasting them is often the end of someone’s military career.

Heavenly Mercy Rescue Tender: A form of landing craft, these vessels are based on the Slingshot design but are laid out as field hospitals inside and allow a trained medic to render desperately needed assistance to injured or dying troopers. Completely outfitted for surgery and trauma work, a Heavenly Mercy rescue tender has been the saving grace for thousands of Mobile Infantry troopers since their commission by SICON.

Advisors: Advisors and observers from SICON can be requested but they are rarely authorised to join a unit. These individuals are as highly trained as a Mobile Infantry soldier can be and always carry some form of rank. SICON is loathe to send them into battle, mostly

Remote Missile Salvo: Launched from aerial-based bombers or low-orbit craft far from the planned field of engagement, missile salvos are accurate but have the disadvantage of being costly to field. Because of their penetration ability, missiles are often deployed to take

MI Army List down hardened targets. Their expense weighed against their tactical flexibility mean commanders must carefully consider a missile’s target. Sometimes nuclear warheads are used. This type of missile attack is utterly devastating but so completely indiscriminate that it may simply be too powerful to wield in certain engagements. There is no escaping the destructive capability of a nuclear strike; if one is called it is prudent to completely evacuate the targeted area first. Skyhook Retrieval Boats: The most welcome sight a group of combat-weary troopers can see is a Skyhook descending from orbit to pick them up. Used when there is no clear path to a safe location and a battle has turned for the worse, Skyhooks also carry just enough weaponry to clear their landing area. In this way, a Skyhook can be used tactically by designating its landing point in an area with otherwise hard-to-reach enemies. Slingshot Drop Ship: Serving the same purposes as a Skyhook but packing much greater firepower, Slingshots are costly air assets but are often the only option for a unit that needs to be picked up in extremely hostile areas. Slingshots can certainly take care of themselves as they are designed to handle nearly any aerial need from rescue to bombardment. TAC Air Strike: TAC fighters are a popular form of air support for Mobile Infantry platoons. TAC fighters cannot linger over battlefields but their swift delivery of a variety of payloads can spell the difference between victory and defeat for the MI on the ground. They are expensive to use, but this rarely stops an MI commander from calling on them as favoured air support, as they are almost always worth the price. TAC fighters are also capable of carrying nuclear munitions and dropping them with pinpoint accuracy. With all the same advantages as a regular TAC strike with a much greater killing zone, this asset must be carefully planned to avoid atomising one’s own troops needlessly. Viking Class Landing Boat: Built around a similar hull as a Skyhook retrieval boat, these craft are specially modified to be more useful the first time a unit enters the battlefield. Viking aircraft are designed to carry a double transport container. These ships can bring numerous vital assets to the field with them, including parts for fortifications or reinforcements.

Emplacement Assets List While not as expensive and rare as Command assets or as directly effective as Fleet resources, Emplacement assets are nonetheless a serious advantage for those forces willing to commit part of their combat budget to them. Also, Emplacements are universally available to MI forces – they do not fluctuate according to Priority Level. With the many benefits troops gain by occupying an emplacement, structures can become a valuable or even indispensable asset for the Mobile Infantry, especially during Hold engagements. If a Mobile Infantry force chooses Emplacement assets it may only deploy them if using defend tactics for the engagement. See the Structures chapter for more details and information on Emplacements and their use. 0-4 Reliant Emplacements per platoon, armed with MW-5050 Twin .50 Autocannon for 60 points each. See page 141 for more details on Reliant Emplacements. * Replace MW-5050 Twin .50 Autocannon with SW-219-f Inferno Support Flamer at no extra cost. * Replace MW-5050 Twin .50 Autocannon with SW-404 Javelin Missile Launcher at +30 points. * Replace MW-5050 Twin .50 Autocannon with SW-414 Rapier AA Missile Launcher at +30 points. * Replace MW-5050 Twin .50 Autocannon with SW-X28 Bugbroom Support Laser at +80 points. * Replace MW-5050 Twin .50 Autocannon with MW-X29 Scythe Laser Cannon at +80 points. A Reliant Emplacement’s weapons are always considered Crew weapons. 0-4 Ammo Dumps per platoon, for 50 points each. See page 141 for more details on Ammo Dumps. 0-2 Bunkers per platoon, for 100 points each. See page 141 for more details on Bunkers.

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POWER SUIT PLATOONS

Far and away the most common form of Mobile Infantry deployment, a power suit platoon consists of cap troopers in powered armour wielding Morita rifles and other tactical weapons. They are very flexible and can handle virtually any engagement type as well (or better) than Marauder platoons. Their advantages in versatility and numbers allow them to be in several different places at once and attack with a far more diverse pool of weapons. If tactical freedom is your goal, you cannot do better than fielding a full power suit platoon.

A power suit platoon in the Starship Troopers miniatures game is two or more M-1A4 Power Suit Squads and a commanding M-1A4 Power Suit NCO, though they can swell to include another NCO, a Lieutenant and a further four units. Remember, you must decide which platoons to use before choosing any forces. You cannot choose more than one platoon per 1,000 points value being chosen – so, for example, a force for a 2,000 point game could include two platoons of MI. A platoon is made up of several units each with a value, each unit chosen counts against the total points value of your force. Units often have options you can take, such as adding extra models or equipping special weapons: These will increase the unit’s overall value and therefore how much of the total Force Value points they represent.

Basic Units Lieutenant 0-1 per platoon

120 points

NCOs 1-2 per platoon

105 points

M-1A4 Power Suit Squad 0-2 per officer (minimum 2 per platoon)

220 points

POWER SUIT PLATOON SUPPORT AT PRIORITY LEVEL ONE Command 0-1 SW-404 Javelin Missile Launcher can be replaced with a SW-414 Rapier AA Missile Launcher.

+0 points

Fleet Skyhook Retrieval Boat 0-1 per platoon

125 points

Viking Landing Boat 0-1 per platoon

195 points

Officers Remember, in the MI Army List, only the following are considered officers: * NCOs * Lieutenants * SICON Military Intelligence Agents

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MI Army List

POWER SUIT PLATOON SUPPORT AT PRIORITY LEVEL TWO Command SICON Military Intelligence Agent 0-1 per platoon

80 points

XM-550A2 CHAS Unit 0-2 per platoon

175 points

Any M-1A4 Power Suit Squad or M-1A4 officer may be mounted on LA-50 Sprite Reconnaissance Skimmers. Units mounted on Sprites cannot include Marauder suits.

+50 points per model

0-1 model per platoon may be +300 points per model equipped with an M-998A1 Atomic Pee-Wee munition (only if model with Atomic Protocols is in platoon). 0-1 model (may not be an officer) per platoon may purchase up to 25 points worth of Qualities or Training heroic traits.

up to +25 points per model

0-1 M-1A4 Power Suit Squad can replace their Morita underslung XW-110-G1 G/Ls with XW137-A3 Trench Sweeper Laser.

+10 points per model

Fleet

+10 points Any M-1A4 Power Suit Squad model or officer may be deployed in per M-1A4 +25 points M2 Drop Capsules. per M8/M9 model Any officer may be equipped with +10 points per officer M-904C Chem grenades.

AGM-716 Flamberge Heavy Ground Attack Missile 0-1 per platoon

50 points

Slingshot Drop Boat 0-2 per platoon

300 points

Any lieutenant or NCO may be +105 points upgraded to an M8 ‘Ape’ Marauder per Lt/NCO suit or M9 ‘Chickenhawk’ Marauder suit. Any lieutenant or NCO so upgraded becomes a Marauder model of the appropriate type (M8 Marauder Suit Lieutenant, M8 Marauder Suit NCO, M9 Marauder Suit Lieutenant or M9 Marauder Suit NCO). Any SW-404 Javelin Missile Launchers can be replaced with SW414 Rapier AA Missile Launchers.

+0 points

0-2 models per M-1A4 Power Suit +165 points per model Squad may be upgraded to an M8 ‘Ape’ Marauder suit or M9 ‘Chickenhawk’ Marauder suit. Any sergeant, corporal or cap trooper so upgraded becomes a Marauder model of the appropriate type (M8 Marauder Suit Sergeant, M8 Marauder Suit Corporal, M8 Marauder Suit Cap Trooper, M9 Marauder Suit Sergeant, M9 Marauder Suit Corporal or M9 Marauder Suit Cap Trooper).

Atomic Protocols In order to choose any Atomic weapons, a model with access to Atomic Protocols must be present in the platoon. The presence of a lieutenant with SICON Military Intelligence Training (see page 145) fulfils the Atomic Protocols requirement. The presence of a SICON Military Intelligence Agent (see page 92) fulfils the Atomic Protocols requirement.

83

POWER SUIT PLATOON SUPPORT AT PRIORITY LEVEL THREE Command SICON Military Intelligence Agent 0-1 per platoon

80 points

Skinny ‘Advisor’ 0-1 per platoon 100

100 points

XM-550A2 CHAS Unit 0-4 per platoon

175 points

Any M-1A4 Power Suit Squad or M-1A4 officer may be mounted on LA-50 Sprite Reconnaissance Skimmers. Units mounted on Sprites cannot include Marauder suits.

+50 points per model

+10 points Any M-1A4 Power Suit per M-1A4 model Squad or officer may be +25 points deployed in M2 Drop per M8 or M9 model Capsules. Any officer may be equipped with +10 points per officer M-904C Chem grenades. Any lieutenant or NCO may be +105 points upgraded to an M8 ‘Ape’ Marauder per Lt/NCO suit or M9 ‘Chickenhawk’ Marauder suit. Any lieutenant or NCO so upgraded becomes a Marauder model of the appropriate type (M8 Marauder Suit Lieutenant, M8 Marauder Suit NCO, M9 Marauder Suit Lieutenant or M9 Marauder Suit NCO). Any TW-404 SW-404 Javelin Missile Launchers can be replaced with SW414 Rapier AA Missile Launchers.

+0 points

Any M-1A4 Power Suit Squad can replace their Morita underslung XW-110-G1 G/Ls with XW-137-A3 Trench Sweeper Laser.

+10 points per model

0-3 models per platoon may be +300 points equipped with an M-998A1 per model Atomic Pee-Wee munition (only if model with Atomic Protocols is in platoon).

84

0-2 models per M-1A4 Power Suit +165 points per model Squad may be upgraded to an M8 ‘Ape’ Marauder suit or M9 ‘Chickenhawk’ Marauder suit. Any sergeant, corporal or cap trooper so upgraded becomes a Marauder model of the appropriate type (M8 Marauder Suit Sergeant, M8 Marauder Suit Corporal, M8 Marauder Suit Cap Trooper, M9 Marauder Suit Sergeant, M9 Marauder Suit Corporal or M9 Marauder Suit Cap Trooper). 0-1 model (may not be an officer) per M-1A4 Power Suit Squad may purchase up to 25 points worth of Qualities or Training heroic traits.

up to +25 points per model

Fleet AGM-716 Flamberge Heavy Ground Attack Missile 0-1 per platoon

50 points

EOM-1A1 ‘Sarissa’ Space Combat Missile 0-1 per platoon

100 points

Slingshot Drop Boat 0-3 per platoon

300 points

F-76 Thunderbolt TAC Fighter 0-4 per platoon

250 points

MOVE! MOVE! MOVE! Come on you ladies! This is WAR! – Sergeant Zim

MI Army List

MARAUDER PLATOONS

Marauder platoons are only dropped when the tactical situation demands the highest level of response the Mobile Infantry can offer. With each suit representing a massive allocation of resources from SICON, Marauder platoons are extremely expensive to field and maintain. When the battlefield literally crawls with enemy forces and nothing else will do, there is no substitute for the combat prowess and sheer firepower of half a dozen metal terrors charging across the battlefield with guns blazing. Marauder platoons are never intentionally deployed in Priority Level One engagements – they are just too valuable. Sometimes they do get caught up in low priority fights while in transit, particularly rescues, delaying actions and ambushes, but in terms of picking a Priority Level, Marauder platoons are Priority Level Two by default.

A Marauder platoon in the Starship Troopers miniatures game is one or more Marauder Suit Squads and a commanding Marauder Suit NCO, though they can swell to include another NCO, a Marauder Suit Lieutenant and a further two units. Remember, you must decide which platoons to use before choosing any forces. You cannot choose more than one platoon per 1,000 points value being chosen – so, for example, a force for a 2,000 point game could include two platoons of MI. A platoon is made up of several units each with a value, each unit chosen counts against the total points value of your force. Units often have options you can take, such as adding extra models or equipping special weapons: These will increase the unit’s overall value and therefore how much of the total Force Value points they represent.

Basic Units

M8 Marauder Lieutenant 0-1 per platoon

225 points

M8 Marauder NCOs 1-2 per platoon

210 points

400 points M8 Marauder Squad 0-1 per officer (minimum 1 per platoon)

MARAUDER PLATOON SUPPORT Command Any Marauder Suit Squads or +25 points per model Marauder officers may be deployed in M2 Drop Capsules. 0-1 model per Marauder Suit Squad may purchase up to 25 points worth of Quality or Training heroic traits.

up to +25 points per model

0-1 model per platoon may be +300 points per model equipped with an M-998A1 Atomic Pee-Wee munition (only if model with Atomic Protocols is in platoon).

Fleet AGM-716 Flamberge Heavy 100 points Ground Attack Missile 0-2 per platoon Slingshot Drop Boat 0-2 per platoon

225 points

F-76 Thunderbolt TAC Fighter 0-1 per platoon

200 points

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MOBILE INFANTRY ROSTER M-1A4 POWER SUIT SQUAD The classic picture of a Mobile Infantry unit, these power suit clad soldiers can go anywhere and fight anything. They are well defended, have enhanced strength and at the highest levels of training are fast enough to dodge even the most wellplaced blow. Their armour is famous throughout the Federation and is becoming equally well known among its enemies. Every M-1A4 power suit squad consists of one sergeant (unit leader) and four cap troopers (220 points total). Up to three extra cap troopers may be added to the squad at +30 points each. Weapon TW-203-a Morita Assault Rifle with XW-110-G1 underslung G/L. Unit Options Corporal: One cap trooper may be promoted to corporal for +50 points. Equipment Options: An M-1A4 Power Suit Squad can be equipped with any of the equipment listed below: * Lizard Lines for +5 points per model. * WASP packs for +10 points per model. Go Career: The squad sergeant may be bought heroic traits up to a total value of +25 points. Weapon Options: An M-1A4 Power Suit Squad can be equipped with any of the weapons listed below, in addition to their basic armament: * CC-176-ER Shock Sticks for +5 points per model. * M-902F Frag grenades for +5 points per model. Up to two M-1A4 models may replace their TW-203-a Morita Assault Rifle with XW-110-G1 underslung G/L with one of the weapon choices below: * TW-201-l Morita Sniper Rifle with XW-110-G1 underslung G/L for +5 points. * SW-226-f Hel Infantry Flamer for +10 points. * TW-402 Triple Thud Grenade Launcher for +20 points. * SW-404 Javelin Missile Launcher for +40 points.

M-1A4 Power Suit Squad Type M-1A4 Cap Trooper M-1A4 Corporal M-1A4 Sergeant

86

Value 30 80 100

Size 1 1 1

Move 4” 4” 4”

Close Combat D6 D6 D6

Target 4+ 4+ 4+

Save 4+ 4+ 4+/6+

Kill 7+ 7+ 7+

Traits Jump/12” Jump/12” Jump/12”

Mobile Infantry Roster

M-1A4 POWER SUIT NCO Weapon TW-203-a Morita Assault Rifle with XW-110-G1 underslung G/L. Unit Options Equipment Options: An NCO can be equipped with any of the equipment listed below: * Lizard Line for +5 points. * WASP pack for +10 points. Go Career: An NCO may be bought heroic traits up to a total value of +100 points. Weapon Options: An NCO can be equipped with any of the weapons listed below: * CC-176-ER Shock Stick for +5 points. * M-902F Frag grenades for +5 points. * One M-908P Plasma munition for +20 points. An NCO may replace his XW-110-G1 underslung G/L with an XW-137-A3 Trench Sweeper Laser for +10 points.

M-1A4 Power Suit NCO Type

Value

Size

Move

Close Combat

Target

Save

Kill

M-1A4 NCO

105

1

4”

D6

4+

4+/6+

7+

Traits Independent Jump/12”

M-1A4 POWER SUIT LIEUTENANT Weapon TW-203-a Morita Assault Rifle with XW-110-G1 underslung G/L. Unit Options Equipment Options: The lieutenant can be equipped with any of the equipment listed below: * Lizard Line for +5 points. * WASP pack for +10 points. Go Career: The lieutenant may be bought heroic traits up to a total value of +100 points. Weapon Options: The lieutenant can be equipped with any of the weapons listed below: * CC-176-ER Shock Stick for +5 points. * M-902F Frag grenades for +5 points. * One M-908P Plasma munition for +20 points. The lieutenant may replace his XW-110-G1 underslung G/L with an XW-137-A3 Trench Sweeper Laser for +10 points.

M-1A4 Power Suit Lieutenant Type

Value

Size

Move

Close Combat Target

Save

Kill

M-1A4 Lieutenant

120

1

4”

D6+1

4+/6+

7+

4+

Traits Independent Jump/12”

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M8 ‘APE’ MARAUDER SUIT SQUAD

The only piece of military ordnance more famous than the power suits worn by the Mobile Infantry is the Marauder armour. The Marauder classification covers two different suits – the Ape and the Chickenhawk. Called the Ape because of its elongated arms and slightly hunched posture, this suit and the highly trained cap trooper inside it can cause incredible devastation on the battlefield. Every M8 Marauder Suit Squad consists of one sergeant (unit leader) and one M8 cap trooper (400 points total). Up to three extra M8 cap troopers may be added to the squad at +195 points each. Weapons Four hard points: 1. IW-203-a Morita Ape Special 2. IW-422 Hellseed Y-Rack 3. MW-206 Derringer Light Rotary Cannon 4. MW-209 Trip Hammer Mortar Special Rules Autoloaders: All weapons (other than One-Shot!) mounted on a Marauder suit count as Infinite weapons. Lock and Load: Models in Marauder suits can fire two weapons in a Shoot action. Unit Options Corporal: One M8 cap trooper may be promoted to corporal for +5 points. Equipment Options: An M8 Marauder Suit Squad can be equipped with Lizard Lines for +10 points per model. Go Career: The squad sergeant may be bought heroic traits up to a total value of +25 points. Any models may be transferred to an M9 ‘Chickenhawk’ Marauder suit at no cost. Any sergeant, corporal or cap trooper so transferred becomes an M9 Marauder model of the appropriate type (M9 Marauder Suit Sergeant, M9 Marauder Suit Corporal or M9 Marauder Suit Cap Trooper).

M8 ‘Ape’ Marauder Suit Squad Type

88

Value

Size

Move

Close Combat

Target

Save

Kill

M8 Cap Trooper 195

3

4”

2xD10

7+

3+

10+

M8 Corporal

200

3

4”

2xD10

7+

3+

10+

M8 Sergeant

205

3

4”

2xD10

7+

3+

10+

Traits Hits/4 Jump/8” Piercing/1 Hits/4 Jump/8” Piercing/1 Hits/4 Jump/8” Piercing/1

Mobile Infantry Roster

M8 ‘APE’ MARAUDER SUIT NCO

Weapons Four hard points: 1. IW-203-a Morita Ape Special 2. IW-422 Hellseed Y-Rack 3. MW-206 Derringer Light Rotary Cannon 4. MW-209 Trip Hammer Mortar

Special Rules Autoloaders: All weapons (other than One-Shot!) mounted on a Marauder suit count as Infinite weapons. Lock and Load: Models in Marauder suits can fire two weapons in a Shoot action. Unit Options Equipment Options: An M8 NCO can be equipped with a Lizard Line for +10 points. Go Career: An M8 NCO may be bought heroic traits up to a total value of +50 points. An M8 NCO may be transferred to an M9 ‘Chickenhawk’ Marauder suit at no cost. An NCO so transferred becomes an M9 Marauder Suit NCO.

M8 ‘Ape’ Marauder Suit NCO Type

Value

Size

Move

Close Combat

Target

Save

Kill

M8 NCO

210

3

4”

2xD10

7+

3+

10+

Traits Hits/4 Independent Jump/8” Piercing/1

M8 ‘APE’ MARAUDER SUIT LIEUTENANT

Weapons Four hard points: 1. IW-203-a Morita Ape Special 2. IW-422 Hellseed Y-Rack 3. MW-206 Derringer Light Rotary Cannon 4. MW-209 Trip Hammer Mortar

Special Rules Autoloaders: All weapons (other than One-Shot!) mounted on a Marauder suit count as Infinite weapons. Lock and Load: Models in Marauder suits can fire two weapons in a Shoot action. Unit Options Equipment Options: The M8 lieutenant can be equipped with a Lizard Line for +10 points. Go Career: The M8 lieutenant may be bought heroic traits up to a total value of +100 points. The M8 lieutenant may be transferred to an M9 ‘Chickenhawk’ Marauder suit at no cost. Any lieutenant so transferred becomes an M9 Marauder Suit Lieutenant.

M8 ‘Ape’ Marauder Suit Lieutenant Type

Value

M8 Lieutenant 225

Size

Move

Close Combat

Target

Save

Kill

3

4”

2xD10+1

7+

3+

10+

Traits Hits/4 Independent Jump/8” Piercing/1

89

M9 ‘CHICKENHAWK’ MARAUDER SUIT ‘Chickenhawk’ Marauder suits have a different chassis to the ‘Ape’ Marauder suit and a faster land speed. Their true difference comes in their weapon loadouts, however. Designed as mobile fire bases, M9 Marauders have more versatile hard points and can mount a variety of weapons – consequently, they have an easier time smashing through hordes of common troops. The M9 is also notable for its relatively light armour in comparison to other Marauder models. Weapons Four hard points: 1. SW-404 Javelin Missile Launcher 2. MW-265 Sixgun Rotary Cannon 3. 4. Special Rules Autoloaders: All weapons (other than OneShot!) mounted on a Marauder suit count as Infinite weapons. Lock and Load: Models in Marauder suits can fire two weapons in a Shoot action. Poor Balance: Models in M9 armour cannot fire any weapons when using their jump movement mode. Equipment Options: Any M9 model can be equipped with Lizard Lines for +10 points per model. Weapon Options: Any M9 model can be equipped with any of the weapons listed below: * SW-490 Blizzard Missile Pack in Hard Point 3 for +30 points. * SW-219-f Inferno Support Flamer in Hard Point 4 for +20 points.

Or * MW-5050 Twin .50 Autocannon in Hard Point 4 plus IW-228 Utility Claws for +20 points.

M9 ‘Chickenhawk’ Marauder Suit Type

90

Value

Size

Move

Close Combat

Target

Save

Kill

M9 Cap Trooper 195

3

5”

D6

6+

3+

9+

M9 Corporal

200

3

5”

D6

6+

3+

9+

M9 Sergeant

205

3

5”

D6

6+

3+

9+

M9 NCO

210

3

5”

D6

6+

3+

9+

M9 Lieutenant

225

3

5”

D6+1

6+

3+

9+

Traits Hits/3 Jump/10” Hits/3 Jump/10” Hits/3 Jump/10” Hits/3 Independent Jump/10” Hits/3 Independent Jump/10”

Mobile Infantry Roster

XM-550 CHAS UNIT A recent development by SICON, the CHAS robot is a heavily armed combat machine with the firepower of a squad of normal troopers and enough armour to shrug off blows that would tear though even Mobile Infantry power suits. While not without their faults, CHAS models are centred around a learning computer ‘brain’ and can eventually make up for their deficiencies if they survive long enough.

Every XM-550 CHAS unit consists of one CHAS robot (it is a one-model unit). Weapons Four hard points: 1. IW-203-a Morita Ape Special 2. SW-226-f Hel Infantry Flamer 3. SW-404 Javelin Missile Launcher 4. MW-209 Trip Hammer Mortar Special Rules Autoloaders: All weapons (other than One-Shot!) mounted on a CHAS count as Infinite weapons. Alpha Strike: CHAS may fire all its weapons in one Shoot action if their previous action was Ready. Deathwish Circuit: CHAS may voluntarily self destruct with a Ready action. This removes the CHAS model from the game and inflicts Retaliate damage upon all models within point blank range.

XM-550 CHAS Unit Type

Value

Size

Move

Close Combat

Target

Save

Kill

XM-550 CHAS

175

2

8”

D10+D6

8+

6+

10+

Traits Hits/3 Jump/12” Retaliate

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SICON MILITARY INTELLIGENCE AGENT These men and women serve SICON directly and seem to fall outside the chain of command, while representing it in its purest form. Exceptionally well trained for combat, agents rarely take part in battles but when they do show up, it typically means that the engagement on hand is a very important one. SICON Military Intelligence agents are easy to distinguish on the battlefield; their uniforms are black and consist of an armoured body suit and a ballistic cloth longcoat. Special Rules Officer: A SICON Military Intelligence agent is an officer and may be bought heroic traits up to a total value of +100 points. Atomic Protocols: Only MI forces including a model with Atomic Protocols gain access to atomic munitions. Vital Mission: An MI force including a SICON Military Intelligence agent can try to make the game last one turn longer than normal at the option of the MI player. Roll a D6 at the end of the last game turn if a further turn is desired. On a roll of 4 or more, one additional game turn is played, on a 3 or less the game ends as normal. Weapons TW-201-s Morita Carbine

SICON Military Intelligence Agent Type SICON Military Intelligence Agent

Value

Size

Move

Close Combat

Target

Save

Kill

80

1

5”

D6

3+

6+/4+

6+

Traits Independent No Flinch

SKINNY ‘ADVISOR’ Special Rules Ambush: This ability can be used by MI forces including a Skinny Advisor. One M-1A4 Power Suit Squad can be concealed in an area of terrain within the MI deployment area. Write down the location of the unit ambushing before any other models are deployed on the tabletop. The MI player can reveal the ambush and place the unit on the tabletop at any time. Attached: A Skinny Advisor must be attached to an MI unit at the beginning of the game. The Advisor counts as part of the unit but MI prejudice means it may never become unit leader. Partially Exothermic: The Skinnie Advisor is subject to the Partially Exothermic special rule, as detailed on page 127. Weapons Constrictor Rifle Weapon Options: The Skinny Advisor may replace his constrictor rifle with a TW-203-a Morita Assault Rifle with XW-110-G1 Grenade Launcher at no cost.

Skinny ‘Advisor’ Type Skinny Advisor

92

Value 100

Size 1

Move 5”

Close Combat D6+1

Target 4+

Save 4+/5+

Kill 6+

Traits Jump/12”

MI Weapons List

MI WEAPONS LIST SQUAD WEAPONS SW-226-f Hel Infantry Flamer: A deadly upgrade in size, fuel capacity and range on the hand flamer, the SW-226-f Hel Infantry flamer is a heavy weapon carried by special troopers trained to use its ‘swath of death’ to great effect. With an internal fuel core, the Hel flamer is capable of generating bolts of super-heated plasma with tactical precision.

TW-201-l Morita Sniper Rifle: Also called the Morita Long, this is a longer ranged version of the standard Morita 203-a Assault Rifle and has most of the same ballistic qualities. Chambered for a slightly larger round and generating more power behind its shots for better range, the 202-l sacrifices some ammunition capacity in exchange for a harder punch and better penetration. The TW-202l comes with an underslung XW-110 grenade launcher as standard.

TW-201-s Morita Carbine: The Morita Carbine is favoured by SICON Military Intelligence agents. This is a fully automatic assault weapon capable of blowing through any armour with enough concentrated firepower. The Carbine breaks down in under a minute and stores in an included steel case for transport.

Squad Weapons Name

Range

Damage

Type

SW-226-f Hel Infantry Flamer

10”

D10+2

Squad

TW-201-s Morita Carbine TW-201-1 Morita Sniper Rifle TW-203-a Morita Assault Rifle XW-110-G1 G/L ~ M-290 Flechette Grenade

15” 30” 20” — 8”

2xD6 D6 2xD6 — D6+1

Squad Squad Squad — Pack

~ M-291 Frag Grenade

15”

D6

Pack

~ M-295 Bugshot Grenade

10”

D6+2

Pack

XW-137-A3 Trench Sweeper Laser

6”

D10+1

Pack

IW-203-a Morita Ape Special

20”

2xD6+1

Squad

Traits Flame LZ (Stream) Retaliate Auto Accurate Auto — Underslung LZ (2”) Underslung Ready Underslung LZ (Stream) Underslung Auto

93

TW-203-a Morita Assault Rifle: A field tested and combat ready improvement to the 201-s, this version of the weapon is a more precise killing machine. Capable of a three round burst that does not waste ammunition, the 203-a has been designed in response to Skinny activity in the galaxy. The aliens do not require mass firepower to kill, making it more efficient to use three round bursts to penetrate their powered armour. Against bugs, the 203-a is just as effective as any other rifle; cap troopers swear by the new weapon’s burst fire feature as it allows them to accurately gauge how many rounds they are using against each target. The TW-203-a comes with an underslung XW-110-G1 Grenade Launcher as standard.

XW-110-G1 Grenade Launcher: An underslung option for the Morita that attaches to the bottom of the rifle’s barrel and is operated with one hand, the XW-110-G1 grenade launcher can chamber several different forms of ordnance. This makes the addition very tactically diverse and allows the Mobile Infantry to tailor their Morita assault rifles to the mission at hand. While rarely as powerful as a normal squad weapon, the XW110-G1 underslung launcher is the perfect complement to an already excellent firearm. A XW-110-G1 grenade launcher can use any of the following three ammunition types: * M-290 Flechette: Flechette rounds are narrow slivers of hardened steel bound in a grenade casing. When fired, the casing is discarded while the rounds travel at ballistic speeds towards a target. They have excellent penetration and can slice through chitin and armour plate with very little effort. * M-291 Frag: Fragmentation grenades work on much the same principles as flechette rounds. The only real difference is that fragmentation rounds travel to the target before exploding into deadly shards. This forms a lethal area around the point of impact and can take out a number of enemies instead of concentrating on one target. This spread of effect does make them somewhat less effective than a flechette round; the area of effect is usually worth the loss.

94

* M-295 Bugshot: A specialised form of grenade that fires several hundred steel pellets at an incredible rate, these rounds have been shown to have great effect against the chitinous carapaces of Arachnid targets. The multiple impacts in a confined space effectively punch through an enemy, leaving behind a crater or hole. These rounds are slower to chamber, making them less useful in a close-in firefight than some other grenades. XW-137-A3 Trench Sweeper Laser: A marvel of modern technology, the Trench Sweeper laser is only the size of an underslung grenade launcher yet it packs an immense amount of lethal power. Capable of slicing through material armour through the intense molecular disruption caused by its high powered beam, Trench Sweepers are rare but greatly prized additions to the Morita rifle. IW-203-a Morita Ape Special: This special adaptation of the Morita assault rifle takes the operative parts of two 203-a weapons and builds them into the arms of an M8 Marauder suit (though they are also compatible with CHAS units). These weapons are typically used in tandem against single targets. Few targets can withstand such a barrage, making Ape Specials one of the most effective Morita variants in the Mobile Infantry.

CLOSE COMBAT WEAPONS CC-176-ER Shock Stick: The Wyman Arms CC-176ER Electrokinetic Combat Prod, colloquially known as the shock stick, is a herding weapon used during capture or containment missions. Although of frying targets with electricity when set on full power, the shock stick is rarely used at anything more than a non-lethal setting in battle. The CC-176-ER prod is also capable of being wielded as a staff in combat, making it both versatile and deadly.

MI Weapons List Close Combat Weapons Name

Range

Damage

Type

CC-176-ER Shock Stick

Close combat

As user

IW-228 Utility Claws

Close combat

2x as user

Traits Parry Piercing/1 —

IW-228 Utility Claws: These are a close combat option for the M9 Marauder suit, as it is otherwise not very effective at close range. They are also used for engineering, fine manipulation and cargo loading, as the Chickenhawk is an efficient hauler during combat drops. Even if a Marauder driver never intends to use them in battle, virtually every M9 operator in the Mobile Infantry requires a set of utility claws for utilitarian use between engagements. Y-Rack Special Rules The Hellseed Y-Rack generates a 4” Lethal Zone centred on the M8’s centre point when fired. There is no deviation. The Y-Rack may not be fired in direct fire mode. The M8 need not be readied to fire the Hellseed Y-Rack (unlike regular Artillery fire weapons). MW-209 Trip Hammer Mortar: A twin barrelled mortar, this weapon is extremely effective at targeting distant mission objectives with a normally short-ranged attack. The Trip Hammer generally fires two minirockets at once which fly towards the target with remarkable speed and force, though it is capable of firing true shells too.

SUPPORT WEAPONS IW-422 Hellseed Y-Rack: These weapons are built into an Ape suit, using sliding doors to conceal themselves when not in use. Hellseed Y-racks are normally used during a jump action, making them a fatal surprise for any foe assuming the Ape to be vulnerable while in midair.

Support Weapons Name IW-422 Hellseed Y-Rack

Range Special

Damage D6

Type Pack

MW-209 Trip Hammer Mortar

36”

D6+2

Pack

MW-558 Spitball R/L

12”

2xD10

Pack

SW-402 Triple Thud G/L

15”

3xD10

Pack

SW-219-f Inferno Support Flamer

12”

2xD10+2

Pack

Traits See Description LZ (2”) Ready Piercing/1 Piercing/1 Flame LZ (Stream) Retaliate

95

MW-558 Spitball Rocket Launcher: Spitballs are mounted within the front carapace of the LA-50 Sprite Reconnaissance Skimmer. The Spitball fires minirockets from two launch tubes and despite their restricted ranges have proved remarkably effective against a variety of nonfortified targets. SW-402 Triple Thud Grenade Launcher: The SW402 is a tactical weapon designed to take out targets that Morita rifles just cannot touch. Like many of the ‘grenade launchers’ employed by the MI, the Triple Thud does not generally fire true ‘grenades’ (though it is capable of doing so). The SW-402 is usually loaded with minirockets – these have far greater penetration than grenades and a much more concentrated killing zone, increasing the tactical flexibility of the Triple Thud tremendously.

SW-219-f Inferno Support Flamer: This weapon is a major upgrade of the Hel Infantry flamer and generates the same width of blast but extends it quite a bit farther in length. A powerful offensive option, it tends to be used on Chickenhawks expected to see a great deal of infighting and close ranged combat. It is not popular with MI troopers outside of Marauder suits because of its tendency to torch allies accidentally.

MISSILES AND ROCKETS SW-404 Javelin Missile Launcher: When nothing else will do the job, a missile is a trooper’s last and best option. The SW-404 is a heavy weapon system with a top-feeding magazine and an integral targeting computer that links to the tactical display in a trooper’s helmet. The Javelin is a powerful weapon but its blasts are not precise and it cannot be used on crowded battlefields where a stray explosive round could spell the end of a misplaced trooper’s career. Casual use of a Javelin launcher is punishable by court martial; heavy weapons troopers should always remain conscious of where their ammunition goes. An SW-404 Javelin comes with Firecracker and Holepunch missiles as standard.

* M-714A2 Firecracker HE Missile: Both simpler in design yet more powerful in its way, the M-714A2 high explosive missile is also used by the Javelin launch system. Meant specifically to be used against ground targets, its blast radius and killing power makes the M-714A2 the bane of all troop types. Very few targets can withstand an attack from this missile; even power suits can be swiftly dispatched by a direct hit. * M-766A1 Holepunch HEAP Missile: This high explosive armour piercing missile type is launched is designed as a tank buster. Its special warhead is made to tear open heavy armour and provide a breach for its secondary shaped charge to detonate inside. Extremely effective against fortifications and massive Arachnids, the M-766A1 HEAP is a valuable asset on any battlefield.

96

MI Weapons List Missiles and Rockets Name Range SW-404 Javelin Missile Launcher — ~ M-714A2 Firecracker HE Missile 60”

Damage — 3xD6

Type — Pack

60”

D10

Pack

SW-414 Rapier AA Missile Launcher

~ M-780A5 AA ‘Birdbolt’ Missile

60”

D10

Pack

60”

2xD10

One-Shot!

~ M-766A1 Holepunch HEAP Missile

SW-490 Blizzard Missile Pack

SW-414 Rapier AA Missile Launcher: The Rapier AA missile launch system is an air asset’s worst nightmare. These missile launchers are specifically designed to fire the M-780A5 ‘Birdbolt’ missile, though rumours of other warheads shortly to be distributed are commonplace.

Traits — LZ (2”) Accurate LZ (1”) Piercing/2 — AA Accurate LZ (2”) Piercing/1 Ready LZ (3”) Ready

SW-490 Blizzard Missile Pack: The Blizzard missile pack comes with nine primed missiles which are fired together as a single attack. These missiles have their own guidance software and cannot be directed from the launching station once fired. It is a superb area saturation device, capable of halting an entire swarm of Arachnids..

* M-780A5 ‘Birdbolt’ Missile: The Birdbolt is the primary armament of the Rapier. It is specifically designed for a high in-flight speed and carries a penetrating nose charge to bring down even the toughest air assets. While not especially effective against ground targets, Birdbolts can be used against such in an emergency.

97

AUTOCANNON MW-206 Derringer Light Rotary Cannon: A refinement of rotary machinegun technology, the MW206 is a light version of the Sixgun weapon that graces the Marauder suit, among other chassis. It sacrifices a limited range and punch for a much greater rate of fire, allowing the Marauder to engage multiple targets at a shorter distance.

MW-265 Sixgun Rotary Cannon: A rotary cannon with multiple spinning barrels and massive ammunition feed, capable of supplying the weapon for what seems like forever, the Sixgun is a common Marauder suit weapon because of its tactical flexibility and high kill rates. Its ammunition is vast but not infinite, though this seldom becomes a problem in protracted fighting as a Marauder unit will invariably be re-supplied before running dry.

MW-5050 Twin .50 Autocannon: Usually encountered as a wall defence weapon, these guns are belt fed and have an operator’s chair or standing mount. A massive weapon, the Twin .50 requires a crew to operate effectively. Despite its cost in manpower, the rain of fire it can unleash against enemy models makes the MW-5050 well worth investing in during a heated battle.

LASERS SW-X28 Bugbroom Support Laser: A refinement in laser technology that allows a coherent light cannon to be mounted on Reliant emplacement. The Bugbroom requires a special power pack and time to set up properly before each shot. Fully capable of showering an area with laser fire, the Bugbroom is notoriously consumptive of energy and has been known to run out of power at the worse possible times during battle. MW-X29 Scythe Laser Cannon: A highly experimental weapon, the MW-X29 laser cannon is a mounted weapon. Consisting of a charging coil and a focusing barrel, the Scythe expends massive amounts of energy from a dedicated power core to generate a destructive beam of coherent light. This powerful pulse can beam straight through the hardest physical armour with consummate ease.

Autocannon Name MW-206 Derringer Light Rotary Cannon

98

Range

Damage

Type

20”

4xD6

Squad

MW-265 Sixgun Rotary Cannon

30”

3xD6+1

Squad

MW-5050 Twin .50 Autocannon

30”

4xD6+1

Crew

Traits AA Auto AA Auto Piercing/1 AA Auto Piercing/1

MI Weapons List Lasers Name

Range

Damage

Type

SW-X28 Bugbroom Support Laser

40”

3xD6+2

Pack

MW-X29 Scythe Laser Cannon

36”

D10+3

Pack

HAND GRENADES M-902F Frag Grenade: Intended as a defensive weapon with a great deal of killing potential, the fragmentation grenade operates perfectly in that role. A munition that bursts into a dense shower of edged metal, these grenades not only assault any model in their area of effect but also make it difficult to see because of the gas charge that ignites along with its small payload. For a few brief but critical seconds, the M-902F Frag gives a unit the chance to retreat from close quarters combat in relative cover. M-904C Chem Grenade: A chemical grenade supersaturates an area with its payload. Any chemical can technically be placed in a chem grenade; the characteristics given are for a potent acidic compound capable of burning through most materials.

MUNITIONS M-918 Scatter Bomb: An impressive weapon, the one shot M-918 is typically delivered via an air strike and detonates in mid-air to scatter its deadly cargo of high explosive charges over a relatively wide area. Dangerous if it lands accurately into a unit of enemy models, it causes an incredibly powerful explosion all but guaranteed to damage anything in its blast radius.

Traits LZ (Stream) Piercing/1 Ready LZ (Stream) Piercing/2 Ready

M-908P Plasma Munition: An M-908P plasma munition is one of the most versatile munitions in the MI armoury, as it can be thrown as a grenade, placed as a bomb or launched from a Javelin missile launcher. It does not erupt in mid-air when launched or thrown but does so spectacularly on the ground. The core of the munition is superheated plasma within magnetic compression. When these munitions explode, their plasma rages out of control and consumes several yards of battlefield with its voracious flames. M-997 Firestorm Bomb: The Firestorm is an adaptation to the M-908P. Both larger and more powerful than the plasma ‘grenade’, a Firestorm consumes its plasma core within moments. This creates a much hotter kill zone but does not have the persistent nature of its smaller predecessor. M-998A1 Atomic Pee-Wee Munition and M-999A2 Atomic Ajax Munition: In the universe of Starship Troopers, nuclear weapons are still used during combat but their implementation has changed significantly. Conventional nukes, warheads that leave clouds of deadly fallout and massive radiation, have given way to short-term radioactive reactions and massive initial damage with few side-effects or lingering traces other than massive areas of

Hand Grenades Name M-902F Frag Grenade

Range 8”

Damage D10

Type Pack

M-904C Chem Grenade

8”

3xD6

Pack

Traits LZ (1”) LZ (2”) Persistent

99

Munitions Name M-918 Scatter Bomb

Range Dropped

Damage 3xD6

Type One-Shot!

M-908P Plasma Munition

Launched 60” Placed Thrown 6”

2xD10

One-Shot!

M-997 Firestorm Bomb

Dropped

2xD10+2

One-Shot!

Dropped Launched 60” Placed

3xD10+4

One-Shot!

Dropped Placed

3xD10+4

One-Shot!

M-998A1 Atomic Pee-Wee Munition

M-999A2 Atomic Ajax Munition

planetary ruin. SICON currently uses two main grades of nuclear weapon – the fairly small Pee-Wee munition and the Ajax heavy tactical bomb. The latter is usually dropped from orbit or placed as a devastating remote bomb, while the former is capable of being fired from a Javelin missile launcher.

GENERAL ISSUE EQUIPMENT LA-50 Sprite Reconnaissance Skimmer: Few Mobile Infantry troopers fail to appreciate the speed and manoeuvrability of a Sprite skimmer, a ground-effect vehicle with a set of three thrusters that maintain a height of two feet over the terrain below at all times. While many officers dream of mounting their entire squad on these incredibly quick and well-armed vehicles, their cost does not make this feasible for any but the most decorated or deserving. A Sprite is an upgrade to an M-1A4 model and modifies their characteristics as on the profile. Models that upgrade remain mounted for the whole game and may not dismount. Models mounted on Sprites may not use any form of special movement mode other than hover.

Traits LZ (3”) Flame Killshot LZ (3”) Persistent (Remote if Placed) Flame LZ (4”) Flame Killshot LZ (5”) Multihit (Remote if Placed) Flame Killshot LZ (7”) Multihit (Remote if Placed)

The Sprite is armed with an MW-558 Spitball Rocket Launcher. The rider may shoot a Squad weapon instead of the Spitball if desired. Lizard Line: One of the most ubiquitous pieces of Mobile Infantry equipment, lizard lines are a common upgrade to all kinds of unit. Consisting of 20 metres of compound polymer rope, a shock-deployed grapnel and a firing unit, the common lizard line has been produced as a grapnel gun, a belt device and an underslung attachment to the Morita rifle. Lizard lines are an upgrade to an M-1A4, M8 or M9 model which add the Climb/6” trait. WASP Pack: Halfway between an ordinary cap trooper’s jump jets and the Sprite skimmer’s hover thrusters is the WASP pack. Replacing the normal combat backpack of an M-1A4 cap trooper, these packs contain an extra jump jet and expanded fuel reservoir, as well as a pair of flipout stabilisation wings. These provide the cap trooper wearing the pack with up to 50% more time airborne between jumps and much greater control and precision while jumping. WASP packs are an upgrade to an M-1A4 model which increase the model’s Jump/12” trait to Jump/18”.

LA-50 Sprite Personal Skimmer Type LA-50 Sprite Reconnaissance Skimmer

100

Value

Size

Move Close Combat Target

Save

Kill

Traits

As rider +50

2

6”

As rider/5+

8+

Hover/18” Retaliate

As rider +1

6+

Fleet Roster

FLEET ROSTER F-76 THUNDERBOLT TAC FIGHTER The Thunderbolt, the standard SICON Tactical Airspace Control (TAC) fighter, is a dual-purpose craft capable of conducting ground support strike operations and air-superiority missions. Thunderbolts are designed for operations in an atmosphere, though they can undertake limited space combat at need. The F-76 can be armed with a range of stores on external pylons and has a small internal weapons bay in addition to an integral Sixgun Rotary Cannon aimed by the pilot. Special Rules Linked Ordnance Deployment: A TAC fighter may deploy up to four ordnance munitions in a single Shoot (Bomb) action. Linked Rapier Launchers: A TAC fighter equipped with two SW-414 Rapier AA Missile Launchers may fire both in a single Shoot (Dogfight) action. Choose Payload:

Air Superiority (+0 points)

Atomic (+500 points)

Ordnance None

A model with Atomic Protocols must be present in the force in order to purchase the Atomic Payload. Ordnance One M-999A2 Atomic Ajax munition

Weapons MW-265 Sixgun Rotary Cannon Two SW-414 Rapier AA Missile Launchers

Weapons MW-265 Sixgun Rotary Cannon Two SW-414 Rapier AA Missile Launchers

Ground Support (+100 points) Ordnance Three M-997 Firestorm bombs Four M-918 Scatter bombs Weapons MW-265 Sixgun Rotary Cannon Two SW-414 Rapier AA Missile Launchers

Tactical (+100 points) Ordnance Two M-918 Scatter bombs Weapons MW-265 Sixgun Rotary Cannon Two SW-404 Javelin Missile Launchers Two SW-490 Blizzard Missile Packs Modular Drop Tanks These allow the TAC fighter to use the Loiter flight speed.

F-76 Thunderbolt TAC Fighter Type Value F-76 Thunderbolt 250 TAC Fighter

Size 5

Move Burn Cruise

Close Combat Target

Save

Kill

Traits

3xD10

5+/4+

10+

Hits/5

7+

101

SLINGSHOT DROP BOAT

Normally referred to as a Drop Ship, the Slingshot class is more correctly a boat, since it is a subordinate craft carried by a larger vessel. The Slingshot is a medium-sized craft capable of delivering a platoon of Mobile Infantry troopers and their equipment by direct landing or orbital drop. The Slingshot class was developed as a response to the risk of losing starships to ground fire as they manoeuvred in to drop their troop complements. Using the Drop Boats as an intermediate stage allows the capital ships to remain outside the danger area. The Slingshot is lightly armed and requires a crew of two pilots. It is incredibly robust for its size and can take smallarms and light support weapon fire without harm but is vulnerable to heavier weapons. As a result, Slingshot-class Drop Boats are preferred for direct ground assault or retrieval operations in hot landing zones. A variant of the Slingshot is the Heavenly Mercy rescue tender, which is equipped to drop first-response medical and rescue personnel into a disaster-struck area, then land and act as a field hospital or control centre. Originally developed for non-military relief operations, the Heavenly Mercy class has now been adopted by the Fleet. It is sometimes assigned to Mobile Infantry operations to provide a mobile trauma-aid centre close to the battle area. Special Rules Air Transport: A Slingshot can carry up to 20 Size points of models (maximum individual model Size 4). Due to extensive stocks of ammunition, any MI models within the point blank range of a Slingshot may ignore the ammo rules. Countermeasures: A Slingshot’s dodge save against all missile weapons is 4+ rather than the usual 5+. Linked Ordnance Deployment: A Slingshot may deploy up to two ordnance munitions in a single Shoot (Bomb) action. Choose Payload:

Standard Air Transport (+0 points) Ordnance None

D6+6 M-1A4 models of his choosing. Heavenly Mercy variants lose the Air Transport special rule.

Ground Support (+100 points)

Weapons MW-206 Derringer Light Rotary Cannon

Ordnance Six M-997 Firestorm bombs Three M-918 Scatter bombs

Heavenly Mercy (+0 points) Ordnance None

Weapons MW-206 Derringer Light Rotary Cannon

Weapons None

Tactical (+100 points)

MASH: These variants of the Slingshot strip out all offensive armament and replace it with cots, trauma tanks and medical facilities to care for up to 12 patients at a time. If the MI player has a functional Heavenly Mercy Rescue Tender in his force at the end of a game where it has landed on the battlefield, he reduces his total casualties by

Ordnance Five M-918 Scatter bombs Weapons Two SW-490 Blizzard Missile Packs MW-206 Derringer Light Rotary Cannon

Slingshot Drop Boat

102

Type

Value

Size

Slingshot Drop Boat

300

6

Close Move Combat Cruise Loiter 4xD10 V/STOL

Target

Save

Kill

Traits

8+

4+/5+

12+

Hits/8

Fleet Roster

SKYHOOK RETRIEVAL BOAT The standard small interface craft carried aboard SICON vessels is the Retrieval Boat. It has a crew of two pilots, though it can be operated by one person at need. The Retrieval Boat is armoured to withstand light anti-vehicle weapons, though it cannot as much punishment as the Slingshot or Viking. The cargo compartment aboard a retrieval boat can carry 12 combat-equipped troopers or an equivalent amount of cargo. An unarmoured version is used as a light shuttle for inter-ship duties, and many boats are converted for other operations including search and rescue, salvage and exploration. Weapons Two MW-5050 Twin .50 Autocannon Special Rules Air Transport: A Skyhook can carry up to 12 Size points of models (maximum individual model Size 1).

Skyhook Retrieval Boat Type

Value

Skyhook Retrieval Boat 125

Size 5

Close Move Combat Loiter 2xD10 V/STOL

Target

Save

Kill

Traits

6+

5+

9+

Hits/6

VIKING LANDING BOAT The heavily-armoured ‘shed on jets’ used by the Mobile Infantry to get from orbit to the drop zone is correctly termed a Landing Boat. Landing Boats do not have the capability to drop cap troopers, whereas Drop Boats can deliver their complement of troops by either orbital drop or direct landing. The standard Viking Landing Boat requires a crew of two pilots and can deliver a whole platoon of 30 troopers to a planetary surface, plus mission stores, spare ammunition and a contingent of security and logistic personnel. Landing Boats are heavily armoured and feature multiply-redundant control systems. Landing Boats are extremely robust but are rather slow. This is not a problem on the approach, since a gravity-assisted descent is by definition rapid since Vikings drop like bricks. However, they are not the best choice for in-and-out missions since their climb to altitude is both slow and predictable. Fast, manoeuvrable Slingshots are favoured for ‘hot extractions’ of this type. Weapons Two MW-5050 Twin .50 Autocannon Special Rules Air Transport: A Viking can carry up to 30 Size points of models (maximum individual model Size 2). Due to extensive stocks of ammunition, any MI models within the point blank range of a Viking may ignore the ammo rules. Viking Landing Boat Type

Value

Size

Viking Landing Boat

195

7

Close Move Combat Loiter 4xD10 V/STOL

Target

Save

Kill

Traits

7+

5+

10+

Hits/8

103

AGM-716 FLAMBERGE HEAVY GROUND ATTACK MISSILE

The AGM-716 Flamberge is a large missile normally carried on a heavy centreline pylon by gunships. It has a standoff attack range of 75 kilometres but is more accurate if delivered closer to the target. Guidance is a combination of inertial, terrain-recognition and remote updates from the launching craft or satellite. The Flamberge is capable of ‘smart’ homing and can even abort an attack run and come back from a different angle if its operator or onboard tactical computer decides this will give a better chance of a successful attack. The Flamberge is normally used to deliver a standard Scatter bomb but Firestorm warheads are available. The Flamberge can also deliver air-scattered mines, cluster munitions or carry a reconnaissance pod. Nuclear warheads are also available but are subject to the usual special ‘nuclear release’ protocols.

Warhead Options M-918 Scatter bomb for +0 points. M-997 Firestorm bomb for +50 points. M-998A1 Atomic Pee-Wee munition for +300 points. A model with Atomic Protocols must be present in the force in order to purchase this warhead. Special Rules Missile: As a missile unit, the Flamberge may only perform the Move (Fly) and Charge (Crash) actions.

AGM-716 Flamberge Heavy Ground Attack Missile Type

Value

Size

AGM-716 Flamberge Missile

50

3

Move Burn Cruise

Close Combat

Target

Save

Kill

Traits

2xD10

6+

5+

8+

Hits/2

EOM-1A1 ‘SARISSA’ SPACE COMBAT MISSILE

The Sarissa is a large anti-shipping missile launched from starships, orbital defence installations and ground platforms. The weapon consists of a main bus and final approach module. The main bus contains a simple rocket motor to provide rapid acceleration in the early stages of an engagement, allowing the missile to reach the target vicinity. Once close, the module detaches and fires its high-power motor to make the final attack. This module contains all the guidance, sensor and communications systems used by the missile, plus the warhead. When launched from ground installations, the Sarissa is normally boosted to orbit by a third stage which is discarded once its fuel has been expended. Whatever the launch system, the weapon is designed for engagements at a variety of ranges. Theoretically, the Sarissa can coast towards the target area for days before making final engagement, though obviously large vector changes on the part of the target during this time will take the target out of the final engagement envelope.

Special Rules

One Chance: The Sarissa may not return to the battlefield if it leaves it. Missile: As a missile unit, the Sarissa may only perform the Move (Fly) and Charge (Crash) actions.

Warhead Options M-918 Scatter bomb for +0 points. M-997 Firestorm bomb for +50 points. M-998A1 Atomic Pee-Wee munition for +300 points. A model with Atomic Protocols must be present in the force in order to purchase this warhead M-999A2 Atomic Ajax munition for +500 points. A model with Atomic Protocols must be present in the force in order to purchase this warhead

EOM-1A1 ‘Sarissa’ Space Combat Missile Type EOM-1A1 ‘Sarissa’ Missile

104

Value 100

Size 4

Move Burn

Close Combat 4xD10

Target 8+

Save 4+

Kill 10+

Traits Hits/4

Fleet Roster

M2 DROP CAPSULE Dropping from high altitude through even the thinnest atmosphere is an extremely hazardous occupation. Atmospheric heating, radiation and the chance of being hit by ground fire would put many cap troopers out of action before they hit the ground, were it not for the M2 drop capsule. The drop capsule resembles a larger version of the power suit and incorporates a deceleration/ evasion pack in addition to heavy-duty gyros and thick armour plate. It surrounds the cap trooper during the initial stages of a drop, when he is most vulnerable. While the drop capsule is proof against many attacks, evasion rather than thick armour is the key to successful defence. Thus a falling cap trooper is flung all over the sky by the shield’s evasion pack at the slightest hint of ground fire. Computer control not only prevents cap trooper collisions but also ensures that despite the wildest evasions, the ‘stick’ of dropped cap troopers will arrive over the target area together and at the right time. Once the initial stage of the drop is over the shield breaks away, providing further protection by confusing enemy radar and other sensors with a mass of targets, all falling at the same rate as the real cap troopers. The casing gradually disperses, ensuring that the drop zone is clear, though hostile forces nearby might be ‘attacked’ by falling drop capsule plates, adding further confusion and mayhem to the situation. Final descent to landing is conducted by the cap trooper’s power suit using its integral jump system. Special Rules Aero-Braking: Drop capsule units can opt to delay their entry onto the battlefield by firing early brake thrusters or requesting over-delays in their drop patterns. This is not without its problems – altering drop ratios and orbital passes can severely delay the arrival of drop capsule units if this option is taken. As such, every drop capsule unit may use either of the two entry times stated below: 1. Appear as Reserves in the first Air phase. 2. Appear as Reserves in the third or later Air phase. Roll D6 however; on a 1 the unit is delayed and does not arrive this turn. The unit can try again at the beginning of each subsequent Air phase. Quick Delivery: Drop capsule models must Move (Fly) onto the battlefield as their first action. Their second action must be a Move (Land) action. Should the drop capsule be destroyed before the end of the Air phase, the model inside is automatically a casualty and removed from the table. Unit Upgrade: Drop capsules can be used by M-1A4 power suits and M8 or M9 Marauder suits. The whole unit must upgrade and are Air units until the end of the Air phase in which they appear.

M2 Drop Capsule Type

Value Size +10 (M-1A4) M2 Drop Capsule +1 +25 (M8 or M9)

Move

Close Combat

Target

Save

Kill

Traits

Burn

6+

3+/5+

9+

No Flinch

105

THE ARACHNIDS The Bug Menace – Excerpts from Military Intelligence Briefing GEN-ARA-6b; Officers Only A strange race of questionable sentience but unmistakable ferocity, the Arachnids were recently discovered on the planet Pluto in Sol, the primary star system of the United Citizens’ Federation. Insects possessed of phenomenal strength, Arachnids (or bugs as they are referred to by most in SICON) appear to be hostile to all forms of life not their own. Neither SICON nor the general public of the Federation learned the truth of the Arachnids and where they came from until after the second appearance of bugs on Pluto. Even the most gifted scientists and xenobiologists in the United Citizens’ Federation had not guessed that the Arachnids were actually an invading alien race from far outside Earth’s solar system. The discovery of a species capable of crossing vast distances aboard a gigantic living organism seemingly bred for that purpose was so totally outside the human sphere of experience that its revelation still threatens to rewrite everything mankind knows about alien life and the nature of the universe. Humanity’s first protracted contact with Arachnid life was militant. Faced with another species, the colonists and personnel of the Pluto stations chose to shoot first, call in the Mobile Infantry and shoot again. While the Federation claims that there was a diplomatic breakdown with the Arachnids the first time they were encountered, the truth behind this initial meeting was that the Federation shot first. In any case, it is not likely that any meeting of humans and Arachnids could result in anything but violence. Built to kill and feed on other forms of organic life, the odds of a warrior bug responding to diplomacy are nil. It is likely that even if the Federation had acted peacefully during its first contact with the Arachnids on Pluto, the outcome would have been any no deadly or tragic.

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How they could survive on a desolate world with no apparent prey species is unknown but Federation scientists believe they may be in the active part of a hibernation cycle. If this is true, the alien insects will likely re-enter that state when they discover the utter lack of food that exists on the surface. Since these creatures appear to be very efficient at tunnelling through soil and porous rock, they may have a subterranean source of nourishment. – Intel Agent Murphy

Arachnid Culture Arachnids are believed to share a common trait with many insect species – distributed intelligence. While this cannot be substantiated and is not even a matter of full agreement in the scientific community, many researchers have posited the idea of Arachnid psychology modelled on Eciton burchelli, the common Earth army ant. There are many similarities between the known types of Arachnids and the army ant, both physical and behavioural. If the correlation between the two species can be taken to its logical conclusion, the Arachnids must have a higher order of mentality to explain their behaviour during engagement. Just like Eciton burchelli, Arachnid warriors swarm enemies and react with almost preternatural teamwork and co-ordination in battle. As the biological study of a warrior Arachnid cadaver does not indicate a large enough cerebrum to allow for higher order thought, an outside force must be enforcing such disciplined and effective behaviour upon them.

The Arachnids

Briefing 10-28-ARA, Military Intelligence There has been no sighting or direct physical evidence to support the hypothesis of an Arachnid Queen or suggest what one might look like. Given the sheer size of Arachnid transport ships, a Queen would be truly immense; she might be the largest land creature in the galaxy. All of this is pure supposition, of course. We do not believe that such an Arachnid exists and efforts spent trying to locate it are therefore a waste of men and resources. Intel recommends that our focus remain on stalling the Arachnid offensive and on forward assaults into their territory rather than chasing this fantasy.

Arachnid sentience is a key issue in both public debate and military research. Since distributed intelligence over long distances has no recorded precedent on Earth and would logically require intermediaries to act as messengers or conduits of important information, SICON researchers have dedicated vast resources to delineating the communicative species of Arachnid. Experts in the fledgling field of Arachnid science postulate that the so-called chariot bugs – a small Arachnid species occasionally recovered by MI forces – function as lowlevel intelligence distribution nodes for the hive mind. The generally accepted theory subsequently suggests that there is a network of brain bugs on every world the Arachnids inhabit and that they form the secondlevel intelligence. Unlike any other encountered species of Arachnid, the brain bugs seem to be capable of true cogitation as well as information dissemination.

However, from this point onward the theories become increasingly speculative. The prevailing belief is that the brain bugs on a given world can telepathically communicate with one another and thereby organise themselves on a planetary basis. Far more tenuous is the suggestion that brain bugs can stay in communication with each other across interstellar distances, thus forming an inter-system communication network. This ‘Galactic Web’ theory is generally ridiculed because brain bugs would therefore have to be able to compartmentalise their minds to handle the massive input such powerful abilities would suggest. Such multitasking would be all but unheard of and would contravene many established mores in cranial biology, insect or otherwise. Nevertheless, the Galactic Web theory does take some of the information-dissemination burden off transport bugs, the gigantic spacefaring insects that ferry other Arachnid species between worlds. Without the Galactic Web theory, transport bugs (and the bugs they carry) would be responsible for all interplanetary communications in the Arachnid Empire. The Galactic Web theory has given rise to entirely unsubstantiated speculations that there may also be a governing Arachnid entity involved – a spider at the centre of the web. The brain bugs, in this theory, send their information and thoughts to a single Queen on some distant undisclosed planet. This Queen then makes the major command decisions for the race by interpreting information from countless brain bugs connected to the Galactic Web. Industries of the Arachnid Race There is no apparent technology base or industrial endeavour within the ‘culture’ of Arachnids. They are insects in every sense and as such do not use equipment, weapons or armour (other than their formidable natural advantages). They do not create fortifications or installations, though they are capable of modifying or even creating cavern systems for use in spreading across a landmass or housing their eggs. While it is tempting to tag the race of Arachnids as technologically inert, an examination of the few species encountered by the Mobile Infantry and the many variations theorised by Military Intelligence indicates otherwise. What bugs lack in mechanical and electronic engineering they more than make up for in instinctive

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genetic manipulation. Federation scientists even suggest that the Arachnids’ impressive array of subtypes is a defensive mechanism intended to combat anything proving itself a threat to the race.

Interaction With Other Races There is no evidence to suggest that the Arachnids have relations of any kind with other species except possibly as a predator/prey symbiosis. Arachnids can exist on even the harshest, most unforgiving planets. They are extremely adaptable and can easily align their needs and physiology to whatever favours their continued survival. Humans Arachnids attack humans on sight – even those with no reason to suspect hostility, much less how deadly one can be. Noted reactions to weaponry that they have never seen before and, indeed, should not even recognise as weaponry lends new credence to the theory that the Arachnid hive mind is capable of communicating on an interplanetary scale. Skinnies In nearly all observed encounters, Arachnids attack Skinnies on sight, much as they attack humans. Yet in one documented recording available only to high-clearance SICON personnel, a Skinny militia unit was notably ignored by a wave of Arachnid warrior bugs. It is not known whether this single recorded incident is merely an anomaly or has a wide-reaching explanation behind it.

Briefing 9-88-ARA/SKN, Military Intelligence There is no indication that the Arachnids and the Skinnies have in any way formed an alliance. While the timing of Skinny raids into Federation territory is unfortunate, neither SICON nor behavioural experts working on behalf of the UCF believe it possible the Arachnids and the Skinnies could have any form of agreement. Communication issues aside, there is no reason to believe the Skinnies would work on behalf of a race that is just as likely to turn on them after rampaging through human space. Our recommendation is to treat the Skinnies as a separate threat and deal with them when the time comes or they force our hand. A handful of captured civilians on frontier worlds is not enough reason to dedicate more than a token force towards border defence; it will appear as if we are taking the threat seriously wihout noticeably draining our military on the Arachnid front. We do recommend that as soon as the Arachnid threat is dealt with, we proceed with the planned operation to eradicate the Skinny race. They are a nuisance and eventually their raids will become bold enough that we will no longer be able to conceal how many civilians have been taken to date. Since we believe (see 8-54-SKN) the Skinnies would make poor allies, it is best to remove them entirely.

An Arachnid Empire? The revelation that Arachnids are not indigenous to our solar system during the 2nd Pluto campaign first raised the possibility that they may have a homeworld or worlds dominated solely by themselves. As the Road to Victory campaign progresses, this possibility has become proven fact, as system after system has been discovered that is entirely infested by Arachnids. It has been suggested that the resistance against Arachnid infestation in the Sol system might have given rise to the retaliatory meteor strike that devastated Buenos Aires shortly after the 2nd Pluto Campaign. Unless a mitigating factor (such as the fearless men and women of SICON) somehow keeps their numbers in check, the bugs may strike again in vicious retribution for humanity’s stalwart refusal to suffer bug existence on Pluto.

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Fortunately for humanity, it is the purpose of the Road to Victory campaign to seek out all bug worlds and eradicate the Arachnids wherever they try to hide. As the Road is paved towards the Arachnid homeworld, the bugs will be cleansed from the galaxy.

The Arachnids Bug Spaceflight Few citizens and government personnel accept the idea of a ‘Bug Empire’ existing anywhere in the galaxy. The prevailing official theory on the Arachnids is that the species is an evolutionary dead end and while there might be a great deal more of them somewhere among the stars, they lack the means or the sophistication to threaten Earth itself. Colonies, however, may be at risk, especially dissenter camps like the multiple religious secessionist movements that have established illegal occupations on inadequately explored planets along the edge of UCF space. SICON urges these unlawful assemblies to return to the Federation, at least until the Arachnid crisis has concluded. It must be stressed that because these worlds are outside the jurisdiction of the Fleet, no aid can be rendered to any unapproved colony and SICON will not be held responsible if this warning goes unheeded. – Colonel Hulce, Military Intelligence Public Liaison [Excerpt from public statement made two days before the devastation of Buenos Aires]

Humanity has learned to take to the stars through complex scientific application and the manipulation of both gravity and magnetic wavelengths in the form of the Cherenkov drive. The Arachnids, on the other hand, travel between the stars in massive insects, seemingly no more complex than a beetle the size of a SICON troop transport. How such an apparently basic species manages this feat is beyond any explanation that can be supported by modern Federation science. The only hypothesis offered so far is that somehow transport bugs (as these massive, chamber-riddled Arachnids are called) biologically generate the same phasing effect that a human Cherenkov drive creates. The stress of travelling at parsec speeds has been known to tear apart the hulls of poorly maintained Federation vessels. How an insect could be structurally perfect enough to survive such a journey uninjured is a mystery for which UCF researchers do not even have a working theory. The important things to remember about transport bugs is what SICON does not know about them: 1. SICON does not know how many transport bugs exist.

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Briefing 10-09-ARA, Military Intelligence On the matter of transport bugs and other forms of Arachnids, an intriguing and alarming possibility has been raised within our psychic corps. Each Arachnid seems to be perfectly adapted for its role and exhibits traits that are almost impossible to explain through human scientific understanding. Warrior bugs, for example, should not be able to support their own weight given their size (as detailed in 7-17-ARA). This leads us to posit a supposition, much against our normal policy of reporting only factual information to your office. The perfect environmental suitability of every new form of Arachnid discovered strongly suggests that they are indeed tailored to perform unique actions during battle. It is possible that the Arachnids are nothing more than a created military force designed by a second, previously unknown race. It is doubtful that the Skinnies are behind the Arachnid menace; if they were, they would certainly use them during their raids. We will continue to devote a portion of our resources to discovering the origins of the Arachnids. If it transpires they are indeed a form of biological weapon system (as we suspect), SICON may be fighting the wrong opponent. We will report any progress on this front using the suffix BIO.

2. While it is probably safe to assume that transport bugs must obey the accepted Four Parsec Limit, there is no proof to support this assumption. It is probable that these insects generate the power for their interstellar journeys by consuming massive amounts of water, minerals and organic matter. This raw fuel is then hyper-digested through some kind of internal fission. This fission would have to be so advanced that it consumes virtually all of the matter present and turns it into usable energy. This energy is then processed, somehow, to form the Cherenkov effect around a transport bug. This also suggests both a weakness in the transport bug and an explanation for why Arachnids aggressively move into other systems. If transport bugs do generate the energy for their space travels internally, it is doubtful they possess any form of scoop for the gathering of additional fuel during spaceflight. This would in turn limit the maximum flight range of transport bugs and require a period of foraging before another interstellar trip would be possible. As yet, no data has been gathered to either confirm or disprove this hypothesis.

THE MILITARY STRUCTURE OF THE ARACHNIDS While many members of SICON would like to consider the Arachnid swarms just that – undisciplined hordes with no pattern or forethought – nothing could be further from the truth. There are numerous formations and sub-formations practised by the Arachnids during battle that no Mobile Infantry trooper can see and no tactical analyst can discern from what otherwise looks like random movement. The key to this special form of military finesse comes from the one thing a modern ground trooper is unable to emulate. Arachnids are effectively an insect colony and base their attack and defence patterns on senses most humans cannot comprehend, much less use during combat. Only a full unit of well-trained telepaths with a strong foundation in clairsentience could possibly do what even the most basic Arachnid is instinctively capable of in battle. Even if enough such human psychics existed, they would be far too valuable to SICON to risk putting in such a squad. The continued underestimation of Arachnid abilities and tactical competence has caused the needless death

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The Arachnids of thousands of MI troopers in every major offensive against the bugs since their first appearance on Pluto. While SICON, with the aid of Military Intelligence and their force of trained Talents, may eventually learn how to neutralise or compensate for the bugs’ natural advantages, no revolutionary theories have yet been forthcoming.

Tactics and Training It was originally assumed that Arachnids did not understand the concept of ranged combat or aerial attacks. It was therefore determined that they simply had natural attributes that diminished the effectiveness of both. Ships in the Fleet were told that the impressive blasts of a plasma bug firing into space were just harmless pyrotechnics, too inaccurate to be of any threat. The inaccuracies behind these assumptions were learned early in the Road to Victory campaign and proved very costly to SICON forces.

Briefing 8-21-ARA/SIC, Military Intelligence Arachnids seem to have no subtlety on the battlefield aside from rudimentary trap-making in the form of nearly completed tunnels they come out of when opponents move overhead. This may simply be a hunting reflex adapted to the battlefield, especially as the Arachnids may not even consider engagements like the incidents on Pluto to be anything more than stalking particularly dangerous prey. They are not a tactical species but their brutal full-forward attack style and swarming behaviour maximise their considerable physical prowess to the point of where they need little else. With the Arachnids accepted as a non-intelligent opposing force, we can think of no justification for the limited and in many cases non-existent adherence to our tactical recommendations. Intelligence remains resolute in its stance on the matter of current losses suffered by the Mobile Infantry and the Fleet. If troopers and flight crews would follow our wellresearched outlines and battle strategies, far fewer casualties and losses of vital equipment would occur. We strongly recommend that your office initiate an immediate review of officers in direct leadership positions and remove those found to be guilty of dereliction of duty. Ignoring an Intelligence directive is a violation of duty.

In the case of aerial attacks, Arachnids seek shelter after only a few casualties, showing that they can understand potential threats and take steps to avoid them. If they are caught in the open, Arachnids will even burrow (assuming they are in terrain that allows this) to remove themselves as targets. Ranged attacks are dealt with through the same seemingly inadvertent tactics that army ants use – overwhelming numbers and unceasing assault. The advantage ranged weapons provide the Mobile Infantry dwindles quickly when it takes a few seconds to kill one warrior bug and there are 20 more moving in behind that target at full speed. This technique, along with

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Invasion Meteors The primary purpose of a bug meteor is as a form of first strike transport. This type of bug meteor is made from a hardened but porous stone that carries hundreds of Arachnids (typically warrior bugs because of their remarkable resilience) down with it onto a planet’s surface. Those warriors that survive this impact then crawl out and burrow straight into the walls of the crater left by the meteor’s fiery landing. As this all occurs within minutes of the crash and takes place along the underside of the crater, the chances of any such activity being observed, even by witnesses to the strike, are very slim. the inclusion of Arachnid forms capable of ranged attacks of their own, makes fighting the bugs on any battlefield a challenge even for the Mobile Infantry. Arachnids are deadly; this cannot be overemphasised. They are perfectly capable of slicing the limbs off a trooper or even biting through his armoured torso in a single attack. Ignoring their potential for violence and slaughter is a foolish mistake. Troopers should always keep in mind that while Arachnids have no true grasp of modern warfare or tactical thinking, their primitive reactions in battle are still very effective when multiplied by the hundreds of thousands that may appear during any protracted engagement.

Arachnid Bombardment The so-called ‘bug meteor’ is a special tactic possible only through the capabilities of transport bugs and their genetic understanding of astronavigation and advanced special geometry. Essentially a massive rock carried by a transport bug to the periphery horizon of a target world and then released to finish the rest of its journey at high velocity, a bug meteor can have one of two purposes. Either way, it causes massive damage when it impacts.

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In truth, many Arachnids are killed during this manoeuvre but if enough survive to dig out a lair and fill it with eggs stored in the heart of the meteor, they can quickly multiply into much greater numbers over the course of a few weeks. One impact crater can rapidly become the hive of an Arachnid invasion force, making this a primitive yet incredibly effective tactic. Devastation Meteors A far more straightforward form of attack, devastation meteors are the Arachnid equivalent of nuclear bombardment from orbit. These are usually harvested from an asteroid field in one of the systems in bugcontrolled space. The density of the meteor allows a large percentage of its mass to survive the heat of re-entry and make a far greater impact when it finally does smash into the surface. Transport bugs have an amazing sense of geometry and navigation; they are fully capable of unleashing a meteor from beyond the orbits of a planet’s satellites and hitting a populated area (a city, an outpost, a habitation dome) with incredible accuracy. While it is not likely that a Transport bug making an asteroid bombing run has any real awareness of the significance of its targets outside of population mass, the effect of having a rock from the heavens smash down and erase a populated area (like the devastation of Buenos Aires) can be quite effective all on its own.

Arachnid Army List

ARACHNID ARMY LIST Higher Command (Brain Bugs) A million bugs, ten thousand troopers: Vegas odds! It’ll be a walk in the park. – Trooper Higgins

Arachnid forces can appear anarchic and uncoordinated to human eyes, stampeding around without purpose or pointlessly indulging in threat displays. But the atavistic nature of the bugs conceals an undercurrent of sinister intelligence in their actions, doubly so under the hidden influence of an Arachnid brain bug lurking nearby. Even veteran infantrymen can be surprised by sudden Arachnid counterattacks and flanking manoeuvres brought down on them through a single tactical mistake.

Arachnid Unit Leaders

The Arachnid higher command structure comprises brain bugs and the hypothesised Arachnid queen bug. SICON scientists are still unsure exactly how Arachnid commands are transmitted but suspect a telepathic connection of some kind supplemented by pheromone discharges. Brain bugs have one very special rule associated with them: Co-ordinate. Co-ordinate: Each brain bug in a force generates a bonus action for the Arachnid player during his turn. 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 one player turn. The brain does not need to do anything special to generate the action; its mere presence is sufficient. Once the brain bug is wounded (reduced to one hit) or removed as a casualty, Co-ordinate no longer applies. Each unit may only benefit from one bonus action per turn.

Bugs do not have ranks and medals; they have a caste system and a hive hierarchy that dominates entire planets. They have no angst or ego and can be relied on to act with selfless determination to the last fibre of their being. They have no leaders as humans understand them, yet they act in co-ordinated, logical patterns on the battlefield. To represent this insect brand of perfect communism, the Arachnid player is free to designate which model acts as unit leader each time an Arachnid unit takes an action. This means command range is seldom an issue for Arachnid units.

Arachnid Command Range Arachnid command range is 6”.

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Loss of Brain Bugs If a brain bug is removed as a casualty, all Arachnid units are thrown into confusion. Until the end of the Arachnid player’s next turn: * No Arachnid units are considered to be on Alert Status. * All Arachnid units may only perform one action, rather than the usual two.

ARACHNID ALERT STATUS REACTIONS The hive consciousness of the bugs means they can react very quickly to changing circumstances. As they seldom use ranged combat, Arachnids on Alert Status rarely Shoot (though they may if they have the Ranged Attack trait or Talents). Arachnid models on Alert Status can use the Alarm Screech or Countercharge reactions instead of shooting. Alarm Screech (special Arachnid Ready reaction) Any Arachnid model on Alert Status can use a Ready reaction to warn other bugs if enemy models complete an action within 10”. Alarm screech enables any Arachnid models (regardless of species) within 6” of the screeching bug to count it as their unit leader and make an immediate Move action. The screeching bug may join in with this Move action Countercharge (special Arachnid Charge reaction) Any Arachnid model on Alert Status can use a Charge reaction to Countercharge when enemy models complete an action within 10” of them. Countercharges are dealt with in exactly the same manner as normal Charge actions.

SWARMS Command effectiveness for Arachnids is greatly enhanced when they are amassed together in swarms; the whole swarm will act as a single unit and can overrun even the most heavily defended fortification. Swarms are resolved in the following manner:

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1. A swarm is formed at the start of an action when the Arachnid player declares his unit leader. Any Arachnid model of the same species within point blank range of that model can join the swarm, even if they are originally from different units. Every model within point blank range of any model within the swarm may also join the swarm (up to a maximum of 15 models in a single swarm). 2. Models in the swarm are considered a single unit, ignoring the normal command range rules, for the duration of the action. There is nothing to prevent keeping a swarm operating as one body in the next action or even for the entire game if the Arachnid player wishes, but its constituent models are still considered a part of their starting units Arachnid swarms do a great job of replicating the mass bug attacks these creatures are famous for but can cause difficulties in identifying which models belong to which units when the swarm breaks up or for calculating mission points. It is suggested players paint a dot of colour on the underside of Arachnid models to assist in unit identification when it is needed. The more aesthetic alternative is to subtly differentiate carapace markings.

WARRIOR BUGS Warrior bugs are the core of every Arachnid army. They are cannon fodder, elite assassins and fast-attack troopers all rolled into one lethal package. To make matters worse for the MI, warriors have a couple of special options that can come into play during battles, which affect all Warrior

Arachnid Army List Bug Units within an Arachnid player’s force. These are the Workers & Warriors and Endless Tide options.

Workers & Warriors These two Arachnid species are almost impossible to tell apart in battlefield conditions, a fact often exploited by Arachnid tactics. There is always a high ratio of workers to warriors but workers rarely engage in combat unless the need is dire. The Arachnid player can exploit the worker-to-warrior ratio, bulking out the apparent size of his Warrior Bug Units by including more worker decoys than normal. Using this option, the warrior models are cheaper in points but their Target characteristic is reduced to 4+ represent the vulnerability of workers. If this option is used it must be applied to all of the Warrior Bug Units in the Arachnid force.

When choosing a force the Arachnid player is limited in what units he is permitted by his Priority Level, to a far greater degree than the MI. For Arachnids, Priority Level is tightly linked to the Force Value for the game. To the bugs, if something is important, you send more bugs.

Arachnid Priority Levels Force Value 0 to 999 points 1,000 to 1,999 points 2,000 or more points

Maximum Priority Level 1 2 3

SUPPORT

For example, an Arachnid force has chosen to use the Workers & Warriors rule, making its warrior bug models cost only 10 points each. The downside is that all warrior models now have a Target characteristic of 4+ instead of 5+.

Just like the MI, Arachnid armies are more than just a collection of models on the tabletop. Bugs have resources too and even limitations on their use, the primary ones being the distribution of their brain bugs and the extensiveness of their tunnel network in a given area. The Arachnids therefore have access to two kinds of asset: Command and Tunnel. The availability and flexibility of these assets fluctuates according to the Priority Level of the Arachnid force.

Endless Tide

Command Assets

Bugs just keep coming, it is as simple as that. To represent this, PL 3 Warrior Bug Units can be upgraded so that any warrior model removed from the tabletop as a casualty becomes available as Reserve in the next Arachnid player turn (see page 56 for details of Reserves). Warrior bugs can keep recycling like this throughout the game. Mission points are scored for recycled warriors as if they were new units (which in fact they are). If Endless Tide is used it must be applied to all of the Warrior Bug Units in the Arachnid force. Endless Tide may be combined with the Workers & Warriors option.

FORCE VALUE & PRIORITY LEVELS Arachnid forces cannot be as tidily defined in military nomenclature as the MI. Intelligence reports tend to persist in classifying bug movements in terms of ‘battalion’ or ‘regiment’ strength (all too commonly they are ‘division’ strength) but the observers seldom know what they are looking at. A movement of hundreds of warriors heading away from a combat zone might indicate a fresh counterattack forming, a nest being re-established in a new region or a general rout from the area.

There is only one real command asset for an Arachnid force – brain bugs. The importance of these bugs to Arachnid tactics cannot be underestimated. While Arachnids do not appear to become demoralised when their brain bugs are neutralised, they do appear to suffer at least temporary disorientation. Clever enemies exploit this fact and make brain bugs a top priority in combat.

Tunnel Assets If the sky is ruled by the Fleet on behalf of the MI, the underground is ruled by the bugs. Virtually all bug engagements will include tunnels, traps and ambushes. The Tunnel assets available to an Arachnid force are dependent upon Priority Level and the full rules for tunnelling can be found in the Tunnelling chapter. The Tunnel assets listed represent the amount of time an Arachnid force has put into expanding its subterranean hold. Purchasing a few Tunnelling Markers and Entrances represents relatively virgin bug territory with few tunnels created as yet. As more and more Tunnel Assets are purchased, the tunnel network becomes increasingly extensive.

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ARACHNID FORCES AT PRIORITY LEVEL ONE Basic Units

Basic Units

ARACHNID FORCES AT PRIORITY LEVEL THREE Basic Units

Warrior Bug Unit Unlimited

75 points

Warrior Bug Unit Unlimited

75 points

Warrior Bug Unit Unlimited

75 points

Blaster Bug Unit 0-1 per force

90 points

Blaster Bug Unit 0-2 per force

90 points

Blaster Bug Unit Unlimited

90 points

Blister Bug Unit 0-1 per force

90 points

Blister Bug Unit 0-2 per force

90 points

Blister Bug Unit Unlimited

90 points

Hopper Bug Unit 0-1 per force

150 points

Firefry Unit 0-2 per force

60 points

Firefry Unit Unlimited

60 points

Hopper Bug Unit 0-2 per force

150 points

Hopper Bug Unit Unlimited

150 points

Plasma Bug 0-1 per force

300 points

Plasma Bug 0-3 per force

300 points

Tanker Bug 0-1 per force

250 points

Tanker Bug 0-3 per force

250 points

Command Assets

–5 points Add Workers & per warrior Warriors option bug model

Tunnel Assets

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ARACHNID FORCES AT PRIORITY LEVEL TWO

0-3 Tunnelling Markers

50 points each

0-2 Tunnel Entrances

50 points each

Command Assets Brain Bug 0-1 per force

300 points

Command Assets 300 points

Brain Bug 0-3 per force

–5 points Add Workers & per warrior Warriors option bug model

Add Endless Tide option

+10 points per warrior bug model

Tunnel Assets

Add Workers & Warriors option

–5 points per warrior bug model

0-1 Camouflaged Tunnel Entrance

75 points

0-1 Nest Entrance

75 points

Tunnel Assets

0-3 Tunnel Entrances

50 points each

0-4 Tunnelling Markers

50 points each

0-1 Bug Central

300 points

0-2 Camouflaged Tunnel Entrances

75 points each

0-2 Nest Entrances

75 points each

0-4 Tunnel Entrances

50 points each

Any number of Tunnelling Markers

50 points each

Arachnid Roster

ARACHNID ROSTER BLISTER BUG UNIT Blister bugs are a low-level ranged troop type for the Arachnid army and are treated as even more expendable than other ‘soldiers’ by brain bugs. They are easily produced as eggs, making them less valuable than other hive types; this places them firmly in the line of fire whenever a hive or bug outpost is attacked. In large numbers, they can be incredibly deadly but their fragile (when compared with warriors) exoskeletons make them easy to take down with concerted firepower. With an oversized, bulbous upper body and spindly legs underneath, blister bugs are very distinctive on the battlefield and readily identified. Every Blister Bug Unit consists of three blister bugs (90 points total). Up to seven extra blister bugs may be added to the unit at +30 points each. Blister Bug Ranged Attack Name Range Blister Bug Acid 12”

Damage D10

Type Internal

Traits Piercing/1

Blister Bug Unit Type Blister

Value 30

Size 2

Move 6”

Close Combat 2xD6

Target 5+

Save 4+

Kill 7+

Traits Ranged Attack

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BRAIN BUG Brain bugs are at the visible top of the Arachnid hierarchy, though it is theorised that there may be one level above them (some form of Queen) that has never been seen by humans. Massive and bizarrely shaped, brain bugs almost look like greatly deformed brains with the vaguest of insectoid features. Any trooper who assumes these powerfully psychic creatures are defenceless may not live to realise his error. Brain bugs act as communication and tactical centres for Arachnid hives, connected to every insect in the colony through their impressive but utterly alien telepathic mind. Big, Fat, Smart Bug: Brain bugs allow the Arachnid player to Co-ordinate his forces (see page 113). As Independent models, they may also take command of out of command Arachnid models within their command range. When doing so, the species of Arachnid does not matter – a brain bug can command tanker and plasma bugs as easily as it can warriors. Brain Suck: Brains have a highly adapted proboscis capable of piercing a victim’s skull and sucking the contents out. It is believed that brain bugs somehow ‘learn’ what the victim knew as they digest their grisly meal, making this a potent, if appalling, intelligence gathering tool. To represent this ability, when a brain bug is in the force the Arachnid player can see if any enemy models that have been removed as close combat casualties (for any reason) are in fact prisoners at the end of the game. Roll D6 for every casualty removed in close combat. On a roll of 6, that casualty is a prisoner and will get his brain sucked. The Arachnid player scores a bonus 10 mission points for every prisoner brain-sucked. Obviously non-organic units – missiles and CHAS cybernauts, for example – cannot be brain-sucked. Entourage: Brain bugs are physically weak and are attended at all times by smaller servants known as chariot bugs. Chariot bugs themselves are small, concave-disc shaped bugs. While they are not overly dangerous in their own right, the mobility and flexibility an Entourage gives a brain bug is disconcerting. However, as the brain bug is hit, more and more of its Entourage die until the brain bug is left crawling along completely alone. Every hit the brain bug takes affects its characteristics in the following manner:

* -1" Move (to a minimum Move of 1”). * -1 Close Combat (to a minimum Close Combat of D6+0). Flinch: Brain bugs, for all their formidable presence and powers, are very conscious of their own vulnerability. As such, unlike other models with the Hits/X trait, brain bugs do not ignore the flinching rules. Special Talents: The brain bug’s Value includes up to 150 points of Talents (see page 143). A brain bug cannot use special talents against models on the surface while it is underground and vice versa. Subterranean: Brain bugs are primarily subterranean but do not dig their own tunnels. However, though they lack a tunnelling movement speed, they may move toward other Tunnelling Markers, Tunnel Entrances, Camouflaged Tunnel Entrances, Nest Entrances and Bug Central when underground (they do not randomly determine their direction when moving underground). Brain bugs can only enter or exit the tunnel network at an existing tunnel entrance; they cannot create their own.

Brain Bug

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Type

Value

Size

Move

Close Combat

Target

Save

Kill

Brain

300

3

6”

D6+3

4+

4+

8+

Traits Hits/8 Independent

Arachnid Roster

FIREFRY UNIT Firefries are a specialist form of the blister bug and likely come from the same hive as their external appearance is quite similar. These terrifying bugs can spew streams of extremely volatile chemicals that ignite on contact with oxygen to create sweeping sheets of torrential flame. This chemical reaction renders the firefries useless for fire support outside of an oxygen-rich atmosphere but the hive has other breed-forms for such instances. The firefries are extremely difficult to generate as eggs and most brain bugs conserve their numbers whenever possible. Every Firefry Unit consists of three firefry bugs (60 points total). Up to seven extra firefry bugs may be added to the unit at +20 points each.

Firefry Ranged Attack Name Firefry Flame

Range 9”

Damage D10

Type Internal

Traits Flame

Firefry Unit Type

Value

Size

Move

Close Combat

Target

Save

Kill

Firefry

20

2

6”

D10

5+

5+

6+

Traits Jump/12” Ranged Attack

HOPPER BUG UNIT Hopper bugs are a deadly part of the Arachnid army, both for their sheer speed and mobility and the lethal nature of their sudden attacks. A flight of them sweeping down out of the sky towards a platoon of troopers can be the swift and violent end of an entire military campaign. While there are ways to detect the motion of hopper bugs in flight before they become visible, it is incredibly difficult and most units are not equipped with the right instruments to do so. The best most squads can do with hopper bugs is to remain alert, be ready to dive for cover, and keep looking to the sky. Every Hopper Bug Unit consists of three hopper bugs (150 points total). Up to seven extra hopper bugs may be added to the unit at +50 points each.

Hopper Bug Unit Type

Value

Size

Move

Close Combat

Target

Save

Kill

Hopper

50

2

6”

D10+1

6+

5+/5+

8+

Traits Air (Loiter, V/STOL) Hover/24” Piercing/1 Retaliate

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PLASMA BUG Plasma bugs are the Arachnid version of a planetary defence system and despite their utter lack of targeting skills or specialised hardware, they fulfil their original mission objectives quite admirably. Plasma bugs are ponderously large, almost unable to move on the ground and incapable of burrowing. How the Arachnids handle moving plasma bugs from underground hives to their ‘stations’ on the surface for attack is yet another mystery surrounding these incredibly powerful insects. Focused Fire: A plasma bug can go on to Alert Status but it may only react against Air units finishing an action within 36” (note that this an extension of the usual 20” Alert Status range for AA weapons). This reaction must be a Shoot reaction. Plasma bugs cannot make any kind of reaction against ground units. Plasma Strikes: When firing at ground units, the plasma bug must use Artillery fire. When firing against Air units, the plasma bug must use direct fire.

Plasma Bug Ranged Attack Name

Range

Damage

Type

Plasma Discharge

72”

2xD10+3

Internal

Traits AA Fire Arc: FxR LZ (3”) Multihit Ready Piercing/1

Plasma Bug Type

Value

Size

Move

Close Combat

Plasma

300

5

4”

2xD10

Target

Save

Kill

5+

5+

9+

Traits Hits/10 Ranged Attack Retaliate

BLASTER BUG UNIT Almost physically identical to blister bugs, these bugs spit a bolt of intense heat so powerful it ignites the air as it travels. Extremely dangerous, especially in packs that can cover a wide area with searing flame, they are deployed and used in the same way as blister bugs. They seem to have no function in Arachnid ‘society’ except to turn the colony’s enemies into piles of ash. Every Blaster Bug Unit consists of three blaster bugs (90 points total). Up to seven extra blaster bugs may be added to the unit at +30 points each. Blaster Bug Ranged Attack Name Range Blaster Bug Heat 18”

Damage D6+1

Type Internal

Traits Flame

Blaster Bug Unit

120

Type

Value

Size

Move

Close Combat

Target

Save

Kill

Blaster

30

2

6”

2xD6

5+

4+

7+

Traits Ranged Attack Retaliate

Arachnid Roster

TANKER BUG Tanker bugs often rest just under the surface of battlefields on bug worlds, waiting for a command to rise up, shatter the earth above them and unleash their vile venom. This bug is particularly feared because even though it is large enough to be easily hit, a single well-placed blast of its flame can burn down an entire squad of troopers. The heat from its caustic flame is so hot it can slag the cockpit cowling of a Marauder suit within moments. It is understandable that standard Mobile Infantry protocol when encountering tanker bugs is to scatter the squad, move immediately to a safe distance and then hammer the bug with heavy firepower. Lumbering: A tanker bug is lumbering and does not go on Alert Status.

Tanker Bug Ranged Attack Name

Range

Damage

Type

Tanker Spit

18”

D10+D6

Internal

Traits Fire Arc: F Flame LZ (Stream) Persistent

Tanker Bug Type

Value

Size

Move

Close Combat

Tanker

250

4

5”

3xD6+D10 7+

Target

Save

Kill

3+

12+

Traits Hits/6 Retaliate Tunnel/6”

WARRIOR BUG UNIT Warrior bugs are the primary fighting force for the Arachnid Empire. Adaptable for virtually any climate, Warriors are easily bred, tremendously strong and incredibly resilient. They are capable of both tearing an armoured man in half and entering hibernation for long periods of time, traits that create Arachnid nests with instant defences that are only functional when they are needed. Warriors are generally found in swarms or small packs. Every Warrior Bug Unit consists of five warrior bugs (75 points total). Up to 10 extra warrior bugs may be added to the unit at +15 points each.

Warrior Bug Unit Type

Value

Size

Move

Warrior

15

2

6”

Close Combat 2xD6+1 or D10

Target

Save

Kill

5+

4+

8+

Traits Climb/6” Piercing/1 Tunnel/6”

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THE SKINNY HEGEMONY

An enigmatic race encountered on the edges of Federation territory, the Skinnies are focused and deadly raiders who have encroached upon United Citizens’ Federation space on several occasions. Intelligent, advanced and aggressive, the Skinny Hegemony is a real threat to humankind, even if it is more quiescient than the Arachnid Empire. When first encountered, the Skinnies were thought to be peaceful, even pacifistic. Yet a recent spate of savage attacks against Federation interests close to the border planets of Ventis, Lalande and Xi Bootis have proven otherwise. While casualties from Skinny raids have been few, losses have been troubling. With the exception of those trooper deaths caused by misadventure in battle, the Skinnies have as yet not been documented as killing anyone. Though they do appear to have weapons of lethal capability, they favour the incapacitation and capture of their enemies. Survivors of such raids report that being struck by a Skinny weapon is painful, disorienting and can cause unconsciousness but is almost never fatal. Unfortunately for both Mobile Infantry and colonist victims of Skinny raids, whose unconscious bodies are dragged away and never seen again, SICON has so far been unable to locate any captives claimed by the Skinny raiders. Military Intelligence suspects that whatever their fate, it is anything but pleasant.

In return, SICON has managed to capture a number of Skinny assets and militia (living and dead). The results of autopsies and telepathic interrogations lead SICON to suspect that Skinnies can understand and may even be able to speak Standard English, though to date no meaningful communication has been achieved. With the lack of an identifiable homeworld or command structure, all attempts at diplomacy with the Skinnies have failed, leaving the Federation with only one choice. Unwilling to commit major resources to an all-out war against a race of unknown capabilities, SICON forces

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have been deployed in limited numbers to defend worlds along the apparent shared border and systematic strikes have been launched against nearby Skinny holdings to create an exclusion zone. The UCF cannot and will not tolerate violence directed against its territories. There are several worlds under Skinny control that the Federation has avoided attacking in the hopes of showing the alien race that humanity is not a barbaric race. There are limits to SICON’s patience, however. If the Skinnies do not cease and desist their attacks, the Federation will be left with no choice but to classify them as a threat to humanity and dedicate SICON’s forces to the eradication of their kind. The coalition of Sky Marshals has already worked out a plan of attack called Operation Clean Sweep, a staged program of assault so overwhelming and large scale, it is considered an infallible method of dealing with the Skinny menace once and for all. Clean Sweep has not yet been put into effect, largely in the interest of peace but also because of the pre-eminence of the Arachnid threat. Bowing to the ancient wisdom of not fighting battles on two fronts, Clean Sweep and the forces tentatively assigned to it have been placed on standby until the Road to Victory campaign is finished.

CULTURE The little that is known about the Skinnies and their culture has been derived from observations of their raiders in battle and what can be inferred from that data. The Skinnies seem to have a defined social structure, perhaps even a form of caste or clan system. They have been seen transferring prisoners and ‘choice’ captures to certain members of their battle groups. This may be a form of cultural privilege or merely a benefit of high rank in whatever passes for the Skinny military.

The Skinny Hegemony

TERRITORY It is known that the Skinnies occupy more than one world and leading researchers within SICON believe their raiders may be the vanguard of a much larger military – the defence force of a multiple-planet hegemony. This suspected territory might be massive; this possibility has forced the United Citizens’ Federation to set up a Quarantine Zone beyond the planets of Vendis, Lalande and Xi Bootis as a buffer. This Quarantine Zone is aimed at isolating the Skinnies and allowing SICON forces to focus on a finite area for potential retaliation. Unfortunately, there is little hope for the human colony on Ptolemy, which, despite being only 23 lightyears from Vendis, still lies inside the Skinny Quarantine Zone. Out of contact now for more than a year with the Federation, the three million or so lives on Ptolec, the system’s only inhabitable world, are presumed lost to the Skinnies. What few transmissions have been intercepted and translated during Skinny raids have caused SICON to speculate as to the existence of both a hidden homeworld and a heavier form of trooper capable of withstanding much more punishment.

PHYSIOLOGY Skinnies are tall, grey-skinned bipeds with thin limbs. Ranging from seven to nine feet in height, these wiry humanoids are covered in a grey hide with occasional greenish blotches; this coloration seemingly either shifts

throughout the Skinny lifecycle or is a sign of racial variation, similar in nature to the skin tones of humanity. Their leathery epidermis is pierced in places by protrusions of bone, most commonly on the shoulders, elbows and the length of the spine. Skinnies are completely hairless and do not appear to require surface respiration. Skinnies have a much higher body temperature (45°C/113°F), a temperature that can be fatal to humans (36°C/96.8°F). This higher body temperature causes a naked Skinny to show up on a pair of snoopers like a neon sign. Skinnies have a four joints in every one of their three fingers, improving their manual dexterity by an estimated 12% when compared to that of a human. The most prominent feature of the Skinny hand is the sweeping talon on the back of the palm, which appears to be similar to the dew claw of a neodog. This fearsome spike is typically between six and eight inches in length. The unusual traits of the Skinny hand are mirrored in the pedicular array of this race. While each ‘foot’ has five toes, these are jointed in three places. Skinny toes splay out in a wide fan with the third or central toe being the longest, at almost 12 inches in length. This fan of toes elevates the ankle joint, as the Skinnies appear to lack any form of heel. As with skinny fingers, each toe is tipped with a sharp cuticle. Skinnies have the same sensory organs as humans; they smell, see, hear, touch and taste, with the tongue appearing to aid both consumption and communication. Scientists have so far been unable to attribute any function to the mandibles that lie to either side of the Skinny mouth, filled with a wide row of large incisors. Despite their odd structure, Skinny ears (the five jointed appendages that crest the elongated skull), are not in any way extraordinary nor do they allow the Skinny to perceive any particularly high or low frequency soundwaves. A few recovered Skinny cadavers have a number of microscopic lacerations on the back of the neck. These lacerations are the only known sign of surgical marks upon Skinnies, perhaps the result of a cosmetic alteration or ritualistic scarification.

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SICON. They are an example of form over function, as they appear almost organic and their inner workings are enclosed in the same polymer as used in their armour. Often bulbous and unwieldy to humans, these devices use chemical ammunition or energy generation to deal damage.

Vehicles & Starships

TECHNOLOGY The primary material used by Skinnies in the construction of their devices, dwellings and vehicles is a resilient and energy-resistant polymer (the MI have dubbed the material ‘Skinnysteel’). This gives the race’s equipment a distinctive look and an almost antique quality; this appearance belies the highly advanced nature of their technology. Skinnies seem to have mastered exotic energies, their storage and their efficient application. While much of the technological base of the Skinnies is not yet fully understood, the Federation has learned a certain amount from the devices and gear that remained on their corpses. It should be remembered that all of this information represents what can be determined from captured items after a Skinny raid. This equipment and power technology may only be a small subset of the sophistication of the Skinnies as a whole. Raiders may carry the least advanced or the most advanced of their race’s scientific developments. The actual level of technological development on Skinnyheld worlds may vary widely.

Armour & Weapons All Skinnies encountered in Federation space have dressed in fully enclosed suits of powered armour. These suits appear to serve the same purpose as those of the Mobile Infantry, providing physical augmentation, environmental protection and armour to the wearer. It is suspected that Skinnies must have some forms of lethal weaponry but every encounter to date has demonstrated the incapacitation and capture technology. Their weapons are highly sophisticated and cannot yet be reproduced by

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Skinnies seem to prefer fast, manoeuvrable ships and vehicles over heavy armament or defensive plating. A typical Skinny conveyance consists of a gravitational generator of a size far smaller than SICON scientists are able to build. An oval or circular transport platform rests over this generator and takes advantage of its inverted field to hover. While not all Skinny vehicles are gravitic, all use the same form of motive power. Although Skinny starship capabilities are not truly understood, they do seem to have ships of similar designations to the SICON Fleet. Both escort warships and troop transports have been observed, though never engaged. On the rare instances when the Fleet has attempted to give chase to these vessels, Skinny ships have proven considerably faster and more manoeuvrable. No ship of Skinny design has yet been caught by Federation vessels.

TACTICS From what little intelligence has been gathered regarding Skinny holdings, their standing military force is a volunteer organisation much like SICON itself. Each population cluster on their worlds designates a number of its people to form a type of militia charged with defence of, or an attack, on a nearby target. As most Skinnies seem eager to do their duty and participate in these endeavours, a large group of soldiers can be gathered very quickly. It does not appear as if the Skinnies place as much stock in a thorough training regimen for their troops. Militias are formed in a matter of days, issued basic equipment and divided into units. What the militias of the Skinnies lack in formal training they make up for in technological support and tactical leadership. Certain Skinnies have a strong grasp of small unit tactical deployment; these gifted commanders can take a tiny force and effectively use it to raid a large installation or even a SICON military depot and escape with minimal casualties while presumably achieving their objectives.

Skinny Army List

SKINNY ARMY LIST Skinny forces seem less structured to human eyes than those of the Arachnids. In the limited conflicts fought against the Skinnies so far, they appeared to rely on a loose system of locally raised militias to protect their colonies. The bulk of their active presence in Terran space centres on raids undertaken by power suited units believed to be a form of warrior sub-class that function independently. Although individual Skinnies are by no means cowardly, Skinny tactics commonly revolve around ambush and concealment rather than direct confrontation with an opponent, possibly due to the incredible co-ordination of their small units. Skinny militiamen will fight a dogged guerilla war against invaders but can expect little or no help from the outside. Each settlement fights independently with no apparent higher command in overall control. If the militia is unable to hold a colony then the Skinnies will often simply abandon it and relocate

elsewhere. Very little is known about the tactics employed by raiding forces due to the lack of any protracted or welldocumented encounters to examine.

The People’s Army (Skinny Unit Leaders) Skinny units appear to have very loose groupings, usually small in size and carrying little in the way of heavy weaponry. Skinny unit leaders are designated at the beginning of the game but any member of the unit can take over if the unit leader becomes a casualty.

Skinny Command Range Skinny command range is 6”.

Higher Command (Skinny Officers) Named skinny officers of a rank translated as equivalent to both colonel and major have been encountered, although

‘What astounds me is that their cities, from what we have seen of them, are breathtaking and almost seem to have been ‘grown’ from that plastic they use for everything. Yet we have never seen anything among their buildings that could pass for a military base or weapon tower. Then there’s their military leadership, which is apparently decided by lottery. And Military Intelligence is sure the Skinnies must have a powerful fleet and air assets hidden somewhere in their territory, but while we occasionally get glimpses, we can never track them back home and they’ve never been known to engage an MI unit with air assets.’ ‘So why did your force fail to repulse the raiders from the Raxa peninsula?’ ‘Because… well, sir, we think they don’t have all those support assets because they don’t need them. Sir. Which is why they’re still on the Raxa peninsula. Sir.’ – Conversation between Military Intelligence and Lieutenant Edward ‘Doghouse’ Miller, shortly before his court martial

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SICON believes this simply to be the designation of the military leader of a large or small settlement militia rather than an indication of a strict chain of command. Skinny officers have two special rules associated with them: Ambush and Infiltrate. Ambush: If a force including Skinny officers is using defensive tactics in an engagement, one unit of Skinnies per officer can be concealed in an area of terrain within the Skinny deployment area. Write down the location of the ambushing unit before any other models are deployed on the tabletop. The Skinny player can reveal the ambush and place the unit on the tabletop at any time during one of his player turns.

I will resign before I ever call the Skinnies an army. They are nothing more than bands of thieves – just raiders in the night. They have some interesting toys, I’ll give them that, but under their armour they squash like anything else. I know that from personal experience. – Sky Marashal McLaren, commanding officer of the Trio Sector

Infiltrate: If a force including Skinny officers is using Probing tactics in an engagement, Skinny units do not trigger Alert Status reactions during the first game turn.

Loss of Skinny Officers There is no additional penalty for the loss of Skinny officers during the game. The benefits they give to the Skinny player apply during deployment and throughout the battle, regardless of whether any original officers remain.

SKINNY ALERT STATUS Skinnies can choose the default Shoot reaction when on Alert Status as usual – however, they also may alos use the Beat Feet and Hide special reactions. Beat Feet (special Skinny Move reaction) Any Skinny model on Alert Status can take a single Move reaction when an enemy unit completes an action within 10”. Turn the model around after moving to signify that it cannot make any further reactions for the rest of the player turn. Models that are readied can use a special movement mode when making a Beat Feet reaction if desired. Hide (special Skinny Ready reaction) Any Skinny model on Alert Status can take a Hide reaction when enemy models complete an action within 10”. The model gains a +1 save bonus until the end of the player turn. This save bonus applies to any kind of dodge or armour save the model is called upon to make. It is cumulative with any other save bonus, such as that provided by cover.

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PRIORITY LEVEL Skinny forces are always Priority Level One.

SUPPORT The Skinny forces do not have support assets of any kind other than Command. Even then, their Command assets appear to comprise only the mid-ranking Skinny officers.

SKINNY FORCES AT PRIORITY LEVEL ONE Basic Units Skinny Militia Unit Unlimited

40 points

Skinny Raider Unit Unlimited

60 points

Command Assets Skinny Officer 0-3 per force

100 points

Skinny Roster

SKINNY ROSTER SKINNY MILITIA UNIT

When encountered on one of their planets, Skinnies are typically unarmoured and rarely armed with anything more than a basic constrictor rifle. This status can change almost instantly as every member of their race seems capable of appropriating a weapon and rallying to a single point extremely quickly. This level of discipline is a powerful asset for the Skinny militia; it allows them to react almost instantly to any threat within their territory. Every Skinny Militia Unit consists of two Skinny militia (40 points total). Up to three extra Skinny militia may be added to the squad at +20 points each. Nominate one Skinny militia in each squad to be the unit leader. Weapon Constrictor Rifle Special Rules Partially Exothermic: Skinnies thrive in high temperatures but suffer badly in cooler climes. Skinny units do not lose their dodge save when targeted by weapons with the Flame trait.

Skinny Militia Unit Type Skinny Militia

Value 20

Size 1

Move 6”

Close Combat D6

Target 3+

Save –/6+

Kill 6+

Traits Climb/6”

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SKINNY RAIDER UNIT The most commonly seen form of Skinny soldier on the battlefields of Starship Troopers, these power suited troops carry heavier weapons than their militia counterparts. They attack with the general intention of capturing targets and retreating from the contested area and back to their ships before serious retaliation occurs. Tactically, Skinny forces are very well organised and seem to have an innate understanding of complex engagements. Every Skinny Raider Unit consists of two Skinny raiders (60 points total). Up to three extra Skinny raiders may be added to the squad at +30 points each. Nominate one Skinny militia in each squad to be the unit leader. Weapon Constrictor Rifle Unit Options Weapon Options: A Skinny Raider Unit can be equipped with Skinny Shock Sticks for +5 points per model. One Skinny raider may replace its Constrictor Rifle with a Nerve Beam for +40 points. One Skinny raider may be equipped with a Skinny Bomb for +20 points. Special Rules Partially Exothermic: Skinnies thrive in high temperatures but suffer badly in cooler climes. Skinny units do not lose their dodge save when targeted by weapons with the Flame trait.

Skinny Raider Unit Type Skinny Raider

Value 30

Size 1

Move 5”

Close Combat D6

Target 4+

Save 4+/6+

Kill 6+

Traits Climb/5”

SKINNY OFFICER

Weapon Constrictor Rifle

Unit Options Experienced: Skinny officers are generally the most experienced of their fellows. They may buy Qualities up to a total value of +100 points. Weapon Options: A Skinny officer can be equipped with a Skinny Shock Stick for +5 points. Special Rules Partially Exothermic: Skinnies thrive in high temperatures but suffer badly in cooler climes. Skinny units do not lose their dodge save when targeted by weapons with the Flame trait.

Skinny Officer

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Type

Value

Size

Move

Close Combat Target

Save

Kill

Officer

100

1

5”

D6+1

4+/5+

6+

4+

Traits Climb/5” Independent

Skinny Weapons List

SKINNY WEAPONS LIST RANGED WEAPONS

Constrictor Rifle: The most common raid weapon used by the Skinnies, constrictor rifles are also the most effective device ever encountered for live capture, as they simultaneously incapacitate and prepare a target for capture all in the same strike. Constrictors work by hurling a mass of plasmic coils at a target. The subject of the attack must be Size 3 or smaller; anything larger cannot be successfully attacked and the mass simply dries and breaks away ineffectually. Constrictor rifles are usually used to capture without killing but they are able to crush a target to death given enough time. Nerve Beam: An energy amplification and redirection weapon, the nerve beam uses energy in an unknown process. The transfer coils at the end of the weapon collect energy and project it in a stream. These weapons are amazingly accurate even out to a very long range. A direct hit from a nerve beam is so intense and agonising that most targets cannot survive the experience unscathed.

These weapons have subdual settings as well but the Skinnies rarely use these deadly devices for anything but a lethal response when in direct military action.

CLOSE COMBAT WEAPONS Skinny Shock Stick: A variant of the MI shock stick, the Skinny shock stick is typically used during capture missions. Although capable of frying targets with electricity when set on full power, the shock stick is rarely used at a lethal setting in battle.

MUNITIONS Skinny Bomb: This ovoid metal weapon is far too large to be thrown and must be handled by Skinnies trained in its use at all times. Its purpose is to deliver a payload into a given area and detonate with extreme heat and physical force. As a Remote weapon, it must be placed at a location and then detonated from a distance. If a Skinny force is in danger of being captured or killed, it typically readies and detonates this munition as a last response to its enemies.

Ranged Weapons Name Constrictor Rifle

Range 18”

Damage D6

Type Infinite

Nerve Beam

36”

D6+1

Infinite

Name

Range

Damage

Type

Skinny Shock Stick

Close Combat As user

Name

Range

Damage

Type

Skinny Bomb

Placed

2xD10+2

One-Shot!

Traits Piercing/2 Accurate Killshot LZ (Stream) Ready

Close Combat Weapons Traits Parry Piercing/1

Munitions Traits Flame LZ (4”) Remote

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ADVANCED RULES The following sections describe such additional options as tunnelling, air units and aircraft and structures, such as outposts and other buildings that might be found on the battlefield. These are known as advanced rules, and rightly so, since they add a degree of complexity to the game. In due course, tunnelling, air units and all the other advanced rules will make fun, interesting additions for your games but if your new to Starship Troopers you might like to ignore them for your first few games and instead fight out battles using just the rules and army lists presented so far.

Showdown at ‘Wet Slag’ So called due to the slick gore that covered the battleground after the fight, the Showdown at Wet Slag marked the first major repulsion of an Arachnid horde by front-line Mobile Infantry units on Praxis. Lt. Remy Smith attributed the victory to valour ‘above and beyond’ the call of duty and the timely arrival of a supporting Marauder platoon at 2300 hours.

AIR UNIT & FLIGHT RULES We all know where we stand. The galaxy belongs to the Fleet. We just die in it. – Trooper [Classified] of the Mobile Infantry

The Road to Victory is a system-spanning campaign – and that means it is an air war as well as a ground war. MI dropping on to a planet are armed with the best weapons SICON can provide but there is a limit, even with power suits, to what one man can carry. When Bug Central needs closing down or that warrior battalion needs thinning out, the pilots of the Fleet are on hand to take them down with some seriously heavy ordnance. If the Fleet retrieval boats cannot get through when the MI need to get home, those cap troopers are faced with certain death when their suits’ air and power run out. The air war is not entirely one-sided, though. Fleet have learned to their cost that there are several Arachnid species capable of flight and although Arachnid air tactics are as unsubtle as their ground offensives, their sheer numbers make them exceedingly dangerous.

AIR COMBAT Air combat is an important part of the Starship Troopers game. To ensure we do it justice, air combat forms a game in its own right over the Starship Troopers battlefield. If either player is using air power, the game turn gains an additional ‘Air phase’ after both players have taken their actions, as shown below: Game Turn Start Player A’s turn Player B’s turn > Air Phase < Game Turn End

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Both players act in the Air phase, taking turns to move and fight with their Air units. Each Air unit gets two actions in the Air phase, just like ground units.

Entering the Battlefield All Air units use the Reserves rule (see page 56) – as such they will enter the battlefield in the second turn or later from off-table. An Air unit that is moving onto the battlefield is placed at any edge of the board at the beginning of the Air phase. This placement indicates its entry point and heading.

Returning to the Battlefield Air units can pass completely over the battlefield during their Air phases and will almost certainly fly off a table edge. If an Air unit leaves the tabletop, it may try to turn about and head back to the battlefield. Unfortunately events in the wider world can prevent this – it might run into anti-aircraft fire or enemy aircraft, get called on to help elsewhere or decide it is too badly damaged to continue the mission. To represent these conditions an Air unit may roll a D6 at the beginning of each subsequent Air phase – a 4, 5 or 6 allows it to reenter the battlefield. If the roll is failed, it can try again at the beginning of each subsequent Air phase. When returning to the battlefield, Air units can come on from any table edge with any initial heading. A player can choose to forgo this roll in order to bring the Air unit back in a later action. If several Air units are entering or re-entering the battlefield in the same Air phase, players alternate placing their models at the beginning of the phase. Players do not have to declare flight speed at the start of the Air phase – that decision is made when an Air unit takes its first action.

Air Unit & Flight Rules Who Goes First If both players have Air units on the tabletop in an Air phase, roll off to decide which player has the choice of going first or second. After the first Air unit has taken its two actions, the opposing player may take two actions with one of his Air units. Both players alternate units in this way until all Air units have taken two actions.

* If a ground unit is firing at another ground unit, any Air units apparently caught within a Lethal or Fire Zone are ignored. * If an Air unit is firing at another Air unit, any ground units apparently caught within a Lethal or Fire Zone are ignored.

Alert Status

Air/Ground Interaction There are a number of key rules that govern the interaction of Air units and ground units: * Air units can attack ground units with any weapons (though special rules govern the use of close combat damage). * Air units that land during the Air phase become ground units until such time as they take off again. * Ground units can only attack Air units with AA weapons, unless the Air unit is at V/STOL speed. * Ground units on Alert Status can attack Air units with AA weapons that finish an action within 20” of them (rather than the usual 10” Alert Status range). * When determining line of sight to or from Air units, add 10 to their Size (as if they were on top of Size 10 terrain). * Some ground units, notably hopper bugs, are capable of hover movement and also possess the Air trait, which means they can take off and join air combat rather than simply hover. A ground unit with the Air trait can use the Move (Take Off ) action to forego its tabletop movement and become an Air unit. It will remain an Air unit until such time as it performs a Move (Land) action, on completion of which it reverts to being a ground unit once more.

Air units do not go into Alert Status at the end of the Air phase or, should they have landed, at the end of a player’s turn.

FLIGHT SPEEDS Air units do not have a Move characteristic rated in inches like other models. Instead, the Move characteristic details the flight speeds that the particular unit is capable of. An Air unit decides what flight speed it will use at the start of the its first action in the Air phase. It may not alter its flight speed during the rest of its actions. An Air unit may not use a flight speed that is not listed in its Move characteristic – it simply cannot fly in a manner contrary to its design. Burn: Full power, pedal to the metal, roaring along with every ounce of power shoving the Air unit forward. Not very manoeuvrable but really, really fast. Cruise: Medium speed forward flight, balanced against good manoeuvring ability. Most aircraft capable of longdistance flight use the Cruise flight speed for this purpose but faster aircraft can throttle back to this speed too. Loiter: A highly manoeuvrable flight state where the Air unit is being kept aloft primarily by its motive power source rather than its lift surfaces (wings). Helicopters (and hopper bugs) regularly fly at Loiter speed. V/STOL: V/STOL (Vertical/Short Take Off Landing) is only available to helicopters and other aircraft capable of staying aloft without horizontal movement.

Flight Speeds Flight Speed V/STOL Loiter Cruise Burn

Minimum Movement per Move Action 0” 10” 20” 30”

Maximum Movement per Move Action 10” 20” 40” 60”

Maximum Turn Angle 180 degrees 90 degrees 45 degrees 45 degrees

Target 5+ 6+ 7+ 8+

Crash Distance D6” D10” 2D10” 3D10”

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Ground units firing non-AA weapons at V/STOL flight speed Air units While non-AA weapons fired by ground units lack the special capabilities of anti-aircraft weapons, they may still be able to hit slowmoving (V/STOL speed) Air units. In the case of Lethal Zone weapons, only direct fire may be used.

Air Target Characteristic An Air unit has a listed Target characteristic to represent its size and sturdiness like any other model. Fast moving targets are harder to hit, however, so an Air unit always uses the highest of its own Target characteristic and its flight speed’s Target characteristic.

AIR ACTIONS All Air units are one-model units. During the Air phase, players alternate taking two actions with their Air units, until all Air units have taken two actions and the Air phase finishes. First Action: Move (Fly). All Air units must take a Move (Fly) action as their first action. Second Action: An Air unit’s second action is entirely up to its controlling player.

Air Action Types Charge (Crash) Only missile units may choose this action. The Air unit must move directly forward any distance up to its Maximum Movement. It immediately generates its munition warhead’s Lethal Zone at the end of this movement, centred on the unit’s centre point. Only ground units are affected by this Lethal Zone. The missile unit is removed as a casualty; it does not cause Close Combat damage itself. Charge (Flyby) The Air unit moves directly forward any distance up to its Maximum Movement. If the Air unit passes through the point blank ranges of another Air unit, both units roll Close Combat dice simultaneously (weapon damage

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dice may not be substituted). Results are calculated simultaneously. If the charging Air unit is still airborne, it continues its Charge (Flyby) action, possibly hitting another enemy’s point blank range and causing further simultaneous damage rolls. Move (Land) This action may not be performed if the Air unit is using the Burn flight speed. The Air unit moves directly forward any distance up to its Minimum Movement. If, at the end of this movement, there is any impassable terrain within the Air unit’s point blank range, it remains an Air unit. If not, the unit lands and is now treated as a ground unit. Move (Fly) The Air unit moves forward any distance between its Minimum and Maximum Movement according to its flight speed. At the end of this movement it may turn up to its Maximum Turn Angle. Shoot (X) Having deliberately slowed its movement to stabilise its attack run, the Air unit unloads its firepower upon the enemy, whether this is through bombing, strafing or dogfighting. Note that all weapons fired or deployed by an Air unit gain the Fire Arc: FxF trait, unless specifically stated otherwise in the Air unit’s description. * Shoot (Bomb): The individual unit description will determine how many ordnance munitions may be deployed in a single Shoot (Bomb) action. All ordnance dropped must use Artillery fire mode and must have the same target point, though Artillery deviation is worked out separately for each ordnance munition. The target point must be placed within the FxF fire arc, anywhere between the Minimum and Maximum Movement distances of the Air unit’s flight speed in inches away from the unit.

Or * Shoot (Dogfight): The Air unit may fire any weaponry other than ordnance at another Air unit within its FxF fire arc. The weapons’ usual Range characteristics are used for these attacks. Any Lethal Zone weapons employed during a Shoot (Dogfight) action may be used in either direct or Artillery fire mode but must target the same point as all other fire. All weapons must target the same enemy model and will create a Fire Zone as normal.

Air Unit & Flight Rules Wounded Air Units Airborne Units Units that become airborne through a special trait, such as hopper bugs, act as a whole unit as normal. They do not become individual one-model units and must still abide by the rules of command range and so forth.

Multihit Air units that are reduced to a single hit must exit the tabletop or land by the end of the Air phase. If they do not, they automatically lose their remaining hit and are destroyed. Models that succeed in landing may not take off again and become ground units for the rest of the battle. Models exiting the table with one hit remaining may not return.

Destroyed Air Units

Landed Units Air units, with the exception of those that become airborne through a special trait (such as hopper bugs) are significantly impaired when they have landed. Landed Air units count as ground units and no longer take actions in the Air phase. Any dodge save they may possess is suspended whilst they are ground units. The only actions they may perform are Move (Take Off ) or Shoot. Ordnance may not be used while landed. Move (Take Off ): This action requires that the unit’s previous action was Ready. Choose a flight speed your unit is capable of and check to see if any impassable terrain is blocking the unit (within its Minimum Movement for that flight speed). If it is blocked, the unit may not take off. If it is not blocked, the unit moves precisely its Minimum Movement directly forwards and is now considered an Air unit. It does not perform any actions in the Air phase at the end of this game turn, however (not even the usual Move (Fly) action).

Or * Shoot (Strafe): The Air unit may fire any weaponry other than ordnance at any ground unit within its FxF fire arc. The weapons’ usual Range characteristics are used for these attacks. Any Lethal Zone weapons employed during a Shoot (Strafe) action may be used in either direct or Artillery fire mode. All weapons must target the same enemy model.

TAKING DAMAGE Air units are often big, impressively armed and surprisingly well armoured. This is because they have to be. Taking damage and flying do not work well together. Any Air unit taking enough damage will be forced to land and heavy hits can literally knock an Air unit out of the sky.

Destroyed Air units are those that have lost all of their hits. Unlike normal models, Air units are not simply removed from play – first, it must be seen where they crash to earth. Consult the crashing Air unit’s most recent flight speed and roll the Crash Distance dice listed – the crashing Air unit must move directly forwards precisely this distance. It immediately generates a Lethal Zone at the end of this movement, centred on the unit’s centre point. The crashing Air unit inflicts its Close Combat damage upon all ground units within this Lethal Zone, which is equal in size to the crashing Air unit’s point blank range. The crashing Air unit is now removed as a casualty. Air units that have landed and are subsequently destroyed while on the ground do not crash.

AIR TRANSPORT Some Air units are capable of carrying ground units for deployment on the battlefield. In order to do so, the Air unit must land on the battlefield during the Air phase using the rules given above. Units within an air transport that has landed must use a Move action (or Charge action, if there are any enemies close enough) to disembark This places them anywhere within the air transport’s point blank range and in following actions they act normally. Units that do not disembark with a Move or Charge action sit in the transport and do nothing. To enter an air transport, a ground unit must move onboard, using a Move action to get within the transport’s point blank range. The unit models may then be removed, representing the unit boarding the aircraft. Models removed in this manner do not count as casualties; they are assumed to be within the Air unit. Any ground units that are within an air transport that is destroyed are instantly counted as casualties.

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TUNNELLING RULES

Arachnid tunnel complexes routinely extend for kilometres around their nest sites, and reach below the ground to unknown depths. On a completely Arachnidinfested world, the entire planet’s crust is riddled with excavations. It is frightening to think that the millions of Arachnids seen on the surface seldom represent more than fraction of those below ground.

Many Arachnids can tunnel, most notably the warriors and workers, and tunnelling forms another important weapon in their arsenal. It is impossible to hold positions for long if the Arachnids can simply tunnel underneath them! Defensively, being underground is even better than being entrenched. Only the most powerful nukes stand much chance of hurting units underground. In order to use tunnelling tactics as an Arachnid player you have to purchase Tunnelling Markers and Tunnel Entrances as part of your forces. Units that are tunnelling have to be represented by Tunnelling Markers and existing exit points from the underlying network are marked by Tunnel Entrances. How much investment you put into tunnelling represents many factors, such as how many workers are available, how tough the local materials are and how long the Arachnids have been around. The choice is yours. Tunnelling units can be deployed at the beginning of the game as Tunnelling Markers if desired, or when entering as Reserves. If a unit on the surface starts tunnelling it will also need Tunnelling Marker, so it is advisable to purchase enough Tunnelling Markers to form a ‘pool’ for your entire force. The Arachnid player will need to keep track of which Marker represents which unit moving under the battlefield. Tunnel Entrances Tunnel Entrances may be deployed along with other Tunnel Entry Points at the beginning of the game but

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Tunnel Entry Points There are four kinds of Tunnel Entry Points: Tunnel Entrances, Camouflaged Tunnel Entrances, Nest Entrances and Bug Central. Of these, the latter two must be placed at the beginning of the game. Should a Nest Entrance or Bug Central be destroyed, is not returned to the Tunnel Entrance pool. When a unit creates a Tunnel Entrance, they cannot create a Camouflaged Tunnel Entrance, Nest Entrance or Bug Central – they can only create a Tunnel Entrance.

any remaining Tunnel Entrances form a ‘pool’ in much the same way as Tunnelling Markers do. Tunnelling units can also create new Tunnel Entrances, so it is advisable to have a number of extra Tunnel Entrances left in your pool to place during the game.

Destroyed Tunnel Entrances Tunnel Entrances that are destroyed are not lost permanently – they are returned to the Arachnid player’s pool. The Arachnid player is allowed to close off his own Tunnel Entry Points if desired, by having a tunnelling unit touching or on that Tunnel Entry Point and taking a Ready action. A Tunnel Entry Point destroyed by the bug player will give the opposing player a number of VPs equal to its value but this amount is not doubled.

The Tunnel Network Tunnel assets must be deployed within the Arachnid player’s deployment area at beginning of the game (with the exception of Tunnel Entrances and Camouflaged Tunnel Entrances, which may be deployed anywhere on the board). Arachnids may always deploy Tunnel assets regardless of their tactics and Arachnid Tunnel assets are worth double their value in mission points if destroyed.

Tunnelling Rules

BECOMING A TUNNELLING MARKER A ground unit can become a Tunnelling Marker in one of three ways: * A unit with the Tunnel/X” trait may start the game as a Tunnelling Marker.

Or * If a unit’s movement leaves it touching a Tunnel Entry Point, it may immediately become a Tunnelling Marker. Note that only a certain number of models may enter or leave a Tunnel Entry Point per turn (see the Entry Point’s description in the Structures chapter for more details). An entire unit must be able to touch a Tunnel Entry Point in order for it to become a Tunnelling Marker in this manner.

Or * A unit with the Tunnel/X” trait may use a Ready action followed by a tunnelling special movement to dig down. At the beginning of the unit’s special movement a new Tunnel Entrance is placed. The unit is replaced with a Tunnelling Marker and then moves its special movement distance. Note: If a swarm digs down, they must remain as a swarm until they resurface. They cannot split into separate tunnelling markers while underground.

TUNNELLING ALONG Tunnelling markers do not need to determine a unit leader – it is assumed that a leader is present in amongst the unit represented by the marker. However, since they do not have a unit leader per se, tunnelling markers cannot swarm. Tunnelling Markers ignore everything that is on the surface, whether it is difficult terrain, impassable terrain or enemy models. Tunnelling Markers that end up within the Alert Status range of ground units do not cause reactions. A Tunnelling Marker can move in one of two ways: * Units with the Tunnel/X” trait may take a Ready action followed by a special tunnelling movement action. Move the Tunnel Marker in any direction.

Or * Tunnelling Markers can take a normal Move action directly towards or away from a nominated Tunnel Entry Point or Tunnelling Marker, representing movement via existing tunnels. A different Tunnel

Entry Point or Tunnelling Marker can be nominated each time a move is made.

TUNNELLING UP A Tunnelling Marker emerges as a ground unit in one of two ways: * Place the emerging models touching the Tunnel Entry Point. A model only needs to be touching the template, so placing a bug so that only the tip of its leg touches the edge of the template is fine. However, placing bugs counts as movement through the template and to their new position, so any persistent weapons or similar effects which target the template will affect them, as will any effects targeting their final position when placed. Remember that only a certain number of models may enter or leave a Tunnel Entry Point per turn (see the Entry Point’s description in the Structures chapter for more details). If some models cannot exit the Tunnel Entry Point due to this rule, leave the Tunnelling Marker in place to show that more are emerging in subsequent actions. If a Tunnel Entry Point is destroyed before the unit fully emerges, the remaining models in that unit suffer D10 damage in the collapse.

Or * The Tunnelling Marker moves onto an existing Tunnel Entry Point. In either case, emerging is resolved in the following manner: 1. Place the emerging models touching the Tunnel Entry Point. Note that only a certain number of models may enter or leave a Tunnel Entry Point per turn (see the Entry Point’s description in the Structures chapter for more details). If some models cannot exit the Tunnel Entry Point due to this rule, leave the Tunnelling Marker in place to show that more are emerging in subsequent actions. If a Tunnel Entry Point is destroyed before the unit fully emerges, the remaining models in that unit suffer D10 damage in the collapse. 2. Remove the Tunnelling Marker. 3. Execute close combat attacks with any models that are within point blank range of the enemy.

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NON-TUNNELLERS IN TUNNELS

ATTACKING TUNNEL MARKERS

A non-tunnelling unit (one without the Tunnel/X” trait) can touch a Tunnel Entry Point and enter the tunnel network – create a temporary Tunnelling Marker for the non-tunnelling unit. This tempoaray marker does not come out of the Arachnid player’s pool. This temporary Tunnelling Marker will disappear when removed.

A Tunnelling Marker can be attacked by units on the surface but it takes seriously powerful weapons, such as atomics, to affect it. A Tunnelling Marker is attacked in much the same way as a structure but is considered to have a Target characteristic of 8+ and a Kill characteristic of 13+. Note that as Tunnelling Markers have no Size characteristic, the Accurate trait is of no benefit when targeting them.

Non-tunnellers are poorly equipped to navigate underground. Each time a non-tunneller takes a Move action underground, it moves its maximum Move distance towards a randomly selected Tunnel Entry Point or Tunnelling Marker (count the number of entrances and tunnelling markers on the table, assign numbers to them and then roll). If this movement takes them through a Tunnel Entry Point, the unit may choose to emerge in the usual manner.

Underground Combat If opposing Tunnelling Markers end up within point blank range underground, resolve this as a simultaneous Charge or Shoot action by both units. All models may use either Close Combat dice or weapons as they wish. The fighting is close and furious so no more actions take place until the combat is completely resolved – there are no flinching rules. Keep rolling for close combat or shooting damage until one unit or the other has been wiped out.

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* Target: Each damage die that equals or exceeds the Target characteristic of a Tunnelling Marker causes a D6 damage die to be rolled against one of the tunnelling models represented by the Marker. Multihit weapons that succeed in hitting the Target number cause a D6 damage die to be rolled for every tunnelling model represented by the Marker. Neither dodge nor armour saves may be made to ignore this damage. * Kill: If the Kill characteristic is equalled or exceeded, the tunnel has been breached. The Tunnelling Marker is replaced with a Tunnel Entrance (a new Tunnel Entrance is created if none are available in the Arachnid player’s pool). Every tunnelling model represented by the Marker causes a D10 damage die to be rolled. Neither dodge nor armour saves may be made to ignore this damage. Any surviving tunnelling models must then emerge.

Structures

STRUCTURES The battles of mankind’s past have often been dictated by key structures – castles, bridges, cities, factories, harbours and the like. The wars of the MI are no different. Their prime targets are Arachnid nests, the underground cities where bugs breed and multiply. Although the brood chambers may be safely hidden below ground, control of the surface can be won if the Arachnid tunnel entrances can be blocked. MI forces also use defensive emplacements to help secure rear areas against the Arachnid threat. Skinnies build wherever they go; the biotechnical construction of their dwellings means that a settlement can appear almost overnight.

STRUCTURE CHARACTERISTICS Size This is the Size of the structure for the purposes of movement rules.

Target and Kill Characteristics The Target characteristic measures how hard the structure is to damage. Damage dice that equal or exceed the Target characteristic inflict one hit on the structure. Damage dice that equal or exceed the Kill score inflict two hits. Killshot and Multihit weapons will work as normal on structures.

Hits A structure’s starting number of hits is generally equal to its Size, unless it is a fortified or part-subterranean structure, in which case it normally has +50% of this.

STRUCTURE RULES Entering or Leaving a Structure An undamaged structure can only be entered and exited by openings already in it – doors, windows, ramps and so on. A model cannot fit through an entryway that is smaller in inches (across its longest diagonal) than its Size characteristic. Any number of models can use the same the entryway providing they can fit through it and have sufficient movement to do so. A damaged structure has got plenty of new entryways blown in it! The number of hits a structure has taken will tell you what Size of model can move through the holes. For example, a section of the MI Outpost Wall has taken four hits, meaning up to Size 4 models can move through it.

Moving Inside a Structure Movement inside a structure is considered to be difficult terrain for all models within it, so the distance models may move is halved. Place models on top of the structure,

Example Structures Name Arachnid Tunnel Entrance Arachnid Camouflaged Tunnel Entrance Arachnid Nest Entrance Arachnid Bug Central MI Ammo Dump MI Bunker MI Outpost Wall Section MI Outpost Platform MI Reliant Weapon Emplacement Skinny Dwelling (Small) Skinny Dwelling (Large) UCF Building (Small) UCF Building (Large)

Material Rock Rock Rock Rock Steel Heavy Steel Heavy Steel Heavy Steel Steel Skinnysteel Skinnysteel Reinforced Concrete Reinforced Concrete

Size 4 4 4 6 4 4 4 6 2 4 6 4 8

Target 8+ 8+ 8+ 8+ 6+ 9+ 9+ 9+ 6+ 8+ 8+ 7+ 7+

Kill 13+ 13+ 13+ 13+ 10+ 12+ 12+ 12+ 10+ 10+ 10+ 10+ 10+

Hits 6 6 6 9 4 6 6 9 3 4 6 4 8

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to show where they are within it. Of course, if you have beautifully multilayered terrain so that you can place models inside structures that is fine too…

Fighting Inside a Structure All models inside a structure gain a +2 cover bonus to their armour save and do not have to flinch unless they want to. Line of sight range inside a structure is limited to D6”. Roll the die each time a unit takes an action inside the structure to represent models sneaking around and moving to different positions from moment to moment. The normal rules for close combat in cover apply to close combat fights within a structure (see page 37).

Targeting a Structure Direct fire and close combat will not significantly harm a structure unless it is specifically nominated as the target – otherwise, models are assumed to be trying to shoot through openings at what is inside rather than blast the structure itself. Lethal Zone Weapons Lethal Zone weapons have the choice of firing direct or in artillery mode when targetting buildings, just as if they were shooting at a unit. Having a Lethal Zone is a big help in hurting a structure; Lethal Zones gain a re-roll to their damage dice against structures.

Tunnelling Under a Structure It is possible to tunnel up inside a structure, causing it considerable damage in the process. Tunnelling models that want to emerge inside a structure roll their Close Combat dice against it. If hits are scored, the tunnel entrance is created within the structure, though enough damage may be done to collapse the structure altogether.

STRUCTURE COLLAPSE If a structure’s hits reach zero, it collapses. Anything inside or on a structure when it collapses is in deep trouble. The collapsing structure rolls a number of D10 damage dice equal to half its Size characteristic against every model inside or on top of it at the time. You can replace the structure with a ruined version or otherwise scatter some rubble around it. Arachnid Tunnel Entry Points (Bug Holes) simply collapse in on themselves and are removed.

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For example, a model standing on an MI Outpost Platform (Size 6) when it collapses takes 3D10 damage in the collapse. Stand Well Back… Collapsing structures do not neatly keel over; they scatter debris and shrapnel over a wide area and collateral damage is almost certain. Determine the structure’s centre point and then roll a single D10 damage die against every model within the structure’s point blank range. Arachnid Tunnel Entry Points (Bug Holes) simply collapse in on themselves and do not cause this spread of damage.

DEPLOYING STRUCTURES In a science fiction environment, some structures will often be present just as part of the scenery (depending on what scenery you have in your collection of course). Set them up with your other terrain however you see fit. Some Army Lists include the option to purchase Emplacement assets, defensive structures built by their force to aid the control of their territory. Emplacement assets are deployed with the rest of the force within the appropriate deployment area, as detailed in the Engagements chapter. The Arachnids have the option of purchasing Tunnel assets, which mostly comprise of Tunnel Entry Points of various sizes. These are deployed with the rest of the force within the appropriate deployment area, as detailed in the Engagements chapter. Tunnel Entrances, camouflaged or otherwise, form an exception to this rule – they may be placed after all other deployments are made and may be placed in the enemy’s deployment area if the Arachnid player wishes.

Structures

MI EMPLACEMENT ASSETS

ARACHNID TUNNEL ASSETS (BUG HOLES) All Tunnel Entry Points give a +2 cover bonus to all models touching the template and count as difficult terrain (all Arachnids always treat them as clear terrain, however).

Ammo Dump

No more than 10 Size points of models can enter or exit from a Tunnel Entrance in a single action.

Forward supply has become a serious challenge in the fast-moving battles on Arachnid and Federation worlds. The troopers on the ground are usually fighting far from what might remotely be called civilisation, or any form of infrastructure, so they frequently rely on drops of stores at pre-designated locations for supply. Any MI unit which has a model in contact with an Ammo Dump treats all of its weapons (other than One-Shot! weapons) as Squad weapons and ignores the ammo rules. Models with OneShot! weapons can replenish them when in contact with an Ammo Dump by taking a Ready action (Atomics may not be replenished). An Ammo Dump that is destroyed rolls 2xD10 damage when it collapses and its point blank range is considered to be 6”.

Camouflaged Tunnel Entrances

Bunker

Tunnel Entrances These are 4” diameter terrain pieces which represent exits for an interconnecting web of tunnels deeper below the surface, enabling Arachnids to move around quickly and efficiently below the battlefield, protected under tons of dirt and rocks. Tunnel entrances can be gigantic mounds of displaced stone and dirt or innocuous sink holes, depending on local geology.

Well hidden among weakened strata and detritus, camouflaged entrances are a hidden peril. Write down the location point of a camouflaged tunnel entrance before deployment begins. Arachnids can use tunnel movement as if an entrance were present at that spot but do not have to reveal its location. Once revealed, by Arachnids emerging from or entering it, it is treated as a normal Tunnel Entrance.

Nest Entrances These look identical to Tunnel Entrances on the surface. In fact, they are exits from a nearby nest complex that can bring additional forces into the fight and are marked by powerful pheromone traces to assist easy navigation. Arachnid units emerging from a Nest Entrance can be placed up to 3” from the edge of the template, to represent them using the nexus of tunnels surrounding it. Reserves may enter the battlefield from a Nest Entrance. No more than 15 Size points of models can enter or exit from a Nest Entrance in a single action.

Bug Central Bug central is a main entrance, 6” in diameter, to a nearby massing point or brood chamber, obvious even from the surface and a primary target. These places crawl big time! Arachnid units emerging from a Bug Central can be placed up to 5” from the edge of the template, to represent them using the nexus of tunnels surrounding it. Reserves may enter the battlefield from Bug Central. No more than 20 Size points of models can enter or exit from Bug Central in a single action.

Bunkers offer environment-sealed protection for personnel in the field. The ‘bunker’ itself could be anything from storage, to workshop facilities, to a vehicle garage or a command post depending on its internal configuration. Hardened structures like these are an indispensable asset in extreme hostile environments. No more than 10 Size points of models can occupy a bunker (maximum individual model Size of 2), gaining +3 cover bonus to their armour save.

Weapon Emplacement Pre-fabricated and air transportable, Weapon Emplacements have proven to be a key asset in the fight against the bug. Trained engineers can emplace weapons in under 20 minutes, allowing the MI to quickly establish a fortified perimeter around landing fields, base facilities or potential breakthrough zones. The Weapon Emplacements themselves are considered disposable and will usually be stripped of armament and abandoned when the fighting moves on. The typical MI Weapon Emplacement is the Reliant Emplacement, armed with an MW-5050 Twin .50 Autocannon, an SW-219-f Inferno Support Flamer, a SW-404 Javelin Missile Launcher, an SW-414 Rapier AA Missile Launcher, an SW-X28 Bugbroom Support Laser or an MW-X29 Scythe Laser Cannon. Any weapon mounted on a Reliant Emplacement has the Fire Arc: F trait added. Note that Reliant Emplacements do not fire themselves – an MI model must be touching the emplacement in its Rear arc. A model doing this may shoot the weapon instead of his personal weaponry.

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HEROIC TRAITS Most troopers will fight with their customary trained discipline but few actively seek to distinguish themselves in battle. They will serve out their term for the Federation and pray they keep their heads down low enough to survive any combat they face. A tiny minority, however, have an indefinable quality that sets them apart from their comrades. Whether owning abilities that make them near superhuman in wartime or simply selected by fate for greatness, these individuals possess incredible traits that can inspire the soldiers they lead. Most armies in Starship Troopers have the option to take one or more models with heroic traits in their Army Lists. The Army List entry for a hero will specify how many points his player may spend on heroic traits and, just as importantly, what kind of heroic traits he can take. The descriptions for the effects of heroic traits are detailed in this chapter. There are three kinds of heroic trait: Qualities: This is the realm of natural aptitude, the kind of raw talent a soldier is born with and perhaps only discovers when he is up to his waist in blood and guts. Talents: Capabilities of the mind, psychic manipulation or preternatural senses. Although humans have some ability in this area, it is more commonly associated with Arachnid brain bugs. Training: These are aptitudes that can be learned but are in addition to the normal training expected of combatants – many of these abilities form part of the training regime of elite units. Any heroic trait marked with an asterisk (*) may not be taken by models in Marauder suits.

One-Shot! Some ability titles have an exclamation point! As the name implies, One-Shot! abilities can only be used once per game.

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QUALITIES Dirty Fighter (+15 points) Whether skilled in martial arts or just mean as hell, the model is a fiend in close combat, skilfully avoiding the attacks of his enemies to launch his own lethal counters. The model gains the Parry trait.

Fast Mover (+15 points) Part of being a hero is getting to the right place at the right time. The hero gains +1” to his Move characteristic and any special movement mode he is capable of.

Fire King* (+100 points) The model excels in fast, accurate direction of fire. Any member of the model’s unit (including the model) within command range can re-roll their damage dice during a Shoot action.

Heroic Surge!* (+30 points) The model can draw on superhuman reserves of determination, giving his all when it would seem impossible he has any more to give. Once per game, the model can take one extra action in its player’s turn (for a total of three actions). Other models do not join him in taking this extra action.

Jumpball Player!* (+20 points) A popular sport won by speed, aggression and agility, jumpball makes good training for any soldier. Once per game the model can add +2 to any dodge saves he has to make for the duration of any turn.

Protagonist! (+20 points) The model has enough good sense to save his best until it’s needed the most. Once per game, the model can make any action or reaction as if he had taken a ready action, allowing special move modes or ready weapons to be used, for example.

Rallying Cry (+10 points) The model has a tremendous presence on the battlefield. His men will not give an inch in combat and would rather die where they stand. All models within his

Heroic Traits command range may choose to ignore flinch results, at the controlling player’s option.

Stay Frosty (+25 points) The model has an uncanny sense of when and where the enemy will strike next. The hero can react on Alert Status if an enemy unit completes an action within 12” of him rather than the usual 10”.

True Grit* (+50 points) The model is as tough as nails. Increase the model’s Target and Kill values by one (so a model with Target 4+ and Kill 7+ would become Target 5+ and Kill 8+).

TALENTS SICON is still exploring the full potential of ‘special talents’, those rare humans with the ability to perform astounding feats of mental skill such as remote viewing, telepathy and precognition. Many other Talents have been reported but few have been satisfactorily studied and fewer have been harnessed. Authorities contend that the Arachnids are a telepathic race, although some conservative scientists remain skeptical. Unless noted otherwise, Talents work automatically, require no line of sight and do not take an action to use. No Talent can be used by or against tunnelling creatures. Enhanced Talents Some individuals show greater capability than others. Certain Talents can be enhanced for an additional cost to represent this. Models paying the extra cost gain the option to use the Enhanced version of the Talent.

Conceal (+30 points) The model can attempt to lull the senses and distract enemies so that they miss the obvious. The model and the unit he is with only trigger Alert Status reactions if they complete an action within 8” of an enemy model instead of 10”.

Ego War (+50 points) The model induces feelings of unreasoning fear and panic in an area. The model must use a Shoot action to engage this Talent. Ego War is treated as an Artillery fire attack.

Ego War Name

Range

Damage

Type

Ego War

36”

Special

Internal

Traits LZ (4”) Special

An Ego War attack does no damage but renders all models within the Lethal Zone incapable of making reactions or actions for the rest of the player turn.

Id Sending (+20 points) The model can use his psychic power to make an attack at a distance. The model must use a Shoot action to engage this Talent. The Id Sending is treated as a ranged attack that does not require line of sight.

Id Sending Name Range Id Sending 36”

Damage D6+1

Type Infinite

Traits Accurate

Rupture (+40 points) The model can initiate a battle of wills with a single enemy model anywhere on the tabletop and try to burst its brain. This talent is dangerous and has a strong possibility of harming the user. The model must use a Ready action to make the attempt. Both players roll a D10. The difference between the rolls is deducted from the hits of the model scoring the lowest. Enhanced (+20 points): Re-roll your D10 if desired.

Sense Presence (+40 points) The model can react on Alert Status if an enemy unit completes an action within 10+D6” of him. Make a roll for the model’s sensing distance each time a reaction could be triggered (for example, an enemy completes an action within 16”). If the model can react, any friendly models within its command range can react too. Enhanced (+20 points): Re-roll the D6 if desired.

Shield! (+50 points) As a Ready action, the model puts up a mental barrier to protect itself and those around it. The barrier has a radius of 6” and is centred on the model’s centre point. The shield absorbs the first four hits scored on models within that area before collapsing. The shield absorbs hits before

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any saves are made against hits. If the shield collapses, the psychic model must make an armour save or take a hit. Enhanced (+20 points): Increase the shield’s strength to six hits if desired.

Suggestion (+60 points) The model can implant a suggestion in the members of a unit, causing them to take a desired action as a special bonus action. The model must use a Ready action to implant the suggestion and may never use this Talent as a reaction. Roll a D6 for the Suggestion attempt – a roll of 4+ indicates the attempt was successful. Modify this roll by –1 if the target unit is not in line of sight and –1 if the target unit is an enemy (thus out of sight enemy units are only affected on a die roll of 6). A friendly unit successfully targeted by Suggestion takes the desired action immediately, even if they have already completed two actions in the player turn. An enemy unit successfully targeted by Suggestion takes the desired action immediately. It is still controlled by the opposing player, even though it is acting out of sequence. In the case of a Move action the unit must move its maximum possible movement (though its player may choose the direction). Enhanced (+20 points): Re-roll the D6 if desired.

Tremor (+40 points) The model creates a resonant harmonic in the ground, dislodging opponents and potentially damaging tunnelling creatures. The model must take a Ready action to release the Tremor. Any model within 6” must flinch away from the model using this talent. Any models represented by Tunnel Markers within 12” suffer D6 damage (as if the Marker itself had suffered a hit). Enhanced (+20 points): Re-roll one or more D6 if desired.

Warning (+40 points) Add +1 to any saves (armour or dodge) that are made by the model. Enhanced (+10 points): The model may apply this bonus to any friendly models within his command range if desired. Every time the model uses this option he must roll a D6. On a 4+ the psychic model takes a hit, representing the additional risk and mental strain the model is undertaking when trying to protect others.

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TRAINING Armourer (+25 points) Dull hours spent learning about weapons, ammunition and how to make sure they all work properly mean that the model and his unit ignore the ammo rules when on Alert Status.

Artillery Corps (+30 points) Days spent learning about trajectories, muzzle velocities and wind effects can pay off surprisingly on the battlefield. The model and any models from the unit he is with can re-roll one of the deviation D6 for scatter when using Artillery fire.

Close Combat Expert (+15 points) Having drilled long and hard in combat training, the model is a force to be reckoned with when fighting at close quarters. He may re-roll his Close Combat damage dice when he initiates a Charge action.

Engineer* (+25 points) With the technical advancement of modern weaponry and armour, some basic training in engineering principles is essential for even the lowliest grunt. Even more specialised training is often a prerequisite for command. By taking a Ready action, a model with Engineer Training can repair one hit of damage on a multihit model within his point blank range on a D6 roll of 4+.

Demolitions* (+20 points) It is all about knowing the right spots to hit. A model with Demolitions Training who plants a Remote weapon may re-roll any damage dice rolled when it is triggered.

Fleet Liaison (+20 points) The model has undergone some level of training with Fleet. He knows how to speak their language and talk them accurately on to a target. During the Air phase, if there is a hero with Fleet Liaison Training on the tabletop, he can assist Air units. Instead of rolling off to determine who selects a unit to use first at the beginning of the Air phase, you can always choose to go first or second.

Heroic Traits K9 Corps Neodog Type K9 Neodog

Value 50

Size 1

Move 6”

K9 Corps* (+50 points) The model has undergone training and bonding with a K9 neodog, enabling him to use its superior senses to scout at a distance. The model gains a K9 Neodog model as a companion. Caleb Bond: The neodog can function at up to twice the K9 Corps model’s usual command range. The K9 Corps model can make an Alert Status reaction if enemy units complete an action within 10” of the neodog. If the neodog is removed a casualty roll a D6 – on a 6 the K9 Corps model is so traumatised by the loss he is removed as a casualty too. If the hero is removed as casualty the neodog is removed as well. Forward Reconnaissance: The presence of a neodog enables the MI player to apply the Pathfinder rule to any one MI unit (as long as that unit does not contain any Marauder suits). K9 Corps models and their neodogs may not enter play in M2 Drop Capsules.

Medic* (+15 points) Medical science has reached a point where almost any patient can survive if he can be brought to a suitable facility. A battlefield medic has the skills if not the resources of these facilities at his fingertips and this can be enough to get a wounded soldier back on his feet and fighting. If a friendly model within the medic’s command range is about to be removed as a casualty for failing a save or suffering a Kill result, you may move the medic into contact with the downed model immediately to keep it in play. The medic and his ‘patient’ may not move or take actions. Roll a D6 at the beginning of each subsequent player turn. 6: The medic stabilizes the patient to the point where he can function fully (for game purposes anyway). Both models can take actions again.

Close Combat D6+1

Target 2+

Save –/2+

Kill 3+

Traits —

2 to 5: The patient needs more care and may not take actions. If the game ends with a model in this state and the medic still in contact with it, the model does not count as a casualty. If the medic takes any actions the patient is removed as a casualty. 1: Despite the medic’s best efforts, the model is removed as a casualty.

Pathfinder (+20 points)* Surveying the battlefield properly with reliable reconnaissance can give a force the advantage of surprise and avoid an early massacre. The model and the unit it is with do not trigger Alert Status reactions in the first game turn. The presence of any Marauder suits in the unit will cancel this special rule.

Sniper (+20 points) There is nothing deadlier than this model and a loaded weapon. His accuracy with a ranged weapon is phenomenal and there is no enemy safe from his sights. The model may re-roll any one of his damage dice in a Shoot action (but not when using Artillery fire).

SICON Military Intelligence (+50 points, MI Lieutenant only) The lieutenant is a fully trained Mobile Infantryman but is also an expert in another area considered vital to SICON strategy: Military Intelligence. The presence of a Military Intelligence officer means the force will have access to special equipment not ordinarily available to them. Count the force the Military Intelligence officer accompanies as one Priority Level higher than it really is for choosing Army List options. The force still counts as its original Priority Level for all other purposes. The presence of a Military Intelligence officer fulfils the Atomic Protocols requirement for choosing Atomic munitions.

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DESIGNER’S NOTES So this is it, the first man-to-monster, science fiction, tabletop miniatures wargame I designed from scratch instead of developing from an established ruleset. I, for one, really like the movement towards more dynamic tabletop rules over the years and I’ve tried to include all kinds of things in this game that I wanted to try in other places. At its heart, Starship Troopers is meant to be a simple game: Move around a lot, roll a lot of dice, blow things up or tear them asunder and above all else, have a good time. Starship Troopers has been a fascinating exercise in balancing two of the most extreme army types I’ve ever come across. Arachnids are the ultimate knife fighters – limited ranged weaponry but deadly at close quarters. Opposing them are the MI, who have more firepower than they know what to do with. Two players learning the tactics of this game are a joy to behold as they each learn how to apply their advantages in more and more effective ways.

FREQUENTLY ASKED QUESTIONS There are many times a Games Designer gets asked questions about the details of the rules when what lies at the heart of the query is: ‘Why did you do things like that?’ I’ve included some notes in the rules themselves but in many places it can be confusing to go into long explanations about why things are done a certain way. For the vast majority of players, just getting the rules across succinctly is more important. Here we can deal with any questions we like and these are the kind of questions I enjoy. It’s a bit bold to say all of these questions are frequently asked. Most of them just came up when playtesters first read the rules and some of them I’ve just made up. But they seem like reasonable questions for anyone to ask, so I’m answering them here.

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The rules aren’t clear or don’t cover this! This first question is the most frequent of all but it comes in a million guises. The rules are written to try and cover all the angles but miniatures games are extremely prone to throwing up weird events. As an analogy, if you take your chessboard away and start moving pieces by one-inch increments, odd situations soon arise. In a game of Starship Troopers you’ll have dozens of ‘pieces’ with unique abilities interacting across a varied battlefield; we should be pleased with ourselves that it makes any sense at all! If you run into a situation where the rules seem unclear start by checking them again. It’s easy to be slightly mistaken or rely on knowledge that was passed on Chinese whispers-style. If that doesn’t resolve things, agree on an outcome with your opponent that will accrue the minimum advantage to either side if it happens again. If the issue is still deadlocked, roll off to settle the issue temporarily. After the game, come to a solid agreement so that you never, ever have to roll off about it again. Why use centre points for measuring instead of base edges or other parts of the model? It seems very fussy. Nine times out of ten you can just measure from anywhere you like and it won’t make a jot of difference. Please feel free to do so. Occasionally, though, typically at some of the most critical junctures in the game, knowing exactly where models are supposed to be is important. After years of playing and writing rules for miniatures games, I’ve found there’s nothing more precise than either centre points or standardised base sizes. Consider that most of the Arachnid models don’t come on bases and...

Designer's Notes Why are there no separate hit and damage rolls? The Target characteristic is really a damage value – it’s assumed you generally have little trouble hitting a target; it is a question of whether you can damage it. Smaller, harder to hit targets generally get dodge saves to try and avoid taking the damage instead. I’ve done it this way because Starship Trooopers has an emphasis on big weapons and big power suits and big bugs. The fact is, you can fire assault rifles at a tanker bug all day, hit it and not kill it – to do that, you need well placed (that is, high rolling) grenades or Accurate weapons like sniper rifles. Or a nuke, of course. The rules for indirect fire make my head hurt. Can’t we just use scatter dice or something? Yep, the indirect fire is rather fiendish, but it’s cool if you can wrap your head around it. That’s exactly what I want. I really want people to use direct fire 80% of the time, and indirect only when it’s tactically ‘right’ to do so. With this nasty arcane rule it becomes a skill you have to learn, a bit like the old ‘guessing the range’ mechanic, but thankfully more random as you can only try to influence the odds. Feel free to use an alternative method for scatter if that floats your boat – there’s plenty out there. Why are there no morale rules? Mainly because they wouldn’t apply to the bugs at all and the MI are so thoroughly motivated and indoctrinated that it is not unreasonable to expect them to fight to the death (almost) every time. Instead, I’ve opted to use the brain space saved for unit command limits, leader losses and ‘flinching’ to physically push apart units so that they get scattered and become less effective in combat. This achieves most of the point of morale rules (stopping every last survivor of a unit from becoming a one-man army) without the need for random dicing and the negative impact that adverse morale results usually entail (for example, near-intact units running away).

The MI get nukes! How can the bugs win? Expensive nukes, always remember that. If the MI fires a nuke and kills a dozen warriors, the Arachnid player is still up on the deal points-wise. In a tactical sense, follow the route of all good communists when confronted with superior firepower: Dig deep and when you do fight, close with the enemy so that they cannot use nukes without killing their own people. Why are MI corporals so expensive when they aren’t any different from normal troopers? In the MI Army List, I’ve charged a premium in points to be a unit leader. Corporals are the lowestrung leader, so they get whacked for the full cost first and don’t get any statistical improvements to show for it. I’ve done it this way because I want unit leaders to be very important for the MI and having cheap corporals would undermine this by allowing low cost spare leaders in every squad. And yes, Arachnids pay nothing for unit leaders. I felt this was an excellent way of showing the advantages of their command structure. Tunnelling seems unstoppable – the bugs chase me around under the ground! Tunnelling is very powerful and it can’t be ignored. It is costly for the Arachnid player to perform – every Tunnelling Marker and Tunnel Entry Point is another parcel of warriors you don’t have to face – and it has limitations. Get to know how tunnelling works. The Arachnids need to use existing Tunnel Entry Points to move around quickly. If you can destroy these or block them with Persistent weapons, the options for tunnelling units become a lot more limited. Also, remember to stay flexible in where you fight – it’s the Mobile Infantry. If you stand on a hill and wait, the bugs will knock you off it. The only question is how long it will take them and how many warriors they will lose doing it. KILL ‘EM! KILL ‘EM ALL!

ANDY CHAMBERS

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GLOSSARY/INDEX A

AA: (Weapon Trait) Abbreviation of Anti-Air. This weapon may attack Air units as well as ground units. Page 26. Accurate: (Weapon Trait) This weapon is exceptionally precise and adds the target model’s Size as a damage bonus. Page 26. Air: (Model Trait) Possessed only in conjunction with the Hover/X” trait, this trait allows the model to become an Air unit. Page 31. Air Phase: The phase at the end of a game turn when Air units’ actions are resolved. Page 132. Air Unit: These units fly far above the terrain and have special rules detailing how they interact with the ground and each other. Page 132. Air Transport: Ground units may board and disembark from an air transport if it has landed. Page 135. Alarm Screech: (Special Arachnid Reaction) Arachnid models initiating this reaction Move themselves and any other Arachnid models within 6”. Page 114. Alert Status: Models fall into Alert Status once their player’s turn has ended. Any enemy model finishing an action within 10” of an Alert Status model causes a reaction. Page 12. Ambush: (Skinny Officer Special Rule) Forces including a Skinny officer may use this rule to hide units in terrain before the deployment phase. Page 126. Ammo Rules: Abbreviation of Out of Ammo Rules. Annihilate: (Mission) A mission where your force’s goal is to eradicate the opposition. Page 53. Ape: Slang term for a Mobile Infantryman. Also a nickname for the M8 Marauder suit. Arachnid: A member of the galaxy-spanning Arachnid race. Armour Save: The lower a model’s armour save, the more heavily armoured and protected it is. Page 23. Army List: Every force in the Starship Troopers miniatures game is chosen from that race’s Army List, representing the units and models available to a commander. Artillery Fire: A fire mode for Lethal Zone weapons, where a target point rather than target model is designated and the Lethal Zone generated will probably scatter. Page 40. Assets: Types of support available to a Starship Troopers force. Auto: (Weapon Trait) These weapons generate a 6” Fire Zone rather than the usual 3”. Page 26.

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Atomic Protocols: In order to be eligible to select Atomic munitions in his force, an MI player must fulfil Atomic Protocols. Page 83. Attack: (Tactic) Aggressive tactic; affects deployment areas and allows half of your army to be held as Reserves. Page 54.

B

Base: Some models may benefit from being put on a miniatures base but it is not required for play. Page 16. Battle Line: (Deployment Area) Deployment type where both forces set up in opposite long edge halves of the playing surface. Page 55. Beat Feet: (Special MI & Skinny Reaction) MI or Skinny models may Move as a reaction. Page 79. Blaster Bug: An Arachnid species with a vicious heatbased ranged attack. Blister Bug: An Arachnid species with a vicious acidbased ranged attack. Brain Bug: An Arachnid species, the controllers and coordinators of their kind. Bug: Slang term for Arachnid. Burn: (Flight Speed) The fastest flight speed; full throttle. Page 133.

C

Caleb: Another term for a neodog. Cap Trooper: ‘Cap’ is short for capsule; the term ‘cap trooper’ means an MI has made at least one combat drop and is qualified to use power suits. All troopers given statistics in this book are cap troopers. Characteristics: All models, weapons and significant elements in Starship Troopers possess characteristics. Model characteristics are Value, Size, Move, Close Combat, Target, Save, Kill and Traits. Weapon characteristics are Range, Damage, Type and Traits. Charge: (Action) An action that combines movement with a point blank range attack upon an enemy model. Page 42. Charge (Crash): An Air unit action usable only by missiles which causes them to crash and detonate their warhead. Page 134. Charge (Flyby): An Air unit Charge action; a high speed flyby that causes simultaneous Close Combat damage. Page 134. CHAS: Abbreviation of Cybernetic Humanoid Assault System. Cherenkov Drive: The engine system that allows UCF spacecraft to travel at faster-than-light speeds.

Glossary/Index Chickenhawk: Nickname for the M9 Marauder suit. Climb/X”: (Model Trait) A model with this trait may use a Move action to make a special climbing movement, up to the distance indicated, following a Ready action. Page 31. Close Combat: (Model Characteristic) A model may use his Close Combat dice as damage dice when within point blank range, usually after a Charge action. Page 23. Command Assets: All Army Lists have Command assets, representing the support received from superiors in a force’s organisation. Command Range: The default command range is 6”; models must stay within the command range of their unit leader to avoid falling out of command. Page 19. Co-ordinate: (Brain Bug Special Rule) Forces including a brain bug may nominate an Arachnid unit to perform one extra action per Arachnid player turn. Page 113. Corporal: The lowest command rank in the MI; unit corporals immediately become unit leaders should the squad sergeant be removed. Countercharge: (Special Arachnid Reaction) Arachnid models may Charge as a reaction. Page 114. Cover: Objects that obscure line of sight without blocking it may provide cover for a targeted unit, which gives a bonus to armour saves and can prevent flinching. Page 37. Cpl: Abbreviation of Corporal. Crew: (Weapon Type) Weapons of this type usually count as Pack weapons but count as Squad weapons if nearby models help. Page 26. Cruise: (Flight Speed) Medium flight speed; half throttle. Page 133. Cybernetic Humanoid Assault System: A robot combat unit available to MI forces in heavier engagements.

D

Damage: (Weapon Characteristic) This characteristic shows the dice rolled when this weapon is used in an attack. Page 25. Damage Bonus: Weapons with a damage bonus, represented by a ‘+X’ next to the damage dice, are particularly penetrating or easy to fire. Page 25. Damage Dice: These are rolled and compared to a target’s Target and Kill characteristics to see how effective an attack has been. Page 35. Damage Dice Allocation: Special rules that separate damage dice before they are rolled, only used when models from multiple units are covered by a Fire Zone. Page 26. Deep Defence: (Deployment Area) Deployment type where both forces set up in opposite short edge halves of the playing surface. Page 55. Defend: (Tactic) Stalwart tactic; affects deployment areas and allows you to choose which table half or quarter to deploy in. Page 54.

Delay: (Mission) A mission where your force’s goal is to hold up the opposition’s advance. Page 53. Deployment: The process where forces are placed on the tabletop before the first game turn begins. Page 54. Deployment Area: The particular section of the tabletop that you may deploy your force within. Page 54. Difficult Terrain: Typified by woods, water hazards and swamps, this will halve your movement if you cross it, unless you are larger than it. Page 30. Direct Fire: A fire mode for Lethal Zone weapons, where they do not generate a Lethal Zone but instead fire directly at a target model, creating a Fire Zone (or joining in with their squad’s Fire Zone). Page 39. Dodge Save: The lower a model’s dodge save, the nimbler and more likely to entirely avoid an attack it is. Not as common as armour saves but only dodge saves may be attempted against Kill results. Page 23. Drop Capsule: The M2 Drop Capsule is a delivery system for MI cap troopers and marauder suits that drops them through the atmosphere of a planet for swift deployment. Dropped: (Munitions Delivery Mode) Dropped munitions are released from Air units using Shoot (Bomb) actions. Page 25.

E

Emplacement Assets: The MI Army List has Emplacement assets, representing entrenched structures in place for defensive purposes. Page 81. Encounter: (Deployment Area) Deployment type where both forces set up in opposite corner quarters of the playing surface. Page 55. Engagement: A generic confrontation between two forces, as generated by the 3X3 Mission Generator. Page 53.

F

FedNet: The official war broadcasters of SICON. Fire Arc (X): (Weapon Trait) Weapons with this trait may fire only in a certain direction. Page 26. Firefry: An Arachnid species with a vicious fire-based ranged attack. Fire Zone: A 3” radius circle created when weapons are fired at a target model, representing the tendency of firepower to spread over a limited areas. Page 34. Flame: (Weapon Trait) Weapons with this trait ignore cover bonuses and dodge saves. Page 26. Fleet: The Fleet are the transport and aerial support arm of SICON. Fleet Assets: The MI Army List has Fleet assets, representing the air support the MI may call upon. Flight Speed: An Air unit must declare whether it is moving at Burn, Cruise, Loiter or V/STOL flight speed before it makes any actions in the Air phase. Page 133.

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Flinch: A model flinches after making a successful armour save or when too close to a larger enemy unit at the end of an action. Flinching represents being forced backwards by firepower or a sudden remembrance of mortality. This normally consists of a 2” move away from the reason for the flinch. Page 36. Force Value: All forces involved in a game of Starship Troopers will have the same Force Value, representing the sheer amount of units and resources a force has available to fight with. Page 52.

G

Galactic Web Theory: The speculative theory that Arachnid brain bugs may communicate telepathically over stellar distances. Game Length: A game of Starship Troopers lasts a variable number of turns, dependent on the highest Priority Level of the forces involved. Page 56. Game Turn: One game turn consists of each player taking a single player turn, followed by an Air phase. Go Career: Some MI models, notably lieutenants and NCOs, may Go Career and purchase heroic traits. Page 80.

H

Heroic Traits: Special traits, split into Qualities, Talents and Training, which represent models with abilities above and beyond the norm for their type. Page 142. Hide: (Special Skinny Reaction) Skinny models may Hide as a reaction, which improves their saves by +1 until the end of the player turn. Page 126. Hold: (Mission) A mission where your force’s goal is to deny the opposition’s advance into your territory. Page 54. Hopper Bug: An Arachnid species, one of the few that is capable of flight. Hover/X”: (Model Trait) A model with this trait may use a Move action to make a special hover movement, up to the distance indicated, following a Ready action. Page 31. Hits/X: (Model Trait) Models with this trait can take more than a single hit before being removed and do not flinch. Page 23.

I

Impassable Terrain: Typified by walls, cliffs and sheer drops, this terrain may not be moved through unless you are of a larger Size than it. Page 30. Independent: (Model Trait) These models can act independently of other units, join in with them or even form a unit of their own if the conditions are right. Page 23.

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Infiltrate: (Skinny Officer Special Rule) Forces including a Skinny officer may use this rule in conjunction with Probing tactics to not trigger Alert Status reactions for their first player turn. Page 126. Infinite: (Weapon Type) Extremely well resourced and supplied, Infinite weapons may always be fired. Page 26. Internal: (Weapon Type) Owing to a slow rate of ammunition regeneration, weapons with this trait may only be fired once per player turn and may not be fire on Alert Status. Page 26.

J

Jump/X”: (Model Trait) A model with this trait may use a Move action to make a special jumping movement, up to the distance indicated, following a Ready action. Page 31.

K

Kill: (Model Characteristic) Rolled damage dice that equal or exceed a model’s Kill characteristic remove that model from play, unless it possesses the Hits/X trait or succeeds a dodge save. Page 23. Killshot: (Weapon Trait) Killshot weapons treat all Target results as Kill results. Page 26.

L

Last Stand: (Mission) A mission where your force’s goal is to stay alive until reinforcements arrive. Page 54. Launched X”: (Munitions Delivery Mode) Launched munitions follow the usual rules given for its launcher type and have a Range of X”. Page 25. Lethal Zone: An area of damage created when Lethal Zone weapons are fired in Artillery mode; all models whose centre point falls within a Lethal Zone are affected by the weapon’s damage dice. Page 40. Lieutenant: Officers and platoon leaders of the MI. Line of Sight: One of the criteria for a successful Shoot attack is being able to see the target model. Page 32. Loiter: (Flight Speed) Slow flight speed; minimum throttle. Page 133. LOS: Abbreviation of Line of Sight. Lt: Abbreviation of Lieutenant. LZ: Abbreviation of Lethal Zone. LZ (X”): (Weapon Trait) The weapon is capable of firing either in direct fire or Artillery fire mode – when used in the latter mode it will generate a Lethal Zone of X” radius that may scatter from the target point. Page 26. LZ (X”/LOS): (Weapon Trait) As above, save that the Artillery mode may no longer be used to target points not in line of sight. Page 26. LZ (Stream): (Weapon Trait) When fired in Artillery mode, the Lethal Zone created by this weapon is a 2” wide path that stretches from the firing model outwards. Page 26.

Glossary/Index

M

Marauder Suit: A powered exoskeleton and armoured suit that mounts tremendously powerful and modular weapon systems whilst remaining mobile. Two models are in common use: The M8 ‘Ape’ and the M9 ‘Chickenhawk’. MI: Abbreviation of Mobile Infantry. Mission: The particular goals and imperatives a force has in a given engagement. Page 53. Mission Points: The player with the most mission points at the end of a game is the winner. Mission points are gained in different ways depending on your specific mission. Page 56. Mobile Infantry: The Mobile Infantry are the military arm of SICON. Move: (Action) An action that moves a unit their Move characteristic in inches; if taken following a Ready action, the Move action may be a special movement mode. Page 29. Move: (Model Characteristic) Whenever a model is involved in a Move action, it may move up to its Move characteristic in inches (before modifiers such as difficult terrain are taken into account). Page 23. Move (Fly): A special Air unit action. All Air units must perform this as their first action in an Air phase turn. Page 134. Move (Take Off ): An action only performable by landed Air units that allows them to take off during a player’s turn. Page 134. Munition Delivery Modes: Every kind of munition has one or more ways to be employed, whether it may be Dropped, Launched, Placed or Thrown. Page 25. Multihit: (Weapon Trait) Multihit weapons inflict two hits on Target results and four hits on Kill results. Page 27. Multihit: Multihit models is another term for models with the Hits/X trait.

N

Natural 1: A die that rolls a natural 1 is always considered failure unless otherwise specified. Page 16. NCO: Abbreviation of Non-Commissioned Officer. The second-highest rank commonly available to MI forces, NCOs are officers and occasionally platoon leaders. Neodog: Also called a K9 neodog or caleb, the neodog is a genetically engineered creature that bonds with an MI handler and provides superior reconnaissance for the Mobile Infantry. No Flinch: (Model Trait) Models with this trait ignore the flinching rules. Page 24.

O

Officer: All lieutenants, NCOs and SICON Military Intelligence agents are officers. One-Model Unit: A one-model unit operates alone but is not as flexible as an Independent unit. Page 21.

One-Shot!: (Weapon Type) One-Shot! weapons may be used only once per game. Page 26. Open Terrain: Terrain that in no way impedes or hinders models is sometimes referred to as open terrain. Out of Ammo Rules: The out of ammo rules are used by models firing as a reaction. Natural 1s rolled on damage dice render models unable to perform Shoot reactions for the remainder of the player turn. Page 14. Out of Command: Unit models that are not within command range of their unit leader are out of command and will no longer take actions, instead remaining on Alert Status and reacting only, for the remainder of the game. Page 20. Overrun: (Mission) A mission where your force’s goal is to bypass or steamroll over the opposition. Page 54.

P

Pack: (Weapon Type) Owing to a slow rate of fire or reload time, weapons with this trait may only be fired once per player turn and may not be fired on Alert Status. Page 26. Parry: (Weapon Trait) Models with this trait force an enemy model attacking them with Close Combat dice to re-roll one of the damage results. Page 27. Persistent: (Weapon Trait) Persistent weapons continue to inflict damage through burns, poison or other means long after they were originally fired. Page 27. Piercing/X: (Model Trait) The model’s natural attacks rend armour with ease; any enemy hit by this model’s Close Combat dice has its armour save reduced by X. Page 24. Piercing/X: (Weapon Trait) Piercing weapons reduce a hit model’s armour save by X, as they rend the armour material with ease. Page 28. PL: Abbreviation of Priority Level. Placed: (Munitions Delivery Mode) Placed munitions use the Remote rules to determine when and how they detonate. Page 25. Plasma Bug: An Arachnid species, capable of firing deadly plasma strikes that can devastate ground units or take out aircraft or spacecraft. Platoon: An organisation of MI troopers greater than squad level, commanded by a lieutenant. Player Turn: Each player has one player turn within the game turn. A player turn consists of every unit in your force taking two actions. Point Blank Range: A model’s point blank range stretches for its Size in inches around its centre point and is primarily used for determining how close a model needs to be in order to use its Close Combat damage. Page 17. Power Suit: The power suit is the key to the Mobile Infantry’s effectiveness. By greatly increasing the strength and manoeuvrability of a trooper, power suits are the ultimate form of tactical armour.

151

Priority Level: The higher a force’s Priority Level, the greater importance a commander has placed on the mission’s success and the more alternatives are available. Page 52. Private: Privates are the rank and file troopers of the MI. Probe: (Tactic) Cautious tactic; affects deployment areas and allows half of your army to move onto the board in your first player turn rather than being deployed normally. Page 54. Promote: (Special MI Lieutenant Ready Action) Promotion allows lieutenants to nominate temporary or permanent replacements for lost unit leaders in his force. Page 79. Pte: Abbreviation of Private.

Q

Quality: (Heroic Trait) Heroic traits that represent personal aptitude or excellence, rather than intensive Training or psychic Talents. Page 142.

R

Range: (Weapon Characteristic) One of the criteria for a successful Shoot attack for the target model to be within the firing weapon’s Range characteristic. Page 25. Reaction: An action performed when on Alert Status. The default reaction is Shoot. Page 12. Readied Model: A model whose previous action (or reaction) was to Ready. Ready: (Action) This action covers a range of options but the purpose need not be stated until the following action is stated. Page 45. Ready: (Weapon Trait) Ready weapons require a model to be readied in order to fire. Page 28. Remote: (Weapon Trait) These weapons must be placed with a Ready action – a subsequent Ready action will detonate them and trigger the weapon’s Lethal Zone. Page 28. Reserves: Units using the Reserves rule can appear onto the table from any table edge from your second player turn. Page 56. Retaliate: (Model Trait) Models with this trait inflict their Close Combat damage upon any models within point blank range when they are removed as a casualty. Page 24. Retaliate: (Weapon Trait) Weapons with this trait inflict their damage dice upon any models within point blank range when their model is removed as a casualty. Page 28. Retrieval Point: (Special MI Lieutenant Ready Action). Nominating a Retrieval Point allows out of command models to treat it as their unit leader, no matter where they are on the board, though only Move actions may be made. Page 79.

152

Rolling Off: The temporary way of deciding a rules issue during a game, where both players roll a D6 and the highest roller is assumed to be correct. Page 56.

S

Save: (Model Characteristic) Models may have up to two save types, dodge or armour, represented in the following manner – dodge/armour. A model that equals or exceeds the save number ignores a hit or Kill result. Page 23. Scenario: A specific confrontation, usually historical, where Force Value, Priority Level and sometimes tactics and unit choices are pre-set. Page 53. Senior Sergeant: Another term for NCO. Sergeant: These are the default unit leaders for MI squads. Shoot: (Action) This action allows a unit to fire one weapon per model at a target model, though unit models with LZ weaponry may fire at separate target points. Page 32. Shoot (Bomb): A special Air unit action that drops ordnance upon ground targets. Page 134. Shoot (Dogfight): A special Air unit action that targets another Air unit with ranged weaponry. Page 134. Shoot (Strafe): A special Air unit action that strafes ground targets with non-ordnance weaponry. Page 135. SICON: Abbreviation of Strategically Integrated Coalition of Nations. Size: (Model Characteristic) A rough representation of the model’s stature, mass and impact in relation to other models – the higher this characteristic, the larger the model is. Page 23. Skinny: Skinnies are tall, slim aliens known for their odd mannerisms and inscrutable nature, at least as far as humans are concerned. Skinnysteel: MI term for the strange biotechnological resinous metal that Skinnies seem to use for everything from power suit design to dwelling construction. Special Movement Mode: A readied model may use a special movement mode. The most common special movement modes are climbing, jumping, hovering, tracked, tunnelling and wheeled. Page 30. Species: Arachnid tactics often depend upon whether a given Arachnid is the same species as another. Squad: (Weapon Type) Squad weapons may fire in any action but use the ammo rules when firing as a reaction. Page 26. Stand By: (Special MI Reaction) MI models may Ready as a reaction. Page 79. Strategically Integrated Coalition of Nations: The overall armed forces co-ordinating body, encompassing the Mobile Infantry and Fleet. Swarm: Any Arachnid model can link with another Arachnid model of the same species within 3” and form a swarm, a temporary unit of up to 15 models. Page 114.

Glossary/Index

T

Tactics: The tactical choices of attack, defend and probe help delineate deployment areas and special rules for an engagement. Page 53. Talent: (Heroic Trait) Heroic traits that represent peculiar psychic Talents, rather than personal Qualities or extensive Training. Page 143. Tanker Bug: An Arachnid species, particularly large and dangerous, capable of spitting a corrosive stream. Target: (Model Characteristic) Rolled damage dice that equal or exceed a model’s Target characteristic remove that model from play, unless it possesses the Hits/X trait or succeessfully makes a save. Page 23. Target Model: All weapons except those using the Artillery fire rules require a target model; firing unit models who are not in range or LOS of that model cannot fire. Page 32. Target Point: Weapons using the Artillery fire rules designate a target point, which may deviate. Page 40. Terrain: There are three kinds of terrain: Open, difficult and impassable. Page 29. Thrown X”: (Munitions Delivery Mode) Thrown munitions follow the usual rules for Artillery fire and have a Range of X”. Page 25. Tracks/X”: (Model Trait) A model with this trait may use a Move action to make a special tracked movement, up to the distance indicated, following a Ready action. Page 31. Training: (Heroic Trait) Heroic traits that represent extensive Training above and beyond that normally given to a unit of this type, rather than personal Qualities or psychic Talents. Page 144. Traits: Both models and weapons may have traits. Traits define additional rules that apply to that model or weapon, beyond the normal rules attached to characteristics. Transport Bug: An Arachnid species, the largest ever encountered, the transport bug is capable of interstellar flight and carries vast numbers of Arachnids from world to world. Tunnel/X”: (Model Trait) A model with this trait may use a Move action to make a special tunnelling movement, creating a Tunnel Entrance and converting the model into a Tunnel Marker, which is moved up to the distance indicated, following a Ready action. Page 31. Tunnel Assets: The Arachnid Army List has Tunnel assets, representing the extensiveness and flexibility of the existing tunnel network in a given engagement. Tunnel Entrance: The most plentiful type of Tunnel Entry Point; these templates form a pool for the Arachnid player’s use throughout the game. Page 136. Tunnel Entry Point: Tunnel Entrances, Camouflaged Tunnel Entrances, Nest Entrances and Bug Central are all Tunnel Entry Points, established holes to the underground Arachnid tunnel network. Page 136.

Tunnel Marker: These Markers represent units tunnelling underground. Page 137. Type: (Weapon Characteristic) Different types of weapon operate in different ways. The most common weapon types are Squad, Crew, Pack, Internal, One-Shot! and Infinite. Page 26.

U

UCF: Abbreviation of United Citizens’ Federation. Underslung: (Weapon Trait) An underslung weapon may be fired instead of the weapon it is attached to in a Shoot action. Page 28. United Citizens’ Federation: The body politic of humankind, technically in command of SICON and its resources. Unit Leader: A unit leader generates a command range, which his unit must remain within in order to remain fully effective. The loss of a unit leader ranges from insignificant for Arachnids to devastating for MI. Page 19.

V

Value: (Model Characteristic) A game mechanic representing the relative ‘worth’ of a model. The totalled Values of a player’s force may not exceed the agreed Force Value. Page 22. V/STOL: (Flight Speed) Slowest flight speed; maintaining rough position over a given area. Page 133.

W

Warrior Bug: The Arachnid species encountered most frequently by humankind, devastatingly fast and strong combatants that are capable of rending an entire MI platoon to shreds should they be able to close range. Worker Bug: An Arachnid species, virtually identical to the warrior bug, but lacking its aggression or offensive effectiveness. Wheels/X”: (Model Trait) A model with this trait may use a Move action to make a special wheeled movement, up to the distance indicated, following a Ready action. Page 31. Winning: The player with the most mission points by the end of the game is considered the winner. Page 56. Wounded Units: Multihit units reduced to a single hit are considered wounded and may only take one action per player turn. Page 20.

Z

Zone: Any model that has its centre point within a zone can be affected by that zone. Models outside of a zone may not be affected by it. Page 16.

153

Over the next few pages you’ll find all the templates needed to play the game - templates for lethal zone weapons, tunnelling markers and templates representing Arachnid tunnel entrances, nests and bug central. We recommend that you photocopy these pages and glue them onto thick card before cutting them out. Plastic templates are also available - check out the Mongoose website for details.

2” radius Lethal Zone

Missile

3” radius Lethal Zone

Missile

10”Stream 6” 1” radius Lethal Zone

For reasons of space, the stream template is 10” long. If you are using a weapon which requires a longer stream than this, simply measure out the stream to its full distance (usually 12”) and move the stream template forward to this point. Any models passed over are affected, just as though the template was one continuous stream

9”

Slingshot

Tunnel Entrance

Tunnelling Marker

Tunnelling Marker

Tunnelling Marker

Tunnelling Marker

Tunnelling Marker

Tunnelling Marker

Tunnelling Marker

Tunnelling Marker

Bug Central

Tunnelling Marker

Tunnelling Marker

Tunnelling Marker

Tunnelling Marker

Tunnelling Marker

Tunnel Entrance

Tunnel Entrance

Tunnel Entrance

Tunnel Entrance

Tunnelling Marker

Tunnelling Marker

Tunnelling Marker

Tunnelling Marker

REFERENCE TABLES MI WEAPONS LIST Squad Weapons

Damage

Type

SW-226-f Hel Infantry Flamer

10”

D10+2

Squad

TW-201-s Morita Carbine TW-201-1 Morita Sniper Rifle TW-203-a Morita Assault Rifle XW-110-G1 G/L ~ M-290 Flechette Grenade

15” 30” 20” — 8”

2xD6 D6 2xD6 — D6+1

Squad Squad Squad — Pack

~ M-291 Frag Grenade

15”

D6

Pack

~ M-295 Bugshot Grenade

10”

D6+2

Pack

6”

D10+1

Pack

IW-203-a Morita Ape Special

20”

2xD6+1

Squad

Close Combat Weapons

Range

Damage

Type

XW-137-A3 Trench Sweeper Laser

CC-176-ER Shock Stick

Close Combat

As user

Traits Flame LZ (Stream) Retaliate Auto Accurate Auto — Underslung LZ (2”) Underslung Ready Underslung LZ (Stream) Underslung Auto

Traits Parry Piercing/1 —

IW-228 Utility Claws

Close Combat

2x as user

Support Weapons

Range

Damage

Type

Traits

IW-422 Hellseed Y-Rack

Special

D6

Pack

MW-209 Trip Hammer Mortar

36”

D6+2

Pack

MW-558 Spitball R/L SW-402 Triple Thud G/L

12” 15”

2xD10 3xD10

Pack Pack

SW-219-f Inferno Support Flamer

12”

2xD10+2

Pack

See Page 95 LZ (2”) Ready Piercing/1 Piercing/1 Flame LZ (Stream) Retaliate

Missiles and Rockets

Range

Damage

Type

Traits

SW-404 Javelin Missile Launcher ~ M-714A2 Firecracker HE Missile

— 60”

— 3xD6

— Pack

60”

D10

Pack

SW-414 Rapier AA Missile Launcher

~ M-780A5 AA Birdbolt Missile

60”

D10

Pack

SW-490 Blizzard Missile Pack

60”

2xD10

One-Shot!

— LZ (2”) Accurate LZ (1”) Piercing/2 — AA Accurate LZ (2”) Piercing/1 Ready LZ (3”) Ready

Autocannon

Range

Damage

Type

~ M-766A1 Holepunch HEAP Missile

158

Range

MW-206 Derringer Light Rotary Cannon

20”

4xD6

Squad

MW-265 Sixgun Rotary Cannon

30”

3xD6+1

Squad

MW-5050 Twin .50 Autocannon

30”

4xD6+1

Crew

Traits AA Auto AA Auto Piercing/1 AA Auto Piercing/1

Templates & Reference Tables Lasers

Range

Damage

Type

Traits LZ (Stream) Piercing/1 Ready LZ (Stream) Piercing/2 Ready

SW-X28 Bugbroom Support Laser

40”

3xD6+2

Pack

MW-X29 Scythe Laser Cannon

36”

D10+3

Pack

Hand Grenades

Range

Damage

Type

Traits

M-902F Frag Grenade

8”

D10

Pack

M-904C Chem Grenade

8”

3xD6

Pack

LZ (1”) LZ (2”) Persistent

Munitions

Range

Damage

Type

Traits

M-918 Scatter Bomb

Dropped

3xD6

One-Shot!

M-908P Plasma Munition

Launched 60” Placed Thrown 6”

2xD10

One-Shot!

M-997 Firestorm Bomb

Dropped

2xD10+2

One-Shot!

Dropped Launched 60” Placed

3xD10+4

One-Shot!

Dropped Placed

3xD10+4

One-Shot!

LZ (3”) Flame Killshot LZ (3”) Persistent (Remote if Placed) Flame LZ (4”) Flame Killshot LZ (5”) Multihit (Remote if Placed) Flame Killshot LZ (7”) Multihit (Remote if Placed)

M-998A1 Atomic Pee-Wee Munition

M-999A2 Atomic Ajax Munition

ARACHNID WEAPONS LIST Name

Range

Damage

Type

Traits

Blaster Bug Heat Blister Bug Acid Firefry Flame

18” 12” 9”

D6+1 D10 D10

Internal Internal Internal

Plasma Discharge

72”

2xD10+3

Internal

Tanker Spit

18”

D10+D6

Internal

Flame Piercing/1 Flame AA Fire Arc: FxR LZ (3”) Multihit Ready Piercing/1 Fire Arc: F Flame LZ (Stream) Persistent

SKINNY WEAPONS LIST Name

Range

Damage

Type

Traits

Constrictor Rifle

18”

D6

Infinite

Nerve Beam

36”

D6+1

Infinite

Skinny Shock Stick

Close Combat

As user

Skinny Bomb

Placed

2xD10+2

One-Shot!

Piercing/2 Accurate Killshot LZ (Stream) Ready Parry Piercing/1 Flame LZ (4”) Remote

159

DO YOU WANT TO KNOW MORE? The Starship Troopers Miniatures Game

This book is merely the starting point for the Starship Troopers Miniatures Game and just part of the large range of miniatures and supplements available. New releases for the game are being made available all the time – check them out on the Mongoose Publishing website:

www.mongoosepublishing.com The Mongoose Publishing website also includes an archive of downloads for Starship Troopers, such as quick references sheets, painting articles and other useful information.

The Klendathu Invasion

This first supplement for the Starship Troopers Miniatures Game details the Klendathu Invasion – the largest combined Fleet and Mobile Infantry operation of the Arachnid War to date. Inside the Klendathu Invasion: Invasion: The story of Starship Troopers continues, from the initial preparations for invasion to the final retreat. Army Lists: The Mobile Infantry gains the use of the huge Invasion Companies, while Arachnids fight back with cunning traps and tunnel systems. Fighting on Klendathu: Determine the fate of your own Mobile Infantry company during the invasion in a complete camapign.

Signs & Portents

Mongoose Publishing’s monthly magazine, Signs & Portents includes regular articles for Starship Troopers, details of all the latest releases and more. Signs & Portenrs regularly includes rules for new units for the Starship Troopers game, painting and modelling advice, tactical insight and battle reports. Signs & Portents is essential reading for all players of the Starship Troopers Miniatures Game.

Starship Troopers: The Roleplaying Game Join the fight on a whole new battlefield with the Starship Troopers Roleplaying Game. Take on the role of a Mobile Infantry Trooper, a member of humanity’s most advanced armed force.

Battling across space in a desperate struggle for the control of a galaxy you will not just be fighting for your life – but for the survival of your species. Arrayed against you stand the Arachnids, the Skinnies ans countless other alien terrors! Never forget that you are fighting for the very survival of the human race. Show your enemies no mercy for you can expect none in return.

160

157587114-MGP9106-Starship-Troopers-Miniatures-Rules.pdf - PDFCOFFEE.COM (2024)
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