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82.47.15.

Credits and Contents

MOBILE INFANTRY ARMY BOOK


CREDITS
Authors
Matthew Sprange, Matt Keefe

Editor
Richard Ford

Cover Art
Kieran Yanner

Internal Art
Scott Clark, Vincent Dutrait, Marcio
Fiorito, Juan Manuel Espinosa, Sam
Hart, Kythera, Iordanis Lazaridis,
Danilo Moretti, Phil Renne, Chad
Sergesketter, Alejandro Villen, Dave
Wiggins, Kieran Yanner

Figure Painter
Adrian Walters

Sculptors
Shane Hoyle, Bobby Jackson,
Bob Naismith, Ben Saunders,
Steve Saunders

Miniatures Manager
Ian Barstow

Production Director
Alexander Fennell

Proofreader
Allyson Miller

CONTENTS

Introduction
The Mobile Infantry
The Threat to Humanity
Campaigns of the Mobile Infantry
Units of the Mobile Infantry
Hobby Section
Platoon Level Forces
Power Suit Platoons
Marauder Platoons
Exosuit Platoons
Auxiliary Units
Weapons List
Company Level Forces
Heroic Traits
Emplacement Assets
Mobile Infantry Reference Guide

2
3
4
5
7
11
20
22
28
35
40
48
53
55
58
60

Starship Troopers: Mobile Infantry Army Book TM & (C) 2006 TriStar Pictures Inc. All Rights
Reserved. Mongoose Publishing Ltd. Authorised User. Reproduction of any part of this work by any
means without the written permission of the publisher is expressly forbidden. Printed in China.

82.47.15

Introduction

INTRODUCTION
Today, mankind faces a battle for survival. In the

The Mobile Infantry Army Book

galaxy, there is a war among the species and there can now
only be one victor. The scourge of the Arachnids washes over
entire worlds and even the Skinnies are showing signs of full
mobilisation. There is only one force that can stand against
these threats and all the other dangers lurking in the universe.
The Mobile Infantry are the best trained and best equipped
troops in Earths history and they are all that stand between
the human race and oblivion.

This army book provides a full update to the Mobile Infantry


lists found in the main Starship Troopers rulebook. Here
you will find all the tools you will require when fighting the
Arachnids, Skinnies and new alien menaces soon to make
their presence known.

Over the years, the Mobile Infantry has been trained to fight
insurgents, terrorists, disgruntled colonists and even the
extra-terrestrial onslaught of the Skinnies. Now the danger
has worsened and mankind looks to the Mobile Infantry for
security.

Forces of the Federation: Overview of the military within the


United Citizens Federation, including some of their famous
campaigns and most dangerous foes.

Ready to deploy on any world of the known universe, even the


far reaches of Klendathu itself, the Mobile Infantry can take
on any foe of any size or shape. Utilising the latest military
hardware developed by SICON and trained to the peak of
human endurance there is no mission the versatile troopers
cannot accomplish.

The Mobile Infantry Army Book contains the following


sections.

Army List: The complete Mobile Infantry army list, allowing


you to use all the units, equipment and vehicles in the Starship
Troopers miniatures game.
Hobby Section: Packed with photographs of gorgeously
painted Mobile Infantry models, these pages contain tips on
painting, colour schemes and markings.

82.47.15

The Mobile Infantry

THE MOBILE
INFANTRY
The best-trained, best-equipped military force
mankind has ever deployed, the Mobile Infantry are the
culmination of thousands of years of warfare, technological
development and tactical innovation. Capable of dropping
into any warzone with extreme rapidity, troopers are encased
within power suits that provide protection against enemy
firepower and provide the mobility that gives the army its
name.
Even the basic trooper is equipped to deal with most threats
he is likely to encounter on the battlefield without having
recourse to call for heavy support. His power suit has jump
jets which allow him to soar from point to point, keeping the
enemy off balance. It also provides full life support assistance,
allowing a trooper to keep fighting even in the void of space,
and its visor-mounted tactical display gives him up-to-the
second tactical updates that show the ebb and flow of battle
in real time.
The troopers standard issue Morita rifle has the penetrating
power of early tripod-mounted machine guns but, tied into the
power suits targeting array, is far more accurate. It features an
underslung grenade launcher that increases its versatility with
a variety of selectable warheads, ranging from the simple but
effective flechette to the truly lethal bugshot.
Should a squad of troopers prove insufficient to counter a
tactical threat, a wide variety of options exist to upgrade their
combat effectiveness. Variant models of the Morita include
carbines for close-in fighting or long-barrelled sniper rifles that
can pick off an enemy from great distances. Heavier weaponry
appears in the form of Javelin missile launchers, Hel flamers
or Triple Thud grenade launchers, each of which enhances a
squads firepower to such an extent that a mere eight men can
be capable of stalling an entire Arachnid warrior bug swarm.
Heavier support options exist, for battling an enemy so
numerous that even power suit squads may prove insufficient.
The near-legendary Marauder suits define the Mobile Infantry
in the eyes of many citizens of the Federation. Encased within
a ten-foot armoured battle suit, a trooper driving a Marauder
gains the firepower of an entire squad and is easily the equal
of a several main battle tanks fielded by human armies in the
distant past. Retaining the jump jets of the much lighter power

suits, Marauders keep the mobility necessary for a trooper to


fight effectively but provide him with much larger weapons. A
single Marauder will stall a swarm of warrior bugs but a squad
of them will drive the Arachnids straight back into their holes
and many are powerful enough to engage even the largest
alien creatures such as the dreaded plasma and tanker bugs.
Even an organisation such as the Mobile Infantry cannot fight
alone, no matter how well-equipped its soldiers. Forming
just one military arm of SICON (the Strategically Integrated
Coalition of Nations), the Mobile Infantry can rely on the
support of the Fleet and of Military Intelligence.
The Fleet controls the space lanes of the Federation and is
responsible for ferrying Mobile Infantry companies from one
warzone to another. In battle, troopers can rely on the Fleet
providing them with air cover with TAC Fighters and a quick
egress with shuttles and drop boats should their positions
threaten to be overwhelmed. The officers of the Fleet do not
always see eye to eye with the ordinary trooper but both are
reliant on the other if they are to achieve victory in war.
Military Intelligence is a more mysterious organisation, its
members commanding great respect among both Fleet officers
and the Infantry. Specialists can harness incredible psychic
talent, allowing them to track the movements of tunnelling
Arachnids or drain a captive Skinnie of vital intelligence.
Others are skilled at analysis and spend thousands of manhours planning each invasion of a new world in minute
detail.
Together, the Fleet, Mobile Infantry and Military Intelligence
form the backbone that protects humanity from the dangers
of the galaxy. However, it is the Mobile Infantry that remains
at the frontline, the first to respond to threats and the last to
retreat from a world that lost to alien invaders. They are both
the surgeons knife that targets an enemy where it is most
vulnerable and the hammer that can smash entire armies apart.
The greatest war machine humanity has ever created is now
the tool for its very survival.

82.47.15

The Threat to Humanity

THE THREAT TO
HUMANITY
While the Arachnids are undoubtedly
the most visible and terrifying threat facing the
Federation, they are not the only one, for the enemies
of peace are many. The Mobile Infantry are called to
fight, time and again, and must be trained to deal with
any enemy, from a massive Arachnid horde to a few
desperate colonists holding SICON officials hostage
in their outpost.

The Trouble With Skinnies


Initially encountered as a race enslaved by the
Arachnids, the Skinnies are an enigma. They are often
encountered as raiders, attacking opportunistically
whenever human activity strays too close to their
own colonies, though they have also aided the Mobile
Infantry when the Arachnids are close. Recently, the
Skinnies have proven to be rather more of a threat
than was initially believed.
Recent attacks on human colonies in the Udora and
Memphis systems have been blamed on Skinnie
soldiers, rather than the more humble raiders and
militia normally encountered. SICON analysts
considered these attacks to be part of a co-ordinated
campaign rather than just small scale raids, suggesting
that the raiding parties of the past are by no means the
only Skinnie forces at large in the galaxy.
Until more information can be gathered, Military
Intelligence has refused to declare definitively
whether a genuine campaign is being waged by the
Skinnies but it seems possible and some in SICON
talk openly of a war on two fronts, with the Federation
caught between Arachnids and Skinnies.

The Constant Threat


Traitors and Rebels
Before the attack on Buenos Aires, the Mobile
Infantrys greatest threat was from within. Seldom
acknowledged on FedNet or via official SICON
channels, insurrection is by no means uncommon
in the Federation. Holding together the dozens of

worlds and hundreds of outposts that combine to


make the Federation is a near impossible task and
many move towards independence for no reason
other than a feeling of neglect. Other rebellions
are more purposeful, with political dissenters
resisting Federation rule or greedy and ambitious
governors seeking to take a bigger share of power
for themselves. In a two-tier system of civilian and
citizen, it is perhaps inevitable that inequality would
give rise to distrust and disobedience.
Regardless of its root causes, rebellion is always
put down ruthlessly by the Mobile Infantry. In a
galaxy where mankind is under attack from a threat
as terrifying and alien as the Arachnids, it may
seem insane to send the Mobile Infantry to fight
other humans but without the strong backbone of
the Federation there would be little left to defend
and so its integrity must be maintained at all times,
no matter the cost. Since all voting citizens have
performed military service, public support for any
action against insurrectionists is every bit as high
as support for action against the Arachnids, and so
long as citizens remain in control of the Federation,
dissent will simply not be tolerated.

The Threat to Survival


Since the discovery of the Arachnids on Pluto, this
race has grown from a mere nuisance to a threat
large enough to threaten mankinds very hold on
the galaxy. Without exception, contact between
human and Arachnid has been marked by violence.
Arachnids attack humans on sight and their appetite
for bloodshed seems insatiable. While this threat
remains, the Mobile Infantry adopt the same vigorous
tactics and aggressively root out all Arachnids. While
so much as a single Arachnid survives, mankind is
in danger and so the threat must be exterminated
utterly. The Arachnids must be removed from the
galaxy and, ultimately, that is the job the Mobile
Infantry remains dedicated to completing, no matter
the challenge.

82.47.15

Campaigns of the Mobile Infantry

CAMPAIGNS OF THE
MOBILE INFANTRY
The Mobile Infantry have a long and noble
history defending Mankind against its own worst excesses.
Now, as the Federation reaches for the stars, alien races press
in from all sides and SICON finds itself in a constant state of
war. The encounter with the Arachnids on Pluto was just the
start of a series of campaigns that placed the entire Federation
on a war footing. Now, battles with other sentient races of the
galaxy erupt across many worlds throughout space as the war
for the species grows in intensity.
This section takes a look at some of the hardest won campaigns
the Mobile Infantry have been involved in, battles that cost
the lives of many troopers but, at the same time, accelerated
Mankinds hold on its tiny region of the galaxy.

The Aftermath of the Road to Victory


Klendathu was a watershed, not just for the Mobile Infantry
who bore the greatest losses that day, but for the Federation
as a whole. Until the invasion, there had never been any doubt
in the mind of citizen and civilian alike that victory was
inevitable. After all, the three military arms of SICON had
never yet failed and so there was no reason to believe that
mere animals such as the Arachnids could pose any significant
threat. The destruction of Buenos Aires fuelled a desire for
revenge that, in retrospect, led to a swelling pride begging to
be brought low.
Interest in the Alpha Hydrae system that contained the
Arachnids homeworld of Klendathu persisted a while
after the aborted invasion as various plans to fight the bugs,
capture brains and employ new technologies were tried.
Some operations were successful. Many were not. However,
mankinds hold on the system, linked to a thin supply line
that stretched back to Federation space (the so-called Road to
Victory), was too tenuous to maintain for long. The military
forces were gradually pulled back to more civilised regions
of the galaxy.
The new strategy, initiated by Sky Marshal Keats and
continued by Sky Marshal Natonga after his predecessor fell
out of favour, was aimed at strengthening the defences of the
colony worlds. Already, Arachnid forces were beginning to
push at the edges of the Federation and the Mobile Infantry
were immediately deployed to rescue colonists who had been
cut off by these thrusts and retake their homes.

After this, a broad front was created at the very limits of


Federation space, where SICON would target a small number
of worlds for assault. Each would then be attacked by a
separate task force, with the aim of destroying any Arachnid
infestation before setting up a new colony. This would then
serve as a launch pad for a fresh assault yet further from the
core of the Federation.
Though the Federation had to provide some heavy incentives
to find enough people willing to create a new life in a colony
so close to the Arachnids (including offering Citizenship at
one point, though this was quickly vetoed), it has so far proved
a solid strategy. The primary aim is to destroy the Arachnid
threat once and for all, taking many years to reclaim worlds
one by one until humanity, once again, stands on the threshold
of Klendathu, ready this time to deliver a final assault that will
smash the bugs forever. However, SICON has a longer strategic
aim that will surpass the lifetime of any human alive today.
By building new colony worlds slowly and steadily, SICON
ensures that not only will the new territory be resistant to
counter-attacks from alien forces but that when the Arachnids
are finally destroyed, mankind will have a productive empire
that will stretch across an almost unimaginable region of the
galaxy. From such a position, it is assumed mankind will
finally be unassailable, with no threat in the galaxy able to
challenge his position of ultimate authority and strength.

The Tophet Campaign


Skinnies had been seen on the borders of Federation space for
many years but it was left to a campaign on Tophet to uncover
hard scientific evidence of their capabilities and intentions. A
routine patrol including the legendary Roughnecks was made
with a view to using the planet as a staging post in the ongoing
Road to Victory.
Initial reconnaissance on a planet within the Tophet system
revealed the presence of the apparently indigenous Skinnies
and first contact was made. Initially, the aliens appeared
friendly, or at least non-hostile, and the Mobile Infantry
continued their patrol without further regard for the Skinnies.
That was the Mobile Infantrys first mistake
Having lulled the Mobile Infantry into a false sense of security,
the Skinnies unleashed dozens of ambushes, cutting off their
patrols and throwing the entire Tophet mission into chaos.
Arachnid activity on the planet suddenly increased, leaving

82.47.15

Campaigns of the Mobile Infantry


the beleaguered Mobile Infantry in a dire situation indeed. It
would prove to be the Roughnecks themselves who held the
key to defeating the Skinnies. In the process, they made a most
unexpected discovery. The Roughnecks captured TPhai, an
important Skinnie leader and, finding all normal interrogation
methods insufficient, subjected TPhai to psychic scrutiny at
the hands of a telepathic trooper, Private Carl Jenkins.

begun to come to terms with the military intelligence of the


bugs after the disaster on Klendathu.

What Jenkins discovered was a revelation. TPhais psyche


revealed two voicesthe Skinnies own and a second, more
alien one. Further investigation revealed the presence of a
small control bug, a tiny Arachnid creature which had hidden
itself on TPhais body and taken control of his mind. With the
removal of the control bug, TPhai became not only cooperative
but friendly and with his assistance the Mobile Infantry were
able to form a temporary alliance with the Skinnies, removing
control bugs from many of them and thus turning the tide of
battle against the Arachnids on this world.

The Arachnids, present in incalculable numbers, also made


the journey to Gobicahn aboard colossal transport bugs. They
fell hungrily on Gobicahns populated worlds and months of
conflict with the Mobile Infantry ensued. Commitments to
other military efforts on the borders of the Federation, along
with Gobicahns isolated location, meant that in the initial
phases of the campaign, the Mobile Infantry found themselves
stretched perilously thin. Brave resistance actions, notably by
the 18th Battalion Mad Dogs and the reserve platoons of the
White Khans, bought the time needed for reinforcements to
arrive.

Since then, both the Fleet and the Mobile Infantry have
reported several encounters with the Skinnies, both as friend
and foe. The exact motives of the Skinnies still remains
unclear to Military Intelligence but they have been classified
as an inconsequential threat, allowing more resources to be
moved to the frontline against the Arachnids.

The Gobicahn Campaign


Settlement missions first ventured to the Gobicahn system,
approximately twelve light years to the galactic east of Earth.
This was a region of space that hung unusually far beneath
the galactic disk to create the spectacle of an almost
pure black sky above the systems worlds. Separate
colonies were founded on three different worlds,
and over a two year period more than three hundred
thousand settlers populated Gobicahn.

With the Federation on the back foot, the Mobile Infantry


could do little more than aid in the evacuation of Kolai back to
Gobicahn and other nearby systems, while the world of Kolai
itself was effectively surrendered to the bugs.

Though less heralded than Klendathu and covered only briefly


on FedNet, Gobicahn was in fact the greater success of the
two and the arriving reinforcements led a highly effective
campaign of extermination, eventually driving the Arachnids
out of the system entirely. Still, the population had been
decimated and the suffering of the survivors meant that the
once flourishing colonies of Gobicahn quickly withered away.
Nowadays, Gobicahn is nothing more than another dangerous
frontier of the Federation, one patrolled all the more now the
reach of the Arachnids is known.

With the population thriving and beginning to grow,


a second colonisation was planned for the nearby
Kolai system. A program of outpost building was
undertaken on Kolai and settlement began. Then
disaster struck.
Without warning, Arachnids washed over Kolais
fledgling settlements, slaughtering colonists in
their wake. When the Mobile Infantry arrived
just three weeks later, they found the Arachnids
tunnel networks already extensive. The bugs, it was
surmised, had come not recently to Kolai but had
been present throughout mankinds settlement of the
system, biding their time to strike. The bugs finally
attacked, catching the hapless population unaware and
bringing terror to the system. This strategy showed
considerable cunning on the part of the Arachnids
though there were those in SICON who, finally, had

82.47.15

Units of the Mobile Infantry

UNITS OF THE
MOBILE INFANTRY
ARMOURED TROOPERS
Power Suits
Tailored to the individual trooper, the power suit is the mark of
the Mobile Infantry, the very essence of their existence. With
tactical systems geared to feed a trooper necessary battlefield
information instantly without overwhelming his senses, and
protective armoured layers that can deflect a bullet at short
range, a power suit complements the training of the Mobile
Infantry perfectly. From the standard M-1A4 suit worn by
troopers to the more specialised variants used by Pathfinder
and Engineer platoons, the power suit truns a trooper into a
force more powerful than any human soldier in history.

behind the shoulders when not in use. Despite this incredible


array of weaponry and heavy armour, the Grizzly still retains
the powerful jump jets common to other suits, not suffering
from lack of speed for all its bulk.

M4A2 Cougar Exosuit


The Cougar is the lighter of the two M4 Exosuits and it is
a common misapprehension that it was developed first, as it
was the Grizzly that became the original M4. The Grizzlys
array of weaponry was considered excessive in some tactical
situations, as well as being expensive to maintain at a platoon
level, and so the Cougar was developed as an alternative,
sacrificing the Grizzlys Atlas Rig and heavy weaponry in
return for increased mobility.
The Cougar has the most sophisticated jump jets of all
the armoured suits in use by the Mobile Infantry, giving it
phenomenal speed and jump capability. Combined with the
Cougars array of sensory equipment and the users rigorous
training, the jump jets not only allow great leaps but can also be
used incrementally in numerous situations, providing greater
balance, the stability to fire when moving and the ability to
react at lightning speed. Despite their swiftness, Cougars are
phenomenally strong. At full strength, a trooper in Cougar
armour is capable of overturning a Marauder.

M8 Ape Marauder
M4A1 Grizzly Exosuit

The most common version of the Marauder, the M8 Ape is


easily recognised by its massive presence, elongated arms and
loping gait. A single trooper within an Ape can hold off an
entire swarm of Arachnid warrior bugs, laying down a hail of
fire to steel an advance of troopers or to cover their escape.
The Ape Morita Specials, mounted in the suits forearms,
serve as a general purpose assault weapon, ably assisted by
the shoulder-mounted Derringer rotary cannon. For longerranged punch, the Trip Hammer mortar provides a tactical
artillery capability that rounds out the versatility of the Ape.

Designated the M4A1, the Grizzly was the original exosuit,


though it came into service later than the Cougar. The Grizzly
is the largest true armoured suit a trooper can wear, with any
larger designs instead being classified as piloted vehicles,
such as the Marauders. The Grizzly is identical to the Cougar
except for the mounted Atlas Riga collection of suspensory
gears, armour plates and hydraulic systems fitted over the
shoulders and chest that brace the wearer, allowing him to
hold and fire two huge weapons at the same time.

M8C Bigfoot Marauder

It is this devastating firepower for which the Grizzly is


renowned and feared. The Atlas Rig allows one weapon to be
mounted on each arm, though they can be retracted to cradles

A variant Marauder based on the Ape, the Bigfoot was named


because of its particularly large feet, an innovation allowing it
to mount levels of firepower that would flaw lesser vehicles.
The colossal Hail Mary mortar mounted on the Bigfoots back

82.47.15

Units of the Mobile Infantry


often gives the impression of a true artillery piece as it far
outweighs the Trip Hammer but the Bigfoot truly excels at
closer ranges. With the Plasmatic Cannon replacing the Morita
guns in the forearms, the Bigfoot has the potential to create a
veritable firestorm around itself, shredding enemies within its
reach while the Marauders own tough armour holds firm.

M9 Chickenhawk Marauder
The main fire support platform of the Mobile Infantry,
Chickenhawk Marauders are just as likely to be found mixed
within power suit squads as their larger cousins, the M8
Apes. Capable of being fitted with a variety of weaponry,
the M9 is faster and more lightly armoured than the Ape
but has a considerably harder punch and at greater ranges.
A small squad of Chickenhawks will not simply hold off
an Arachnid swarmthey will drive it back and annihilate
every bug present, sparing only those smart enough to retreat
underground.

M9B Nighthawk Marauder


Mounting powerful sensory arrays, the specialised M9B
Nighthawk is a superb anti-aircraft platform, fully capable of
denying the skies to Arachnid forces even if no TAC Fighters
are present to support it. Best suited to a supporting role, the
Nighthawk is not built to engage the enemy up close. While
maintaining positions of tactical advantage such as high bluffs
or other natural emplacements, the Nighthawk can become
isolated and vulnerable to a cunning enemy, using flanking
manoeuvres to attack them. For this sort of emergency, the
Nighthawk mounts a Y-rack and, like all Marauders, is more
than capable of looking after itself in tactical situations.

OTHER UNITS
CHAS
Becoming more common in the armies of the Mobile Infantry,
the CHAS has achieved an acceptance among troopers that
was slow in coming. The limitations of the CHAS have now
been found and accepted, allowing them to be incorporated
successfully into plans for battle. When deployed in this
fashion, the CHAS is a superb war machine, able to withstand
a great deal of punishment at the hands of the Arachnids
without risking the life of valuable troopers.

Drop Capsules
Launched from space and each containing a power suited
trooper or Marauder, a drop capsule is designed to get its
occupant down to the ground as quickly, if not as comfortably,
as possible. A steady and measured deployment of Mobile
Infantry will use Fleet drop boats and landing craft to create
perimeters, establish forward bases and place platoons exactly
where they are needed. However, this is not always possible
during war and the enemy is rarely so accommodating as to
allow a full deployment to proceed without attacking. In such

cases or where operations must be conducted in enemy held


territory, the drop capsule is used.

Light Armour Troopers


Created specifically for the invasion of Klendathu, the light
armour troopers are still present in huge numbers, ensuring
their use for many years to come. With less sophisticated
weaponry and training at their disposal, these troopers are
deployed in massed formations, using Skyhooks and Vikings
to remain mobile in the face of marauding Arachnid swarms.
They do, however, enjoy an advantage in numbers, as well
as access to high-ranking SICON support and battlefield
atomics.

Neodogs
Neodogs have existed, in one form or another, for decades.
Originally, they were wolf/Alsatian hybrids, genetically
modified to produce a creature with heightened senses and
intelligence. Later incarnations, primarily those used by the
Pathfinders, incorporated a greater degree of cybernetics,
including sensory implants and an explosive charge which
would both cut short the suffering of any badly wounded
neodog and make one last deadly strike against nearby
enemies. Further refinements have been made with the
recently deployed Mk II neodogs, incorporating even more
sophisticated sensory implants plus, for the first time, exterior
armour and dedicated weaponry in the form of a laser mounted
in the skull.
Neodogs must be handled by troopers specially trained for the
task. This requires a caleb bond to be formed between man
and animal and this bond is firm indeed. The level of empathy
shared by bonded individuals is incredible and the death of
either dog or handler can easily lead to the complete mental
breakdown of the other.

Reliant Gun Platform


Fully air transportable, Reliants have proven to be a key
asset in the fight against the bugs. Troopers can place a line
of platforms in under twenty minutes, allowing the Mobile
Infantry to quickly establish a fortified perimeter around
landing fields, base facilities or potential breakthrough zones.
The Reliants themselves are considered disposable and will
usually be stripped of armament and abandoned when the
fighting moves on. The Reliant Emplacement can accept a
wide range of armaments, such as the Twin Fifty autocannon,
Inferno support flamer, Javelin missile launcher, Rapier AA
missile launcher, Bugbroom support laser or Scythe laser
cannon.

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

82.47.15

Units of the Mobile Infantry


of firepower to their squads. They are cumbersome but are
preferable to going without such support.
Micro-support weapons are usually mounted on tripods, often
carried by one member of the team while a second carries the
weapon itself, and offer the choice of Spitball rocket launchers,
Derringer rotary cannon or Scythe laser cannon. The weapons
may lack the devastating punch of those found on the Reliant
but they do nonetheless add considerable weight to a single
squads armament, with the added advantage that they can
be used in virtually any situation, increasing the squads
flexibility considerably.

SICON Military Intelligence Agent


Easily distinguished on the battlefield by their long, flowing
coats and jackboots, these agents are the Military Intelligence
personnel most commonly encountered by troopers. Though
usually found giving high-level briefings for critical missions,
these agents can also be found on the battlefield, taking a
personal interest in operations they have crafted themselves.
This is often a comfort to the troopers they fight alongside, for
while Military Intelligence has not garnered a good reputation
for accuracy among the Mobile Infantry, few seriously believe
that these agents will willingly put themselves in harms way if
another platoon of Mobile Infantry can be sent along instead.

Stalwart Bug Field Generators

TAC UAV
Placed under the control of a senior trooper, a TAC UAV
grants a squad a longer punch and better eyes. Circling above
the battlefield, this craft is capable of reconnoitering an area
and then lending support when the squad moves in. Twin Fifty
autocannon and two scatter bombs give the TAC UAV a punch
that cannot be underestimated and its ability to stay on station
for hours before retiring to the rear lines to rearm and refuel
enables a force to remain under its cover for entire missions.

THE FLEET
Flamberge Heavy Ground Attack Missile
The standard attack missile, launched by large gunships, the
Flamberge can accept scatter or firestorm warheads, allowing
it to be tailored for specific missions or enemies. It is often
used to support Mobile Infantry advances, with craft staying
on station miles away as they wait for an officer on the ground
to call in an air strike.

Fleet Landing Party


While it is often said that the Fleet does the flying, MI does
the dying, there are numerous fighting men and women
within the Fleet itself. All Fleet officers are combat trained
and a few even specialise in it, forming boarding and landing
parties. Such missions often involve making first contact with
colonies feared to be under attack. Fleet assets can arrive

Bug Field Generators are a defensive


measure, designed to protect Mobile
Infantry positions and emplacements.
They consist of a relay of field emitters,
portable metal pillars approximately
twice the height of a man. These
generate a powerful electrical charge
covering the area between each pillar
and so can be used to form a perimeter
or defensive line. The Arachnids
sensitive antennae can detect the field
and find its frequency particularly
unpleasant and so generally stay away.
However, in a frenzy the Arachnids
will still attack the fields. Contact
with the field converts its charge
to an explosive shock, incinerating
bugs as they hurl themselves at the
line. Notable weaknesses of the
Stalwart include the lack of protection
underground,
leaving
positions
vulnerable to tunnelling attacks, but
particularly strong tanker sub-species
have also been known to pass through
the field unharmed.

82.47.15

Units of the Mobile Infantry


much quicker than the Mobile Infantry, and landing parties
can be sent to the planets surface to assess the situation.

Slingshot Drop Boat

Although the Mobile Infantry are clearly preferred for


planetside missions, Fleet Landing Parties cannot be
underestimated. All are officers, trained to act on their own
initiativea vital asset when the first on the scene. It is often
the Fleet Landing Parties who are responsible for gathering
information on an emerging threat, assessing its nature and
providing the intelligence needed to plan the early stages of a
counter-invasion.

One of the most advanced landing craft ever developed by


Fleet engineers, the Slingshot is the perfect counterpart to
power suit platoons and is even large enough to carry a limited
number of Marauders. Armed with a variety of weaponry, the
Slingshot can not only clear a landing zone of hostile forces,
it can take off once more and engage in repeated attack runs to
support troopers on the ground. Despite any enmity that may
linger between the Mobile Infantry and Fleet, there are many
troopers who gladly welcome the sight of a Slingshot when
the Arachnids threaten to overwhelm their position.

Sarissa Space Combat Missile

Thunderbolt TAC Fighter

Usually used as an anti-shipping missile, the Sarissa can be


recalibrated for ground attack, where it is launched from space
or massive silos on the other side of the world. As well as
the standard warheads utilised by the Flamberge, the Sarissa
is also capable of deploying the Pee-wee and Ajax atomics,
weapons of awesome destructive potential.

Skyhook Retrieval Boat


Seen in use most often with light armour platoons, the
small Skyhook is sometimes pressed into service to deploy
single power suit squads or, in an emergency, lift them to
safety before their position is overrun. Lightly armoured and
ungainly in flight, the Skyhook is cheap to produce and, in its
unarmed civilian form, is sometimes the mainstay of orbital
operations on many colony worlds. The Fleet model is armed
with a Twin Fifty autocannon that is capable of clearing hot
zones before landing.

Piloted by the top guns of the Fleet, the TAC Fighter is a


powerful attack craft designed to defend the fleet and support
ground operations. It has a number of standard weapons fits,
each tailored to a specific role and permitting the craft to be
used against enemy flyers and Arachnid swarms or to deliver
an atomic warhead with great accuracy. It is not as agile as
some of its predecessors but until the Arachnids develop a
large flying species that can successfully repel a squadron
of TAC Fighters, this crafts heavy armour and superior load
capacity is preferred.

Viking Landing Boat


Similar to the Skyhook but much larger, the Viking has a
far greater cargo capacity and is capable of deploying small
platoons with ease. Its armour is not much thicker than that of
its smaller cousin and it is no faster. However, despite being
a much larger target, its sheer mass can often ensure the safe
arrival of the troopers inside, so long as Arachnid plasma
activity is suppressed beforehand.

THUNDERBOLT TAC FIGHTER

10

82.47.15

Hobby Section

HOBBY SECTION
MOBILE INFANTRY
STANDARD BEARER
The conversion for the standard bearer is very simple.
Construct an MI using the straight Shock Stick arm as
shown. Cut a piece of 1.5 to 2mm wire or brass rod to
approximately 75mm in length. Here we have used the
medium-sized printed flag. If you are using the other
flag sizes, the poles length will have to be adjusted to
suit. The flag has been attached with PVA glue; simply
fold the flag around the pole, and when the glue is
nearly dry bend the flag into the desired shape. The
glue will then set it in position.

Permission Granted To Photocopy For Personal Use.

11

82.47.15

Hobby Section

Triple Thud G/L

WASP Trooper

Female Cap Trooper

Javelin Missile Launcher

Hel Infantry Flamer

Morita Long

Chickenhawk

Reliant Gun Platform

SICON Agent

Cap Trooper

MK1 Neodog

Standard Bearer

Pathfinder Neodog

Ape Marauder

CHAS

12

82.47.15

Hobby Section

A MANTIS
HUNTER BUG
MEETS ITS MATCH
AGAINST AN M8
MARAUDER

CAP TROOPERS
DEFEND AN
ABANDONED
HOMESTEAD AGAINST
BLISTER AND
BLASTER BUGS

13

82.47.15

Hobby Section

RELIANT GUN
PLATFORMS ARE
ASSAULTED FROM
ALL SIDES

THE REMAINS OF A
MOBILE INFANTRY
SQUAD ATTEMPT TO
RETAIN THE HIGH
GROUND

14

82.47.15

Hobby Section

THE MI DEFEND
AN OUTPOST FROM
THE ONSLAUGHT
OF THE ARACHNID
HORDE

A LONE MI TROOPER IS TASKED WITH HUNTING DOWN A SPIDER BUG

15

82.47.15

Hobby Section

A BATTERED M8
MARAUDER MAKES
A VALIANT LAST
STAND AGAINST
OVERWHELMING
ODDS

A CHICKENHAWK
FINDS ITSELF
CORNERED BY
GUARD BUGS

16

82.47.15

Hobby Section

A CRACK SQUAD IS
ASSIGNED TO TAKE
OUT A PLASMA BUG
BATTERY

A THORNY TANKER
ADVANCES IN
THE FACE OF THE
MOBILE INFANTRYS
TREMENDOUS
FIREPOWER

17

82.47.15

Hobby Section

WASP TROOPERS CLASH WITH HOPPER BUGS ABOVE THE BATTLEFIELD

THE SKINNIES ARE ABOUT TO GET A BIG SURPRISEIN THE FORM OF A CHAS!

18

82.47.15

Hobby Section

AN MI STANDARD BEARER BRAVELY


STANDS FIRM AGAINST A BUG ATTACK AS
HELP APPROACHES

THE BRAVE MEN AND WOMEN OF THE MI


CAPTURE AN INSIDIOUS BRAIN BUG

19

82.47.15

Platoon Level Forces

PLATOON
LEVEL FORCES
This section gives you all the vital information you
need in order to recruit your own platoons before taking a stand
to defend mankind. You will have a great deal of flexibility in
the forces you can commit to battlemany types of units are
available, from power suit cap troopers through heavily armed
Marauder battle suits, up to air strikes and nuclear weapons.
It is up to you what kind of force you choose to field. Do you
want a simple lightly armed reconnaissance force or a full
drop of bug-smashing, nuke-toting Marauders? This army list
will guide you through the choices you can take.

Choice of Platoon
A Mobile Infantry player can choose to field many kinds of
platoon. Each has its own strengths and weaknesses which
make some preferable for specific tasks or missions.
This book contains full lists for three Mobile Infantry
platoonsPower Suit platoons, Marauder platoons and
Exosuit platoons. There are also other types of platoon which
can be used, such as Light Armour platoons and Pathfinder
platoons. These can be found in other supplements, though
all are presented in the same format and are subject to the
limitations presented here.

Choosing a Platoon
Before choosing which troops will make up your army, you
must choose what type of platoon you will field. Your army
may only include one platoon for every full 1,000 points in
the army. So, for example, a 2,000 point army could include
two platoons of MI and these could be of any combination
of platoon typestwo Power Suit platoons, one Power Suit
platoon and one Exosuit platoon and so on. You are also
permitted to combine the platoons here with those found in
other Starship Troopers supplements, such as the Pathfinders
or Light Armour troopers.
Once you have chosen which platoons to include in your army,
you can pick the individual units which will form the fighting
men and women you use in battle. You may only choose units
from the appropriate platoon type, so an Exosuit platoon
cannot include units chosen from the Power Suit platoon list,
for example. Certain other restrictions may apply, such as the
minimum or maximum number of squads of a certain type

that can be included in a platoon. Where appropriate, these


restrictions are noted in the platoon lists.
Every platoon within a Mobile Infantry army may have a
different Priority Level. However, the Priority Level of the
entire force, for the purposes of scenarios and engagements,
will be that of the highest Priority Level platoon.

Support Assets
Mobile Infantry cap troopers are extremely efficient
and extraordinarily effective on the ground but there are
limits to what they can accomplish alone. For battles more
complicated than a simple shooting match, it often becomes
necessary to deploy heavier levels of ordnance. The Mobile
Infantry has access to three kinds of asset: Fleet, Command
and Emplacement. The availability and flexibility of these
assets fluctuates according to the Priority Level of the Mobile
Infantry force. Emplacement assets are detailed on page 58.
Regardless of platoon type, tactics, overall points or Priority
Level, no Mobile Infantry army can spend more than 50% of
its points on assets.

MOBILE INFANTRY SPECIAL RULES


The following special rules apply to all Mobile Infantry,
regardless of platoon type.

Chain of Command
The Mobile Infantry are trained to understand and respect the
chain of command as if their lives depend on it, from Camp
Arthur Currie all the way to Klendathu. The following special
command rules apply to Mobile Infantry forces.

Mobile Infantry Unit Leaders


In the Mobile Infantry every unit has a designated unit leader,
usually a sergeant or corporal. They command a unit until
they are removed as a casualty. It is quite possible for a squad
to contain both a sergeant and a corporal. In this case, the
sergeant is the unit leaderbut should he die, the corporal
immediately steps up and becomes unit leader. A Mobile
Infantry squad that loses its sergeant and has no corporal to
command them falls into Alert Status until an officer takes
command or a new unit leader is promoted by a lieutenant.

20

82.47.15

Platoon Level Forces


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

marker. Models already under control of a unit leader ignore


Retrieval Points.

9 Sergeants are unit leaders.


9 Corporals are unit leaders if there is no sergeant present in
a squad.
9 NCOs and lieutenants can be unit leaders in certain
circumstances (see the main rulebook for details).
9 NCOs, lieutenants and SICON Military Intelligence
Agents are considered officers.

Mobile Infantry models on Alert Status can use the Beat


Feet or Stand By reactions in addition to the default Shoot
reaction.

Mobile Infantry Command Range


Mobile Infantry command range is the standard 6 unless
all officers in the Mobile Infantry force have been killed, in
which case it becomes 3.

Higher Command
On the battlefield the steadying presence of a trusted officer
can keep men in the fight for longer or make them give up
hope if he falls. Officers have powers to help maintain the
chain of command, keeping men moving and fighting when
they become scattered or unit leaders are lost. Lieutenants
have access to the special Ready actions of Promote and
Retrieval Point.

Mobile Infantry Alert Status Reactions

Beat Feet (special Mobile Infantry


Move reaction)
Any Mobile Infantry model on Alert Status can take a single
Move reaction when an enemy unit completes an action within
10. Turn the model around after moving to signify that it
cannot make any further reactions for the rest of the player
turn. Models that are readied can use a special movement
mode when making a Beat Feet reaction if desired.

Stand By (special Mobile Infantry


Ready reaction)
If an enemy model completes an action within 10 of every
Mobile Infantry model in a unit, the whole Mobile Infantry unit
may Ready as a reaction. Note that if even a single model in
the Mobile Infantry unit is not within the Alert Status range of
an acting enemy model, this reaction cannot be performed.

Promote (special Mobile Infantry


Ready actionLieutenants only)
This action must be undertaken by a lieutenant model.
The Mobile Infantry officer can nominate a single
out of command model in his force to be promoted
to become a unit leader. The new unit leader can
take control of any out of command models within
its command range (6) and form them into a new
unit. If the new unit leader was within the lieutenants
command range when appointed, the promotion lasts
for the rest of the game. If the promoted unit leader
was outside the lieutenants command range when
appointed, the promotion lasts for the duration of the
player turn only.
Retrieval Point (special Mobile
Infantry Ready actionLieutenants
only)
This action must be undertaken by a lieutenant
model. The Mobile Infantry player places a marker
anywhere on the tabletop, representing the retrieval
point being set. The retrieval marker counts as a unit
leader with a command range affecting the whole
tabletop. Any out of command Mobile Infantry model
on the tabletop is allowed to act as if the marker were
its unit leader, as long as any actions or reactions
made are Move actions directly towards the retrieval

21

82.47.15

Power Suit Platoons

POWER SUIT
PLATOONS
Considered to be the standard by which other
platoons measure themselves, there is little that a few squads
of power suited troopers cannot achieve. They have a tactical
flexibility that is second to none and access to the greatest
range of equipment and weapon options. If you are looking
for a solid force that can handle anything that the enemy
throws, then there is no better choice.

Power Suit Lieutenant

A power suit platoon in the Starship Troopers miniatures game


contains two or more Power Suit Squads and a commanding
Power Suit NCO, though they can swell to include another
NCO, a Lieutenant and an additional four squads.
Remember, you must decide which platoons to use before
choosing any forces. See page 20 for details.

0-1 per Platoon

115 points

Your Power Suit Platoon may include up to one Power Suit Lieutenant.

Power Suit Lieutenant


Type
Power Suit Lieutenant

Value
115

Size
1

Move
4

Close Combat Target


D6+1
4+

Unit Size: A Power Suit Lieutenant is an independent


model.
Weapons/Equipment: A Power Suit Lieutenant is equipped
with a Morita Assault Rifle with underslung G/L and a
Lizard Line.
Options
A Power Suit Lieutenant may purchase the following
options.
Go Career: A Lieutenant may be bought heroic traits up to
a total value of +100 points.

Save
4+/6+

Kill
7+

Traits
Independent, Jump/12

Equipment Options: A Power Suit Lieutenant can be


equipped with a WASP pack or Drop Capsule for +10
points.
For an additional +45 points a Power Suit Lieutenant may
upgrade to an Exosuit Lieutenant if he does not choose any
other options. See page 36 for details on options available to
Exosuit Lieutenants.
For an additional +110 points a Power Suit Lieutenant may
upgrade to a Marauder Lieutenant if he does not choose any
other options. See page 29 for details on options available to
Marauder Lieutenants.

Weapon Options: A Power Suit Lieutenant can be equipped


with any of the weapons listed below:
9
9
9

Shock Stick for +5 points.


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

A Power Suit Lieutenant may replace his underslung G/L


with a Trench Sweeper Laser for +10 points.

22

82.47.15

Power Suit Platoons

Power Suit NCO

1-2 per Platoon

105 points

Your Power Suit Platoon may include one or two Power Suit NCOs.

Power Suit NCO


Type
Power Suit NCO

Value
105

Size
1

Move
4

Close Combat
D6

Unit Size: A Power Suit NCO is an independent model.


Weapons/Equipment: A Power Suit NCO is equipped with
a Morita Assault Rifle with underslung G/L and a Lizard
Line.
Options
A Power Suit NCO may purchase the following options.

Target
4+

Save
4+/6+

Kill
7+

Traits
Independent, Jump/12

For an additional +40 points a Power Suit NCO may upgrade


to an Exosuit NCO if he does not choose any other options.
See page 36 for details on options available to Exosuit
NCOs.
For an additional +105 points a Power Suit NCO may
upgrade to a Marauder NCO if he does not choose any
other options. See page 30 for details on options available
to Marauder NCOs.

Go Career: An NCO may be bought heroic traits up to a


total value of +50 points.
Weapon Options: A Power Suit NCO can be equipped with
any of the weapons listed below:
9
9
9

Shock Stick for +5 points.


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

An NCO may replace his underslung G/L with a Trench


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

23

82.47.15

Power Suit Platoons


Power Suit Squad

0-2 per Officer

195 points

Your Power Suit Platoon may include up to two Power Suit squads for every Mobile Infantry officer in the platoon (Lieutenant
or NCO). You must have a minimum of two squads in the platoon.

Power Suit Squad


Type
Cap Trooper
Corporal
Sergeant

Value
25
50
95

Size
1
1
1

Move
4
4
4

Close Combat
D6
D6
D6

Target
4+
4+
4+

Save
4+
4+
4+/6+

Kill
7+
7+
7+

Traits
Jump/12
Jump/12
Jump/12

Unit Size: A Power Suit squad consists of four cap troopers


and a sergeant.

Up to two models may replace their Morita Assault Rifle with


underslung G/L with one of the weapon choices below:

Weapons/Equipment: Each squad member is equipped


with a Morita Assault Rifle with underslung G/L and a
Lizard Line.

Options
Power Suit squads may purchase the following options.

9
9
9
9

Morita Sniper Rifle with underslung G/L for +5


points.
Hel Infantry Flamer for +10 points.
Triple Thud Grenade Launcher for +20 points.
Javelin Missile Launcher for +40 points.
M8 Marauder suit for +170 points (see page 31 for
options).
M9 Marauder suit for +170 points (see page 32 for
options).

Go Career: The squad sergeant may be bought heroic traits


up to a total value of +25 points.

Unit Options: One cap trooper may be promoted to corporal


for +25 points.

The squad may also include a single Micro-support platform,


carried by one model in the squad. The Micro-support
platform may be armed with one of the following weapons
at the cost shown. The platform itself is free.

Weapon Options: A Power Suit Squad can be equipped


with any of the weapons listed below:
9
9

Shock Sticks for +5 points per model.


Frag grenades for +5 points per model.

9
9
9

Derringer
Spitball Rocket Launcher
Scythe Laser Cannon

+20 points.
+10 points.
+75 points.

Equipment Options: An entire Power Suit Squad can be


equipped with WASP packs or Drop Capsules for +10 points
per model.

24

82.47.15

Power Suit Platoons

POWER SUIT PLATOON SUPPORT


FLEET ASSETS LIST
Priority Level One
At Priority Level One, you choose from the following Fleet assets:

Skyhook Retrieval Boat

125 points

01 per platoon.

Viking Landing Boat

195 points

01 per platoon.

Priority Level Two


At Priority Level Two, you may choose from the following Fleet assets:

Flamberge Heavy Ground Attack Missile

50 points

01 per platoon.

Fleet Landing Party

150 points

0-1 per platoon.

Slingshot Drop Boat

300 points

01 per platoon.

Thunderbolt TAC Fighter

250 points

01 per platoon.

Priority Level Three


At Priority Level Three, you may choose from the following Fleet assets:

Flamberge Heavy Ground Attack Missile

50 points

01 per platoon.

Fleet Landing Party

125 points

0-3 per platoon.

Sarissa Space Combat Missile

100 points

01 per platoon.

Slingshot Drop Boat

300 points

03 per platoon.

Thunderbolt TAC Fighter

250 points

04 per platoon.

25

82.47.15

Power Suit Platoons

COMMAND ASSETS LIST


Priority Level One
At Priority Level One, you may choose from the following Command assets:

Falcon Missiles

+20 points

Any Javelin Missile Launcher can be given Falcon AA Missiles.

Rapier AA Missile Launcher

+0 points

0-1 Javelin Missile Launcher can be replaced with a Rapier AA Missile Launcher.

Priority Level Two


At Priority Level Two, you may choose from the following Command assets:

Trench Sweeper Lasers

+10 points per


model

0-1 Power Suit Squad may replace their underslung G/Ls with Trench Sweeper Lasers.

Falcon Missiles

+20 points

Any Javelin Missile Launchers can be given Falcon AA Missiles.

Rapier AA Missile Launcher

+0 points

Any Javelin Missile Launcher can be replaced with a Rapier AA Missile Launcher.

Atomic Pee-Wee Munition

+300 points

01 model per platoon may be equipped with an Atomic Pee-Wee munition (only if a model
with Atomic Protocols is in the platoon).

SICON Military Intelligence Agent

80 points

01 per platoon.

CHAS Unit

175 points

0-2 per platoon.

Sprite Reconnaissance Skimmers

+50 points per


model

Any Power Suit squad or officer may be mounted on Sprite Skimmers.

TAC UAV

120 points

0-1 officer or unit leader may be designated with control of a single TAC UAV.

Heroic Traits

up to +25
points

01 model (may not be an officer) per platoon may purchase up to +25 points worth of
heroic traits.

26

82.47.15

Power Suit Platoons


Priority Level Three
At Priority Level Three, you may choose from the following Command assets:

Trench Sweeper Lasers

+10 points per


model

Any Power Suit Squad may replace their underslung G/Ls with Trench
Sweeper Lasers.

Falcon Missiles

+20 points

Any Javelin Missile Launchers can be given Falcon AA Missiles.

Rapier AA Missile Launcher

+0 points

Any Javelin Missile Launcher can be replaced with a Rapier AA Missile


Launcher.

Atomic Pee-Wee Munition

+300 points

03 models per platoon may be equipped with an Atomic Pee-Wee munition


(only if a model with Atomic Protocols is in the platoon).

Chem Grenades

+10 points

Any officer may be equipped with Chem Grenades.

SICON Military
Intelligence Agent

80 points

01 per platoon.

CHAS Unit

175 points

0-4 per platoon.

Skinnie Advisor

100 points

0-1 per platoon.

Sprite Reconnaissance
Skimmers

+50 points
per model

Any Power Suit squad or officer may be mounted on Sprite Skimmers.

TAC UAV

120 points

0-2 officers or unit leaders may be designated with control of a single TAC UAV each.

Heroic Traits

up to +25 points

01 model per Power Suit squad may purchase up to +25 points worth of heroic traits.

27

82.47.15

Marauder Platoons

MARAUDER
PLATOONS
When a mere power suit will not do, bring in the
Marauders. Each Marauder suit has the firepower of a tank but
lacks none of the flexibility of power suits on the battlefield.
Though they have fewer weapon and equipment options than
power suit platoons, each trooper is a force unto himself,
capable of destroying a huge amount of the enemys strength
before succumbing to incoming fire. If you are looking for
a force of brute strength that can rapidly whittle the enemy
down to size, then there is no better choice.

A Marauder platoon in the Starship Troopers miniatures game


contains one or more Marauder Suit Squads and a commanding
Marauder Suit NCO, though they can swell to include another
NCO, a Marauder Suit Lieutenant and a further two units.
Marauder platoons are always considered to be Priority Level
Two.
Remember, you must decide which platoons to use before
choosing any forces. See page 20 for details.

28

82.47.15

Marauder Platoons
Marauder Lieutenant

0-1 per Platoon

225 points

Your Marauder platoon may include up to one Marauder Lieutenant. The Lieutenant may be either an M8 Ape Marauder or
an M9 Chickenhawk Marauder but the platoon may only ever include a single Lieutenant. The more specialised Bigfoot and
Nighthawk Marauder suits are not available to Lieutenants.

M8 Ape Marauder Suit Lieutenant


Value Size
Type
M8 Ape Lieutenant 225
3

Move Close Combat Target Save Kill Traits


4
2xD10+1
7+
3+
10+ Hits/4, Independent, Jump/8, Piercing/1

Unit Size: An M8 Marauder Lieutenant is an independent


model.

Lock and Load: Models in M8 Marauder suits can fire two


weapons in a Shoot action.

Weapons/Equipment: An M8 Marauder Lieutenant is


equipped with a Morita Ape Special, a Hellseed Y-Rack, a
Derringer light rotary cannon, a Trip Hammer mortar and a
Lizard Line.

Options
An M8 Marauder Lieutenant may purchase the following
options.

Special Rules
An M8 Marauder Lieutenant is subject to the following
special rules.
Autoloaders: All weapons mounted on an M8 Marauder
suit count as Infinite weapons.

Go Career: A Lieutenant may be bought heroic traits up to a


total value of +100 points. These may not be Talents.
Drop Capsule: An M8 Marauder Lieutenant may have a
Drop Capsule for +25 points.
Flamers: The M8 Marauder may replace its Morita Ape
Special with two Hel Infantry Flamers for no extra cost.

Chickenhawk Marauder Lieutenant


Type
M9 Chickenhawk Lieutenant

Value Size Move Close Combat Target Save Kill Traits


225
3
5
D6+1
6+
3+
9+ Hits/3, Independent, Jump/10

Unit Size: An M9 Marauder Lieutenant is an independent


model.
Weapons/Equipment: An M9 Marauder Lieutenant is
equipped with a Javelin missile launcher, a Sixgun rotary
cannon and a Lizard Line.
Special Rules
An M9 Marauder Lieutenant is subject to the following
special rules.
Autoloaders: All weapons (other than One-Shot!) mounted
on an M9 Marauder suit count as Infinite weapons.
Lock and Load: Models in M9 Marauder suits can fire two
weapons in a Shoot action.

Options
An M9 Marauder Lieutenant may purchase the following
options.
Go Career: A Lieutenant may be bought heroic traits up to
a total value of +100 points. These may not be Talents.
Drop Capsule: An M9 Marauder Lieutenant may have a
Drop Capsule for +25 points.
Weapon Options: An M9 Marauder Lieutenant may be
equipped with any of the weapons listed below.
9
9

Blizzard Missile Pack for +30 points.


Inferno Support Flamer for +20 points or Twin
Fifty autocannon & Utility Claws for +20 points.

Poor Balance: Models in M9 Marauder suits cannot fire any


weapons when using their Jump movement mode.

29

82.47.15

Marauder Platoons
Marauder NCO

1-2 per Platoon

210 points

Your Marauder platoon may include one or two Marauder NCOs. These may be any combination of M9 Chickenhawk and
M8 Ape Marauders, but the total number of NCOs in the platoon may not exceed two. The more specialised Bigfoot and
Nighthawk Marauder suits are not available to NCOs.

M8 Ape Marauder NCO


Type
M8 Ape NCO

Value Size Move Close Combat Target Save


210
3
4
2xD10
7+
3+

Kill
10+

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

Unit Size: An M8 Marauder NCO is an independent


model.

Lock and Load: Models in M8 Marauder suits can fire two


weapons in a Shoot action.

Weapons/Equipment: An M8 Marauder NCO is equipped


with a Morita Ape Special, a Hellseed Y-Rack, a Derringer
light rotary cannon, a Trip Hammer mortar and a Lizard
Line.

Options
An M8 Marauder NCO may purchase the following
options.

Special Rules
An M8 Marauder NCO is subject to the following special
rules
Autoloaders: All weapons mounted on an M8 Marauder
suit count as Infinite weapons.

Go Career: An NCO may be bought heroic traits up to a


total value of +50 points. These may not be Talents.
Drop Capsule: An M8 Marauder NCO may have a Drop
Capsule for +25 points.
Flamers: The M8 Marauder may replace its Morita Ape
Special with two Hel Infantry Flamers for no extra cost.

M9 Chickenhawk Marauder NCO


Value Size Move Close Combat Target Save
Type
M9 Chickenhawk NCO 225
3
5
D6+1
6+
3+

Kill
9+

Traits
Hits/3, Independent, Jump/10

Unit Size: An M9 Marauder NCO is an independent


model.

Drop Capsule: An M9 Marauder NCO may have a Drop


Capsule for +25 points.

Weapons/Equipment: An M9 Marauder NCO is equipped


with a Javelin missile launcher, a Sixgun rotary cannon and
a Lizard Line.

Weapon Options: An M9 Marauder NCO may be equipped


with any of the weapons listed below.

Special Rules
An M9 Marauder NCO is subject to the following special
rules.

9
9

Blizzard Missile Pack for +30 points.


Inferno Support Flamer for +20 points or Twin
Fifty autocannon & Utility Claws for +20 points.

Autoloaders: All weapons (other than One-Shot!) mounted


on an M9 Marauder suit count as Infinite weapons.
Lock and Load: Models in M9 Marauder suits can fire two
weapons in a Shoot action.
Poor Balance: Models in M9 Marauder suits cannot fire
any weapons when using their Jump movement mode.
Options
A Marauder M9 Chickenhawk NCO may purchase the
following options.
Go Career: An NCO may be bought heroic traits up to a
total value of +50 points. These may not be Talents.

30

82.47.15

Marauder Platoons
Marauder Squad

0-1 per Officer

400 points

Your Marauder platoon may include one Marauder squad for each officer in the platoon. There must be a minimum of one
squad in the platoon.
Unit Size: A Marauder squad consists of one cap trooper and
one sergeant. These may be any combination of M8 and M9
Marauders, though the cost remains the same. The weapons,
equipment, special rules and options depend on the type of
Marauder chosen, as shown below.
Special Rules
A Marauder squad is subject to the following special rules.
These special rules apply in addition to any other special
rules listed in the description of individual Marauder suits.
Autoloaders: All weapons (other than One-Shot!) mounted
on a Marauder suit count as Infinite weapons.
Lock and Load: Models in Marauder suits can fire two
weapons in a Shoot action.
Options
A Marauder Squad may purchase the following options.
Some Marauder suits have additional options available,
which may be purchased in addition to those listed here.

Go Career: The squad sergeant may be bought heroic traits


up to a total value of +25 points. These may not be Talents.
Unit Options: Up to three extra Marauders may be added to
the squad at +200 points each. These may be any combination
of M8 and M9 Marauders.
One cap trooper may be promoted to corporal for +5 points.
Any number of M8 Ape Marauders in the squad may be
upgraded to M8C Bigfoot Marauders at a cost of +100 points
per model.
Any number of M9 Chickenhawk Marauders in the squad
may be upgraded to M9B Nighthawk Marauders at a cost of
+50 points per model.
The entire squad may be given Drop Capsules for +25 points
per model.

M8 Ape Marauder
Type
M8 Ape Cap Trooper
M8 Ape Corporal
M8 Ape Sergeant

Value
195
200
205

Size
3
3
3

Move
4
4
4

Close Combat
2xD10
2xD10
2xD10

Target
7+
7+
7+

Save
3+
3+
3+

Kill
10+
10+
10+

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

Weapons/Equipment: An M8
Marauder is equipped with a Morita
Ape Special, a Hellseed Y-Rack, a
Derringer light rotary cannon, a Trip
Hammer mortar and a Lizard Line.
Flamers: An M8 Marauder may
replace its Morita Ape Special with
two Hel Infantry Flamers for no
extra cost.

31

82.47.15

Marauder Platoons
Bigfoot Marauder

+100 points

M8 Ape Marauders may be upgraded to M8C Bigfoot Marauders at a cost of +100 points, as described in the Marauder
squad entry. Any model so upgraded becomes the Bigfoot equivalent, so an M8 Ape cap trooper becomes an M8C Bigfoot
cap trooper, an M8 Ape Corporal becomes an M8C Bigfoot Corporal and so on. Bigfoot Marauders use the following profile,
weapons and special rules.

M8C Bigfoot Marauder


Type
M8C Bigfoot Cap Trooper
M8C Bigfoot Corporal
M8C Bigfoot Sergeant

Value
295
300
305

Size
3
3
3

Move
4
4
4

Close Combat
2xD10
2xD10
2xD10

Target
7+
7+
7+

Save
3+
3+
3+

Kill
11+
11+
11+

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

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

M9 Chickenhawk Marauder
Type
M9 Chickenhawk Cap Trooper
M9 Chickenhawk Corporal
M9 Chickenhawk Sergeant

Value
195
200
205

Size
3
3
3

Move
5
5
5

Close Combat
D6
D6
D6

Target
6+
6+
6+

Save
3+
3+
3+

Kill
9+
9+
9+

Traits
Hits/3, Jump/10
Hits/3, Jump/10
Hits/3, Jump/10

Weapons/Equipment: An M9 Marauder is equipped


with a Javelin missile launcher, a Sixgun rotary cannon
and a Lizard Line.
Special Rules
An M9 Marauder is subject to the following special rules,
in addition to those for Marauder Squads.
Poor Balance: Models in M9 Marauder suits cannot fire
any weapons when using their Jump movement mode.
Options
An M9 Marauder may purchase the following options.
Weapon Options: An M9 Marauder may be equipped
with any of the weapons listed below.
9
9

Blizzard Missile Pack for +30 points.


Inferno Support Flamer for +20 points or Twin
Fifty autocannon & Utility Claws for +20
points.

32

82.47.15

Marauder Platoons
+50 points

M9B Nighthawk Marauder

M9 Chickenhawk Marauders may be upgraded to M9B Nighthawk Marauders at a cost of +50 points, as described in the
Marauder squad entry. Any model so upgraded becomes the Nighthawk equivalent, so an M9 Chickenhawk cap trooper
becomes an M9B Nighthawk cap trooper, an M9 Chickenhawk Corporal becomes an M9B Nighthawk Corporal and so on.
Nighthawk Marauders use the following profile, weapons and special rules.

M9B Nighthawk Marauder


Type
M9B Nighthawk Cap Trooper
M9B Nighthawk Corporal
M9B Nighthawk Sergeant

Value
245
250
255

Size
3
3
3

Move
5
5
5

Close Combat
D6
D6
D6

Target
6+
6+
6+

Save
3+
3+
3+

Kill
9+
9+
9+

Traits
Hits/3, Jump/10
Hits/3, Jump/10
Hits/3, Jump/10

Weapons/Equipment: An M9B Marauder


is equipped with a Sixgun rotary cannon, a
Javelin missile launcher, a Nighthawk air
defence array and a Hellseed Y-Rack.
Special Rules
An M9B Marauder is subject to the following
special rules, in addition to those presented
for Marauder Squads.
Poor Balance: Models in M9B Nighthawk
armour cannot fire any weapons when using
their Jump movement mode.
Nighthawk Air Defence Array: The M9B
Nighthawk incorporates several sophisticated
systems designed to track fast-moving enemy
air units. When taking a Shoot action while
readied, all of a Nighthawks weapons count
as having the AA trait. Any weapon that
already has the AA trait will roll to hit the
enemy using a Target score of 5+, regardless
of the enemys usual Target score or flight
speed.

33

82.47.15

Marauder Platoons

MARAUDER PLATOON SUPPORT


FLEET ASSETS LIST
Priority Level Two
At Priority Level Two, you may choose from the following Fleet assets:

Flamberge Heavy Ground


Attack Missile

50 points

01 per platoon.

Sarissa Space Combat Missile

100 points

01 per platoon.

Slingshot Drop Boat

300 points

03 per platoon.

Thunderbolt TAC Fighter

250 points

03 per platoon.

COMMAND ASSETS LIST


Priority Level Two
At Priority Level Two, you may choose from the following Command assets:

Atomic Pee-Wee Munition

+300 points

02 models per platoon may be equipped with an Atomic Pee-Wee munition (only if
model with Atomic Protocols is in the platoon).

CHAS Unit

175 points

0-3 per platoon.

Falcon Missiles

+20 points

Any Javelin Missile Launcher can be given Falcon AA Missiles.

TAC UAV

120 points

0-1 officer or unit leader may be designated with control of a single TAC UAV.

Heroic Traits

up to +25
points

01 model per squad may purchase up to +25 points worth of heroic traits. These may
not be Talents.

34

82.47.15

Exosuit Platoons

EXOSUIT
PLATOONS
One of the most specialised platoons found in the
Mobile Infantry, with a training regime that rivals that of the
Pathfinders, Exosuit troopers have access to the very latest
technologies from Earthside R&D. Their Exosuits are the
most heavily armed and armoured machines for their size,
possessing awesome potential on the battlefield. If you are
looking for a small, elite force that closely resembles the

Mobile Infantry of Heinleins original novel, then there is no


better choice.
An Exosuit platoon in the Starship Troopers miniatures game
contains one or more Exosuit Squads and a commanding
Exosuit Lieutenant, though they can swell to include two
NCOs, and an additional five units.

35

82.47.15

Exosuit Platoons
Exosuit Lieutenant

1 per Platoon

160 points

Your Exosuit Platoon must include one Exosuit Lieutenant. He may be equipped with either a Cougar or Grizzly Exosuit.

Exosuit Lieutenant
Type
Value Size
Cougar Lieutenant 160
2

Move Close Combat Target Save


6
2xD10+1
5+
3+/5+

Kill
8+

Grizzly Lieutenant 160

8+

2xD10+1

Weapons/Equipment: A Cougar Lieutenant is equipped


with a Sixgun rotary cannon, a Hellseed Y-rack and a Lizard
Line.
A Grizzly Lieutenant is equipped with two Sixgun rotary
cannon, a Hellseed Y-rack and a Lizard Line.
Special Rules
A Cougar Lieutenant is subject to the following special rule.
Note that this rule does not apply to a Grizzly Lieutenant.
Git the Hell Out!: A Cougar Lieutenant may re-roll any
failed dodge saves. Each save may only be re-rolled once.

Exosuit NCO

5+

2+

Traits
Hits/2, Independent, Jump/15,
Piercing/2
Hits/2, Independent, Jump/15

Options
An Exosuit Lieutenant may purchase the following options.
Go Career: An Exosuit Lieutenant may be bought heroic
traits up to a total value of +100 points.
Drop Capsule: An Exosuit Lieutenant may have a Drop
Capsule for +10 points.
Weapon Options: The Sixgun rotary cannon may be
replaced with a Firestorm missile system at a cost of +25
points per weapon.

0-2 per Platoon

145 points

Your Exosuit Platoon may include up to two Exosuit NCOs. These may be any combination of Cougar or Grizzly NCOs but
the total number in the platoon may not exceed two.

Exosuit NCO
Type
Cougar NCO
Grizzly NCO

Value Size Move Close Combat Target Save Kill


145
2
6
D10+1
5+
3+/5+ 8+
145
2
6
D10+1
5+
2+
8+

Weapons/Equipment: A Cougar NCO is equipped with


a Sixgun rotary cannon, a Hellseed Y-rack, and a Lizard
Line.
A Grizzly NCO is equipped with two Sixgun rotary cannon,
a Hellseed Y-rack, and a Lizard Line.
Special Rules
A Cougar NCO is subject to the following special rule. Note
that this rule does not apply to Grizzly NCOs.
Git the Hell Out!: A Cougar NCO may re-roll any failed
dodge saves. Each save may only be re-rolled once.

Traits
Hits/2, Independent, Jump/15, Piercing /2
Hits/2, Independent, Jump/15

Options
An Exosuit NCO may purchase the following options.
Go Career: An Exosuit NCO may be bought heroic traits up
to a total value of +50 points.
Drop Capsule: An Exosuit NCO may have a Drop Capsule
for +10 points.
Weapon Options: The Sixgun rotary cannon may be
replaced with a Firestorm missile system at a cost of +25
points per weapon.

36

82.47.15

Exosuit Platoons
Exosuit Squad

0-2 per Officer

325 points

Your Exosuit platoon may include up to two Exosuit squads for each officer in the platoon. You must include a minimum of one
squad in the platoon.
Unit Size: The unit consists of one Exosuit Sergeant and two
Exosuit Troopers. These may be any combination of Cougar
or Grizzly Exosuits. The weapons, equipment, special rules
and options depend on the type of Exosuit chosen, as shown
below.
Options
An Exosuit Squad may purchase the following options.
Some Exosuits have additional options available, which
may be purchased in addition to those listed here.
Go Career: The squad sergeant may be bought heroic traits
up to a total value of +25 points.

Unit Options: Up to three extra troopers may be added to


the squad at a cost of +100 points per model. These may be
either Cougar or Grizzly troopers, or any combination of the
two.
One Exosuit trooper may be promoted to corporal for
+10 points. A model promoted in this way becomes the
appropriate Exosuit corporal, so a Cougar Trooper becomes
a Cougar Corporal and so on.
The entire squad may be given Drop Capsules for +10 points
per model.

Cougar Exosuit
Type
Cougar Trooper
Cougar Corporal
Cougar Sergeant

Value
100
110
125

Size
2
2
2

Move
6
6
6

Close Combat
D10
D10
D10

Target
5+
5+
5+

Save
3+/6+
3+/6+
3+/6+

Kill
8+
8+
8+

Traits
Hits/2, Jump/15, Piercing /2
Hits/2, Jump/15, Piercing /2
Hits/2, Jump/15, Piercing /2

Weapons/Equipment: Cougar Exosuits are equipped with


a Sixgun rotary cannon, a Hellseed Y-rack, and a Lizard
Line.

Options
Cougar Exosuits may choose from the following options, in
addition to those available to Exosuit squads.

Special Rules
Cougar squads are subject to the following special rules.

Weapon Options: Any number of Cougar Exosuits may


replace their Sixgun rotary cannon with a Firestorm missile
system at a cost of +25 points.

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

Grizzly Exosuit
Type
Grizzly Trooper
Grizzly Corporal
Grizzly Sergeant

Value
100
110
125

Size
2
2
2

Move
6
6
6

Close Combat
D10
D10
D10

Target
5+
5+
5+

Save
2+
2+
2+

Kill
8+
8+
8+

Traits
Hits/2, Jump/15
Hits/2, Jump/15
Hits/2, Jump/15

Weapons/Equipment: Grizzlies are equipped with two


Sixgun rotary cannon, a Hellseed Y-rack, and a Lizard
Line.

Weapon Options: Any number of Grizzly Exosuits may


replace one or both of their Sixgun rotary cannon with the
following.

Options
Grizzly Exosuits may choose from the following options, in
addition to those available to Exosuit squads.

9 A Firestorm missile system at a cost of +25 points per


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

37

82.47.15

Exosuit Platoons

EXOSUIT PLATOON SUPPORT


FLEET ASSETS LIST
Priority Level One
At Priority Level One, you may choose from the following Fleet assets:.

Slingshot Drop Boat

300 points

0-1 per platoon.

Priority Level Two


At Priority Level Two, you may choose from the following Fleet assets:

Flamberge Heavy Ground


Attack Missile

50 points

02 per platoon.

Slingshot Drop Boat

300 points

02 per platoon.

Thunderbolt TAC Fighter

250 points

0-1 per platoon.

Priority Level Three


At Priority Level Three, you may choose from the following Fleet assets:

Flamberge Heavy Ground


Attack Missile

50 points

03 per platoon.

Sarissa Space Combat Missile

100 points

02 per platoon.

Slingshot Drop Boat

300 points

03 per platoon.

Thunderbolt TAC Fighter

250 points

04 per platoon.

38

82.47.15

Exosuit Platoons

COMMAND ASSETS LIST


Priority Level One
At Priority Level One, Command assets are unavailable.

Priority Level Two


At Priority Level Two, you may choose from the following command assets:

Atomic Pee-Wee Munition

+300 points

01 model per platoon may be equipped with an Atomic Pee-Wee munition


(only if model with Atomic Protocols is in the platoon).

CHAS Unit

175 points

0-2 per platoon.

TAC UAV

120 points

0-1 officer or unit leader may be designated with control of a single TAC
UAV.

Heroic Traits

up to +25
points

01 model (may not be an officer) per platoon may purchase up to


+25 points worth of heroic traits.

Priority Level Three


At Priority Level Three, you may choose from the following Command assets:

Atomic Pee-Wee Munition

+300 points

03 models per platoon may be equipped with an Atomic Pee-Wee munition


(only if model with Atomic Protocols is in the platoon).

CHAS Unit

175 points

0-4 per platoon.

TAC UAV

120 points

0-5 officers or unit leaders may be designated with control of a single TAC UAV
each.

Heroic Traits

up to +25 points

01 model per squad may purchase up to +25 points worth of heroic traits.

39

82.47.15

Auxiliary Units

AUXILIARY
UNITS
CHAS Unit
Type
CHAS

Value
175

Size
2

Move
8

Close Combat
D10+D6

Target
8+

Save
6+

Kill
10+

Traits
Hits/3, Jump/12, Retaliate

Unit Size: The unit consists of one CHAS


robot.
Weapons/Equipment: A CHAS is
equipped with a Morita Ape Special, a Hel
infantry flamer, a Javelin missile launcher
and a Trip Hammer mortar.
Special Rules
A CHAS unit is subject to the following
special rules.
Autoloaders: All weapons mounted on a
CHAS count as Infinite weapons.
Alpha Strike: A CHAS may fire all its
weapons in one Shoot action if its previous
action was Ready.
Deathwish Circuit: A CHAS may
voluntarily self destruct with a Ready
action. This removes the CHAS model
from the game and inflicts Retaliate damage
upon all models within point blank range.

40

82.47.15

Auxiliary Units
Drop Capsule
Type
Drop Capsule

Value
Special

Size
+1

Move
Burn

Close Combat

Special Rules
Drop Capsules are subject to the following special rules.
Aero-Braking: Drop capsule units can opt to delay their
entry onto the battlefield by firing early brake thrusters or
requesting over-delays in their drop patterns. This is not
without its problemsaltering drop ratios and orbital passes
can severely delay the arrival of drop capsule units if this
option is taken. As such, every drop capsule unit may use
either of the two entry times stated below:
1.

2.

Target
6+

Save
3+/5+

Kill
9+

Traits
No Flinch

Quick Delivery: Drop capsule models must Move (Fly)


onto the battlefield as their first action. Their second action
must be a Move (Land) action. Should the drop capsule be
destroyed before the end of the Air phase, the model inside
is automatically a casualty and removed from the table.

Appear as Reserves in the first possible Air phase (this


will normally be the Air phase in the second turn, since
Reserves cannot normally enter in the first game turn).
Appear as Reserves in a later Air phase (usually the third
turn onwards). Roll a D6; on a 1 the unit is delayed and
does not arrive this turn. The unit can try again at the
beginning of each subsequent Air phase.

Flamberge Heavy Ground Attack Missile


Type
Flamberge Missile

Value
50

Size
3

Move
Burn Cruise

Special Rules
Flamberge missiles are subject to the following special
rules.

Close Combat
2xD10

Target
6+

Save
5+

Kill
8+

Traits
Hits/2

Note that a model with Atomic Protocols must be present in


the force in order to purchase the Atomic Pee-Wee warhead.

Missile: As a missile unit, the Flamberge may only perform


the Move (Fly) and Charge (Crash) actions.
Options
A Flamberge heavy ground attack missile may choose from
the following options:
Weapon Options: The Flamberge must be equipped with
one of the following warheads:
9 Scatter bomb for +0 points.
9 Firestorm bomb for +50 points.
9 Atomic Pee-Wee munition for +300 points.

41

82.47.15

Auxiliary Units
Fleet Landing Party

125 points

Type
Ensign

Value
20

Size
1

Move
4

Close Combat
D6

Target
3+

Save
5+

Kill
6+

Senior Ensign

45

D6

3+

5+/6+

6+

Fleet Lieutenant

90

D6

3+

5+/6+

6+

Traits

Fleet Liason

Unit Size: The unit consists of one


Senior Ensign (unit leader) and four
Ensigns.
Weapons/Equipment: Each member
of the Fleet Landing party is equipped
with a Morita Carbine and a Shock
Stick.
Special Rules
Fleet Landing Parties are subject to the
following special rules.
Commission: All members of the Fleet
are commissioned officers with some
command authority. A Fleet Landing
Party is unaffected by the loss of officers
in the Mobile Infantry (see page 20).
In addition, a Fleet Landing Party
which is out of command may take a
special Ready action to promote one
member of the party to unit leader. The
model remains an Ensign in all respects
but becomes the unit leader. This Ready
action to Promote is the only action
that an out-of-command Fleet Landing
Party is permitted to take and in all
other respects the unit will follow the
normal Mobile Infantry rules for being
out of command.
Options
A Fleet Landing Party may choose from
the following options.
Unit Options: Up to five extra Ensigns
may be added to the party at a cost
of +20 points per model. The Senior
Ensign may be promoted to a Fleet
Lieutenant at a cost of +20 points.
Weapon Options: Any member of the
Fleet Landing Party may exchange his
Morita Carbine and Shock Stick for a
Morita rifle at no cost.

42

82.47.15

Auxiliary Units
Sarissa Space Combat Missile
Type
Sarissa Missile

Value
100

Size
4

Move
Burn

Close Combat
4xD10

Special Rules
Sarissa Space Combat Missiles are subject to the following
special rules.

Target
8+

Save
4+

Kill
10+

Traits
Hits/4

Note that a model with Atomic Protocols must be present in


the force in order to purchase the Atomic Pee-Wee or Ajax
warheads.

One Chance: The Sarissa may not return to the battlefield


if it leaves it.
Missile: As a missile unit, the Sarissa may only perform the
Move (Fly) and Charge (Crash) actions.
Weapon Options: The Sarissa must be equipped with one
of the following warheads:
9
9
9
9

Scatter bomb for +0 points.


Firestorm bomb for +50 points.
Atomic Pee-Wee munition for +300 points.
Atomic Ajax munition for +500 points.

SICON Military Intelligence Agent


Type
Value Size Move Close Combat Target Save Kill Traits
SICON Military Intelligence Agent 80
1
5
D6
3+
6+/4+ 6+ Independent, No Flinch

Weapons/Equipment: SICON Military Intelligence Agents


carry Morita carbines.
Special Rules
The SICON Military Intelligence Agent is subject to the
following special rules.
Officer: A SICON Military Intelligence agent is an officer
and may be bought heroic traits up to a total value of +100
points.
Atomic Protocols: Only Mobile Infantry forces including
a model with Atomic Protocols gain access to atomic
munitions.
Vital Mission: A Mobile Infantry force including a SICON
Military Intelligence agent can try to make the game last one
turn longer than normal at the option of the Mobile Infantry
player. Roll a D6 at the end of the last game turn if a further
turn is desired. On a roll of 4 or more, one additional game
turn is played. On a 3 or less the game ends as normal.

43

82.47.15

Auxiliary Units
Skinnie Advisor
Type
Skinnie Advisor

Value
100

Size
1

Move
5

Close Combat
D6+1

Weapons/Equipment: The Skinnie Advisor is armed with


a Constrictor Rifle.
Special Rules
The Skinnie Advisor is subject to the following special
rules.
Ambush: This ability can be used by Mobile Infantry forces
including a Skinnie Advisor. A Power Suit Squad the Skinnie
Advisor is attached to can be concealed in an area of terrain
within the Mobile Infantry deployment area. Write down the
location of the ambushing unit before any other models are
deployed on the tabletop. The Mobile Infantry player can
reveal the ambush and place the unit on the tabletop at any
time.

Target
4+

Save
4+/5+

Kill
6+

Traits
Climb/5, Jump/12

Attached: A Skinnie Advisor must be attached to a Mobile


Infantry unit at the start of the game. The Advisor counts as
part of the unit but Mobile Infantry prejudice means it may
never become unit leader.
Partially Exothermic: The Skinnie Advisor does not lose
his dodge save when targeted by weapons with the Flame
trait.
Options
The Skinnie Advisor may choose from the following
options.
Weapon Options: The Skinnie Advisor may replace his
Constrictor Rifle with a Morita Assault Rifle and Underslung
Grenade Launcher at no cost.

Skyhook Retrieval Boat


Type
Skyhook Retrieval Boat

Value
125

Size
5

Move
Loiter, V/STOL

Weapons/Equipment: The Skyhook Retrieval Boat is


armed with two Twin Fifty autocannon.

Close Combat Target


2xD10
6+

Save
5+

Kill
9+

Traits
Hits/6

Air Transport: A Skyhook can carry up to 12 Size points of


models (maximum individual model Size 1).

Special Rules
A Skyhook Retrieval Boat is subject to the following special
rules.

44

82.47.15

Auxiliary Units
Slingshot Drop Boat
Type
Slingshot Drop Boat

Value
300

Size
6

Move
Cruise, Loiter, V/STOL

Special Rules
A Slingshot Drop Boat is subject to the following special
rules.

Close Combat
4xD10

Target
8+

Save
4+/5+

Kill
12+

Traits
Hits/8

Air Transport: A Slingshot can carry up to 20 Size points


of models (maximum individual model Size 4). Due to
extensive stocks of ammunition, any allied models within
the point blank range of a Slingshot may ignore the ammo
rules.

Heavenly Mercy (+0 points): If the Mobile Infantry


player has a functional Heavenly Mercy Rescue Tender in
his force at the end of a game where it has landed on the
battlefield, he reduces his total casualties by D6+6 power
suit equipped models of his choosing (any power suit model
may be chosen, including Pathfinders). The Heavenly Mercy
must have landed for two consecutive turns at any point in
the game to take advantage of this rule. Heavenly Mercy
variants lose the Air Transport special rule.

Countermeasures: A Slingshots dodge save against all


missile weapons is 4+ rather than the usual 5+.

Standard Air Transport (+0 points): The Slingshot Drop


Boat gains the following weaponry:

Linked Ordnance Deployment: A Slingshot may deploy


up to two ordnance munitions in a single Shoot (Bomb)
action.

9 Derringer light rotary cannon


Tactical (+100 points): The Slingshot Drop Boat gains the
following weaponry:

Choose one of the following payload options.


Ground Support (+100 points): The Slingshot Drop Boat
gains the following weaponry:

9 Five Scatter bombs


9 Two Blizzard missile packs
9 Derringer light rotary cannon

9 Six Firestorm bombs


9 Three Scatter bombs
9 Derringer light rotary cannon

45

82.47.15

Auxiliary Units
TAC UAV
Type
TAC UAV

Value
120

Size
3

Move
Loiter, V/STOL

Weapons/Equipment: The TAC UAV is armed with a Twin


Fifty autocannon and two Scatter Bombs.
Special Rules
The TAC UAV is subject to the following special rules.
Drone Flight: A TAC UAV is unmanned and only semiintelligent. As such, it is reliant upon directions from the
ground for its optimal course in battle. Designate one
independent model or unit leader as the TAC UAVs
controller. If this model is killed or otherwise removed from
the battlefield, the TAC UAV may take only a single action
during the Air Phase.

Close Combat Target


2xD6
7+

Save
5+

Kill
10+

Traits
Hits/3

However, if the controlling model also has the Fleet Liaison


trait and is readied during the Air Phase, he is able to upload
additional scanner and sensor information to the TAC UAV,
greatly enhancing its accuracy. The TAC UAV may re-roll
each missed shooting dice once so long as the controlling
model model remains readied.
Lock and Load: The TAC UAV can fire three weapons in a
Shoot action but cannot create separate fire zones.

46

82.47.15

Auxiliary Units
Thunderbolt TAC Fighter
Type
Thunderbolt TAC Fighter

Value
250

Size
5

Move
Close Combat
Burn, Cruise 3xD10

Weapons/Equipment: The Thunderbolt TAC fighter is


armed with a Sixgun rotary cannon and two Rapier AA
missile launchers.
Special Rules
The Thunderbolt TAC fighter is subject to the following
special rules.
Linked Ordnance Deployment: A TAC fighter may deploy
up to four ordnance munitions in a single Shoot (Bomb)
action.
Options
TAC fighters are always configured to their role. Choose
one of the following configurations. The TAC fighter gains
any new weapons, equipment or special rules listed for
the configuration, in addition to the standard weapons and
special rules above, which are common to all configurations
of TAC fighter. You may not choose more than one of the
following configurations for each TAC fighter.

Target
7+

Save
5+/4+

Kill
10+

Traits
Hits/5

Ground Support (+100 points): The TAC fighter gains the


following weaponry:
9 Three Firestorm bombs
9 Four Scatter bombs
Tactical (+100 points): The TAC fighter gains the following
weaponry:
9 Two Scatter bombs
9 Two Blizzard missile packs
In addition, the Tactical TAC fighter has Modular Drop Tanks,
which allow the fighter to use the Loiter flight speed.
Atomic (+500 points): A model with Atomic Protocols
must be present in the force in order to purchase the Atomic
Payload. If purchased, the TAC fighter gains the following
weaponry:
9 One Atomic Ajax munition

Air Superiority (+0 points): The TAC fighter uses the


weapons, equipment and special rules listed above in the
main entry with no additions.

Viking Landing Boat


Type
Viking Landing Boat

Value
195

Size
7

Move
Loiter, V/STOL

Close Combat
4xD10

Target
7+

Save
5+

Kill
10+

Traits
Hits/8

Weapons/Equipment:
The
Viking Landing Boat is
armed with two Twin Fifty
autocannon.
Special Rules
The Viking Landing Boat is
subject to the following special
rules.
Air Transport: A Viking can
carry up to 30 Size points of
models (maximum individual
model Size 2). Due to extensive
stocks of ammunition, any allied
models within the point blank
range of a Viking may ignore
the ammo rules.

47

82.47.15

Weapons List

WEAPONS LIST
Squad Weapons
Name
Hel Infantry Flamer
Morita Carbine
Morita Sniper Rifle
Morita Assault Rifle
Underslung Grenade Launcher
~ Flechette Grenade
~ Frag Grenade
~ Bugshot Grenade
Trench Sweeper Laser
Morita Ape Special

Range
10
15
30
20

8
15
10
6
20

Damage
D10+2
2xD6
D6
2xD6

D6+1
D6
D6+2
D10+1
2xD6+1

Underslung Grenade Launcher: An underslung option for


the Morita that attaches to the bottom of the rifles barrel and
is operated with one hand, the XW-110-G1 grenade launcher
can chamber several different forms of ordnance. This makes
the addition very tactically diverse and allows the Mobile
Infantry to tailor their Morita assault rifles to the mission at
hand. While rarely as powerful as a normal squad weapon, the
XW-110-G1 underslung launcher is the perfect complement to
an already excellent firearm. A XW-110-G1 grenade launcher
can use any of the following three ammunition types.
9 Flechette: Flechette rounds are narrow slivers of hardened
steel bound in a grenade casing. When fired, the casing
is discarded while the rounds travel at ballistic speeds
towards a target. They have excellent penetration and
can slice through chitin and armour plate with very little
effort.

Type
Squad
Squad
Squad
Squad

Pack
Pack
Pack
Pack
Squad

Traits
Flame, LZ (Stream), Retaliate
Auto
Accurate
Auto

Underslung
LZ (2), Underslung
Ready , Underslung
LZ (Stream), Underslung
Auto

9 Frag: Fragmentation grenades work on much the same


principles as flechette rounds. The only real difference
is that fragmentation rounds travel to the target before
exploding into deadly shards. This forms a lethal area
around the point of impact and can take out a number
of enemies instead of concentrating on one target. This
spread does make them somewhat less effective than a
flechette round; the area of effect is usually worth the
loss.
9 Bugshot: A specialised form of grenade that fires several
hundred steel pellets at an incredible rate, these rounds
have been shown to have great effect against the chitinous
carapaces of Arachnid targets. The multiple impacts in
a confined space effectively punch through an enemy,
leaving behind a crater or hole. These rounds are slower
to chamber, making them less useful in a close-in firefight
than some other grenades.

Close Combat Weapons


Name
Shock Stick
Utility Claws

Range
Close combat
Close combat

Damage
As user
2x as user

Type

Traits
Parry, Piercing/1

48

82.47.15

Weapons List
Support Weapons
Name
Hellseed Y-Rack

Range
Special

Damage
D6

Type
Pack

Traits
See Description

Trip Hammer Mortar

36

D6+2

Pack

LZ (2), Ready

Hail Mary Mortar

60

D10+2

Pack

LZ (3), Ready

Spitball R/L

12

2xD10

Pack

Piercing/1

Triple Thud G/L

15

3xD10

Pack

Piercing/1

Inferno Support Flamer

12

2xD10+2

Pack

Flame, LZ (Stream), Retaliate

Thermic Lance

D10+D6

Pack

Flame, Piercing/2

Plasmatic Cannon

12

D10+D6

Pack

Flame, Piercing/3

Hellseed Y-Rack: These weapons are built into advanced


armoured suits, often using sliding doors to conceal themselves
when not in use. Hellseed Y-racks are normally used during
a Jump action, making them a fatal surprise for any foe
assuming the trooper to be vulnerable while in mid-air. The
Hellseed Y-Rack generates a 4 Lethal Zone centred on the
firing models centre point when used. There is no deviation.
The Y-Rack may not be fired in direct fire mode. The model
need not be readied to fire the Hellseed Y-Rack (unlike regular
Artillery fire weapons).

Thermic Lance: Employed exclusively by the Grizzly


Exosuit, the Thermic Lance is one of the more devastating
weapons in SICONs arsenal. It consists of a volatile metallic
core, superheated and suspended in an array of magnetic
fields inside the weapons slender barrel. The heat from
this core can be unleashed in a devastating blast, propelled
by magnetic suspension techniques to deliver a superheated
charge, capable of punching through almost any armour. The
incredible temperature of the blast means that, if hit, a target
will likely be vaporised in an instant.

Hail Mary Mortar: The Hail Mary is a huge, immensely


destructive mortar found on Bigfoot Marauders. It is one of
the few genuinely long-ranged weapons found in Marauder
platoons and is typically employed as an opening barrage
before the Bigfoot and accompanying Marauders close
with the enemy. As a means of softening up the enemy, few
weapons surpass the Hail Mary in destructive potential.

Plasmatic Cannon: The Plasmatic Cannon is an advancement


on the Thermic Lance and is used exclusively by Bigfoot
Marauders. Rather than relying on the metallic core of the
Thermic Lance, the Plasmatic Cannon draws its supercharged
blast from a reservoir of plasma stored within the Bigfoots
reinforced carapace. Smaller suits simply could not contain
such a powerful substance without incinerating the pilot and
even the Bigfoot can be a notoriously dangerous machine to
operate.

Missiles and Rockets


Name
Javelin Missile Launcher
~ Firecracker HE Missile
~ Holepunch HEAP Missile
~ Falcon AA Missile
Rapier AA Missile Launcher
~ AA Birdbolt Missile
Blizzard Missile Pack
Firestorm Missile System

Range

60
60
60

60
60
48

Damage

3xD6
D10
D10

D10
2xD10
2xD10

Type

Pack
Pack
Pack

Pack
One-Shot!
Pack

Falcon AA Missile: The huge numbers of hopper bugs present


throughout the Road to Victory campaign convinced SICON
that dedicated Rapiers, while having their place, did not
grant the versatility individual squads required when facing
an Arachnid swarm comprising multiple species. The Falcon
was designed to be a smaller warhead that could be used in
a standard Javelin with minimal extra training. Though it
lacks the guidance capabilities and hard punch of the Rapiers

Traits

LZ (2)
Accurate, LZ (1), Piercing/2
AA, LZ (1)

AA, Accurate, LZ (2), Piercing/1, Ready


LZ (3), Ready
LZ (1), Piercing/1

Birdbolt warhead, the Falcon can still provide a squad with a


measure of anti-aircraft cover.
Javelin Missile Launcher: When nothing else will do the
job, a missile is a troopers last and best option. The SW404 Javelin is a heavy weapon system with a top-feeding
magazine and an integral targeting computer that links to
the tactical display in a troopers helmet. The Javelin is a

49

82.47.15

Weapons List
powerful weapon but its blasts are not precise and it cannot
be used on crowded battlefields where a stray explosive round
could spell the end of a misplaced troopers career. Casual use
of a Javelin launcher is punishable by court martial; heavy
weapons troopers should always remain conscious of where
their ammunition goes. An SW-404 comes with Firecracker
and Holepunch missiles as standard.
Rapier AA Missile Launcher: The Rapier AA missile
launch system is an air assets worst nightmare. These missile
launchers are specifically designed to fire the M-780A5
Birdbolt missile, though rumours of other warheads shortly
to be distributed are popular. The Birdbolt is the primary
armament of the Rapier. It is specifically designed for a
high in-flight speed and carries a penetrating nose charge to
bring down even the toughest air assets. While not especially
effective against ground targets, Birdbolts can be used against
them in an emergency.

The fire patterns employed by the Firestorm mean that second


and subsequent hits from the weapon are increasingly deadly.
As such, if both dice from the weapon score a hit, both hits
acquire the Piercing/2 and Multihit traits. In the case of a
Grizzly armed with two Firestorms, these are fired as a single
weapon, rolling four dice, and the above bonus is applied if
any two or more dice score a hit.
The Firestorm may be used to fire Pee-Wee atomic warheads,
if possessed by the model, but they lose the special rule above
when they do so.

Autocannon
Name
Derringer Light Rotary Cannon
Sixgun Rotary Cannon
Twin Fifty Autocannon

Firestorm Missile System: The Firestorm missile system


is an advanced multiple rocket launcher used by the Cougar
and Grizzly Exosuits. Its multiple launch barrels allow a
barrage of miniature rockets to be unleashed in a single shot.
Sophisticated tracking equipment is used to produce carefully
plotted firing patterns whereby an initial rocket will report its
accuracy to those following, meaning that a single successful
hit is often enough to draw in many following rockets, quickly
smothering the target in a withering volley of explosive
warheads.

Range
20
30
30

Damage
4xD6
3xD6+1
4xD6+1

Type
Squad
Squad
Crew

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

Derringer Light
Rotary Cannon

Twin Fifty
Autocannon

Sixgun
Rotary Cannon

50

82.47.15

Weapons List
Lasers
Name
Bugbroom Support Laser
Scythe Laser Cannon

Range
40
36

Damage
3xD6+2
D10+3

Type
Pack
Pack

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

Hand Grenades
Name
M-902F Frag Grenade

Range
10

Damage
D10

Frag Grenade: Intended as a defensive weapon with a great


deal of killing potential, the fragmentation grenade operates
perfectly in that role. A munition that bursts into a dense
shower of edged metal, these grenades not only assault any
model in their area of effect but also make it difficult to see

Type
Pack

Traits
LZ (1)

because of the gas charge that ignites along with its small
payload. For a few brief but critical seconds, the M-902F Frag
gives a unit the chance to retreat from close quarters combat
in relative cover. Frag Grenades may only be used in Direct
Fire mode.

Munitions
Name
M-918 Scatter Bomb
M-908P Plasma Munition

Range
Dropped
Placed, Thrown 10

Damage
3xD6
2xD10

Type
One-Shot!
One-Shot!

M-997 Firestorm Bomb


Dropped
2xD10+2
M-998A1 Atomic Pee-Wee Munition Dropped, Launched 60, 3xD10+4
Placed
M-999A2 Atomic Ajax Munition
Dropped, Placed
3xD10+4

One-Shot!
One-Shot!

General Issue Equipment


Sprite Reconnaissance Skimmer: Few Mobile Infantry
troopers fail to appreciate the speed and manoeuvrability of
a Sprite skimmer, a ground-effect vehicle with a set of three
thrusters that maintain a height of two feet over the terrain
below at all times. While many officers dream of mounting
their entire squad on these incredibly quick and well-armed
vehicles, their cost does not make this feasible for any but the
most decorated or deserving.

One-Shot!

Traits
LZ (3)
Flame, LZ (2), Persistent,
Piercing/3, (Remote if Placed)
Flame, LZ (4)
Flame, Killshot, LZ (5),
Multihit, (Remote if Placed)
Flame, Killshot, LZ (7),
Multihit, (Remote if Placed)

A Sprite is an upgrade for power suit models and modifies


their characteristics shown on the profile. Models that upgrade
remain mounted for the whole game and may not dismount.
Models mounted on Sprites may not use any form of special
movement mode other than Hover. The Sprite is armed with
a Spitball Rocket Launcher. The rider may shoot a Squad
weapon instead of the Spitball if desired.

51

82.47.15

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

Value
Size Move Close Combat Target Save
Kill Traits
As rider +50 2
6
As rider +1
6+
As rider/5+ 8+ Hover/18, Retaliate

Lizard Line: One of the most ubiquitous pieces of Mobile


Infantry equipment, lizard lines are a common upgrade to all
kinds of unit. Consisting of 20 metres of compound polymer
rope, a shock-deployed grapnel and a firing unit, the common
lizard line has been produced as a grapnel gun, a belt device
and an underslung attachment to the Morita rifle. Lizard lines
grant the Climb/6 trait.
WASP Pack: Tactically lying between an ordinary cap
troopers jump jets and the Sprite skimmers hover thrusters
is the WASP pack. Replacing the normal combat backpack
of an M-1A4 cap trooper, these packs contain an extra jump
jet and expanded fuel reservoir, as well as a pair of flip-out
stabilisation wings. These provide the cap trooper wearing
the pack with more time airborne between jumps and much
greater control and precision while jumping.

Micro-Support Platforms: Micro-support platforms are


small, man-portable tripods that allow a squad to make use
of weapons much larger than a lone trooper could ordinarily
carry. Typically, two members of the squad will operate the
weapon, one acting as gunner, the other as loader. When the
squad moves, the gunner will hastily remove and carry the
weaponry while the gunner carries the tripod, allowing the
support platform to be disassembled, moved and reassembled
in seconds.
Any weapon mounted on a micro-support platform changes
its type to Crew regardless of the actual weapon. A Ready
action must be used to set it up before it can be fired. If the
model moves after the micro-support platform has been set
up, another Ready action must be used before it is ready to
fire again.

WASP packs are an upgrade to a power suit model which


changes its Jump/12 trait to Hover/18.

52

82.47.15

Company Level Forces

COMPANY
LEVEL FORCES
In battle, a single platoon of Mobile Infantry is

Choosing a Company Level Force

capable of dealing with any threat and will be deployed under


the command of their own Lieutenant. More rarely, large
forces will be needed and whole companies will be deployed
to combat a particularly serious threat. In these situations, a
more senior officera Captain of the Mobile Infantrymay
take personal command of the army.

Earlier in the book weve described how to choose a


platoon level force. A company level force is an army that
consists of more than one platoon. These can be any mix of
platoonstwo of the same type, one Power Suit platoon and
one Marauder platoon, two Power Suit Platoons, two Exosuit
Platoons and a Marauder platoon or any other possible
combination. In large armies, you might well have three or
even more different platoon types within the
armythis is all perfectly permissible as
long as you remember that you may include
no more than one platoon per 1,000 points
in the army. For this reason, company level
forces are always worth a minimum of 2,000
points. Any army which contains two or
more platoons is considered company level,
regardless of how many platoons it actually
has, so an army of two, three, four or even
half a dozen platoons will all be considered
company level.

Company Level Assets


A company level force represents a
substantial commitment of resources by
SICON, an undertaking so large that it would
only ever be authorised for the most dire of
threats. As such, greater resources are made
available and a senior officer will be charged
with commanding the force. Therefore,
when using a company level force in games
of Starship Troopers, you have the option of
including a Mobile Infantry Captain in your
army.
You are still free to use a lieutenant or
even NCO to lead your Mobile Infantry
company, representing a formation that has
its commanding officer(s) reassigned to staff
duties, leading other important operations or
maybe even killed during the initial landing.
Most Mobile Infantry companies in war
time, however, will be commanded by a
captain, with lieutenants heading individual
platoons.

53

82.47.15

Company Level Forces


Mobile Infantry Captain

0-1 per Army

Special

Your army may include a single Mobile Infantry Captain, as long as the army includes at least two platoons (and is therefore
considered company level). You may only ever include a single Mobile Infantry Captain. The Captain may be a Light Armour
Captain, Power Suit Captain, Exosuit Captain or Marauder Captain as you choose, but only one may be included (not one
of each type!).
The choice of Captain available depends on the platoons in your army. You must include at least one platoon of the same type
as the desired Captain. So, for example, if you wish to take a Marauder Captain, you must also have at least one Marauder
platoon in your army.

Mobile Infantry Captains


Type
Light Armour Captain
Power Suit Captain
Cougar Captain
Grizzly Captain
M8 Ape Marauder
Captain
M9 Chickenhawk
Marauder Captain

Value
90
140
185
185
245

Size
1
1
2
2
3

Move
4
4
6
6
4

Close
Combat
2xD6
2xD6+1
3xD10+1
3xD10+1
3xD10

Target
3+
4+
5+
5+
7+

Save
6+/5+
4+/5+
3+/4+
2+
3+

Kill
6+
8+
9+
9+
11+

245

2xD6+1

6+

3+

10+ Hits/3, Independent, Jump/10

Traits
Independent
Independent, Jump/12
Hits/2, Independent, Jump/15, Piercing/2
Hits/2, Independent, Jump/15
Hits/4, Independent, Jump/8, Piercing/1

Weapons/Equipment: The weapons and equipment used


by a Captain are the same as for a Lieutenant of his type.
Special Rules
A Mobile Infantry Captain is subject to the same special
rules as a Lieutenant of his type. In addition, the following
special rules also apply.
Command Abilities: All Mobile Infantry Captains gain all
the special command abilities of Lieutenants (such as the
special Lieutenant Only actions), as described on page 21.
Mobile Infantry Captains are officers.
Enhanced Command: The Captain has a command range
of 12.
Options
A Mobile Infantry Captain has access to the same options as
a Lieutenant of his type. In addition, he may also purchase
the following.
Go Career: The Captain may be bought heroic traits up to a
total value of +150 points.

54

82.47.15

Heroic Traits

HEROIC TRAITS
The average trooper in the Mobile Infantry
is far better trained than any other soldier in Earths history.
However, joining the Mobile Infantry is not about being
average and there will always be some exceptional individuals
who remain far ahead of the curve. These brave men and
women are represented by the use of traits in the Starship
Troopers miniatures game.

Fire King* (+100 points)


The model excels in fast, accurate direction of fire. Any
member of the models unit (including the model) within
command range can re-roll their damage dice during a Shoot
action.

Heroic Surge!* (+30 points)

Qualities: This is the realm of natural aptitude, the kind of


raw talent a soldier is born with and perhaps only discovers
when he is up to his waist in blood and guts.

The model can draw on superhuman reserves of determination,


giving his all when it would seem impossible he has any more
to give. Once per game, the model can take one extra action in
its players turn (for a total of three actions). Other models do
not join him in taking this extra action.

Talents: Capabilities of the mind, psychic manipulation or


preternatural senses. Such abilities, and the telepaths capable
of them, are the subject of much scrutiny within SICON.

Jumpball Player!* (+20 points)

Training: These are aptitudes that can be learned but are in


addition to the normal training expected of combatants
many of these abilities form part of the training regime of
elite units.
Any heroic trait marked with an asterisk (*) may not be
taken by models in Marauder suits. Those marked with an
exclamation mark (!) may only be used once per battle.
The traits in this section are only available to Mobile Infantry
armies and replace those in the main rulebook. Light Armour
and Pathfinder platoons must now use the traits listed here.

QUALITIES

Daredevil (+20 points)

The model is well accustomed to performing daredevil antics


when the situation demands it, often opening fire perilously
close to friends. When creating a fire zone, this model may
ignore any friendly model for the purpose of allocating
damage diceno dice at all are placed on friendly models as
the daredevils shots just whistle straight past. This trait may
not be used with atomic weapons.

Dirty Fighter (+15 points)


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

Fast Mover (+15 points)


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

A popular sport won by speed, aggression and agility, jumpball


makes good training for any soldier. Once per game the model
can add +2 to any dodge saves he has to make for the duration
of any turn. If a dodge save is made successfully, the model
can be immediately moved in any direction up to 6. This free
movement may only be performed once in a turn.

Protagonist! (+20 points)


The model has enough good sense to save his best until its
needed the most. Once per game, the model can make any
action or reaction as if he had taken a ready action, allowing
special move modes or ready weapons to be used, for
example.

Rallying Cry (+10 points)


The model has a tremendous presence on the battlefield.
His men will not give an inch in combat and would rather
die where they stand. All models within his command range
may choose to ignore flinch results, at the controlling players
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 models Target
and Kill values by one (so a model with Target 4+ and Kill 7+
would become Target 5+ and Kill 8+).

Veteran Trooper (+10 points)


The model has seen his comrades gunned down a thousand
times and lived to tell the tale. He is a veteran, familiar with

55

82.47.15

Heroic Traits
having to get by without being told what to do. When out of
command due to the death of a unit leader, a unit containing
this model may still take one action of its choice per turn as
the experienced member guides his nervous squad mates.

TALENTS
Unless noted otherwise, Talents work automatically, require
no line of sight and do not take an action to use. In addition,
Talents cannot be used by or against models that are
underground and may never affect units moving in the Air
Phase, unless otherwise stated.
Some individuals show greater capability than others. Certain
Talents can be enhanced for an additional cost to represent
this. Models paying the extra cost gain the option to use the
Enhanced version of the Talent.

Alertness (+20 points)


The telepath conveys a sense of danger to nearby units,
warning them of attack. Nominate one friendly unit within
command range after the model has completed any actions.
That unit may react to enemies completing actions within 12,
rather than the normal 10 until the Mobile Infantrys next
turn.

Block Psychic Talent (+50 Points)


Summoning great reserves of mental power, the model
attempts to befuddle the mind of enemy psychics, causing
their talents to go awry. This power may be used as a reaction
whenever an enemy model within 24 uses a Talent. Both
players roll a D10. If the Mobile Infantry player rolls higher
than his opponent, then the Talent is completely nullified and
has no effect.

Sense Presence (+40 points)


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

Tremor (+40 points)


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

Warning (+40 points)


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

TRAINING

Armourer (+25 points)


Enhanced (+25 Points): Re-roll the Mobile Infantry players
D10.

Conceal (+30 points)


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

Confuse (+30 points)


One of the most dangerous Talents yet developed, the telepath
enters the mind of the bug menace, disrupting their distributed
intelligence and disorienting the creatures. As a Ready action,
nominate a tunnel entrance anywhere on the board. The model
confuses the Arachnids into losing their way, or thinking the
connecting tunnels are much narrower than they are, or that
they are no longer open. The tunnel entrance in question has
the maximum number and size of models that may exit the
tunnel halved (rounding down) until the Mobile Infantrys
next turn.

Dull hours spent learning about weapons, ammunition and


how they function mean that the model and his unit ignore the
ammo rules when on Alert Status.

Artillery Corps (+30 points)


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

Close Combat Expert (+15 points)


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

Engineer* (+25 points)


With the technical advancement of modern weaponry and
armour, some basic training in engineering principles is
essential for even the lowliest grunt. Even more specialised
training is often a prerequisite for command. By taking a
Ready action, a model with Engineer Training can repair

56

82.47.15

Heroic Traits
one hit of damage on a Multihit model within his point blank
range on a D6 roll of 4+.

Demolitions* (+20 points)


It is all about knowing the right spots to hit. A model with
Demolitions Training who plants a Remote weapon may reroll any damage dice rolled when it is triggered.

keep it in play. Models about to be removed for other reasons


(such as having their Kill score beaten by an attack) may
not be rescued in this way. The medic and his patient may
not move or take actions. Roll a D6 at the beginning of each
subsequent player turn.
1

Despite the medics best efforts, the model is


removed as a casualty.

The model has undergone some level of training with Fleet. He


knows how to speak their language and talk them accurately
on to a target. During the Air phase, if there is a hero with
Fleet Liaison Training on the tabletop, he can assist Air units.
Instead of rolling off to determine who selects a unit to use
first at the beginning of the Air phase, you can always choose
to go first or second. If both players have this trait, roll a die
every turnthe highest roller chooses whether to go first or
second.

2-3

The patient needs more care and may not take actions.
If the game ends with a model in this state and the
medic still in contact with it, the model does not
count as a casualty. If the medic takes any actions the
patient is removed as a casualty.

4-6

The medic stabilises the patient to the point where he


can function fully (for game purposes anyway). Both
models can take actions again.

K9 Corps* (+15 points, or +30


points with Neodog Mk II)

Standard Bearer (+25 points)

Fleet Liaison (+20 points)

The model has undergone training and bonding with a K9


neodog, enabling him to use its superior senses to scout at a
distance. The model gains a K9 Neodog model as a companion
or, at a higher cost, one of the recently introducted Neodog
Mk II specimens. Pathfinders taking this trait pay +20 points
automatically get the Pathfinder Neodog detailed in their
army book.
Weapons/Equipment: The Neodog is unarmed. The Mk II
Neodog is armed with a Trench Sweeper laser.
Caleb Bond: The neodog can function at up to twice the K9
Corps models 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 D6on a 6 the K9 Corps model is so
traumatised by the loss he is removed as a casualty too. If the
hero is removed as casualty the neodog is removed as well.
K9 Corps models and their neodogs may not enter play in M2
Drop Capsules.

Medic* (+20 points)


Medical science has reached a point where almost any patient
can survive if he can be brought to a suitable facility. A
battlefield medic has the skills if not the resources of these
facilities at his fingertips and this can be enough to get a
wounded soldier back on his feet and fighting. If a friendly
model within the medics command range is about to be
removed as a casualty for failing a save, you may move the
medic into contact with the downed model immediately to

K9 Corps Neodog
Type
Neodog

Mk II Neodog

Value
15
30

Size
1
1

Move
6
8

Highly trained NCOs (often called Colour Sergeants) or


veteran troopers are sometimes accorded the honour of
carrying the platoons or companys banner into battle,
dedicating themselves to keeping it out of the hands of the
enemy. On the battlefield, a standard serves as a rallying
point, letting troopers know where to retreat to when things
go wrong.
The standard bearer functions as a mobile Retrieval Point
(see page 69 of the main rulebook, page 79 of the hardback),
allowing out of command models to take Move actions
towards it.

Sniper (+20 points)


There is nothing deadlier than this model and a loaded weapon.
His accuracy with a ranged weapon is phenomenal and there
is no enemy safe from his sights. The model may re-roll any
one of his damage dice in a Shoot action unless he is using
Artillery fire).

SICON Military Intelligence (+50


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

Close Combat
D6+1
2xD6+1

Target
3+
4+

Save
/2+
5+/2+

Kill
4+
6+

Traits

Retaliate

57

82.47.15

Emplacement Assets

EMPLACEMENT
ASSETS
Though not as expensive or rare as Command assets,
nor as directly effective as Fleet resources, Emplacement
assets are nonetheless a tremendous advantage for those forces
willing to commit part of their combat budget to them.

Using Emplacement Assets


Emplacements are universally available to Mobile Infantry
forcesthey do not fluctuate according to Priority Level. With
the many benefits troops gain by occupying an emplacement,
structures can become a valuable or even indispensable asset
for the Mobile Infantry, especially during Hold engagements.

9 Replace Twin Fifty autocannon with Inferno support


flamer at no extra cost.
9 Replace Twin Fifty autocannon with Javelin missile
launcher at +30 points.
9 Replace Twin Fifty autocannon with Rapier AA missile
launcher at +30 points.
9 Replace Twin Fifty autocannon with Bugbroom support
laser at +80 points.
9 Replace Twin Fifty autocannon with Scythe laser cannon
at +80 points.
0-8 Stalwart Bug Field Generators for 25 points each.

If a Mobile Infantry force chooses Emplacement assets it may


only deploy them if using defend tactics for the engagement.

Emplacement Assets List


0-4 Ammo Dumps per platoon, for 50 points each.

Note that Light Armour platoons can double the number


of assets they take. See page 17 of the Klendathu Invasion
supplement for details. Pathfinder platoons may never
purchase Emplacement assets.

0-2 Bunkers per platoon, for 100 points each.

MI Emplacement Assets

0-6 Outpost Wall Sections for 30 points each.

Ammo Dump

0-4 Outpost Platforms for 50 points each.


0-4 Reliant Emplacements per platoon, armed with a Twin
Fifty autocannon for 60 points each.

Forward supply has become a serious challenge in the fastmoving battles on Arachnid and Federation worlds. The
troopers on the ground are usually fighting far from what might
remotely be called civilisation, or any form of infrastructure,
so they frequently rely on drops of stores at pre-designated

58

82.47.15

Emplacement Assets

Scythe Laser Cannon

Blizzard Missile Pack

locations for supply. Any MI unit which has a model in


contact with an Ammo Dump treats all of its weapons (other
than One-Shot! weapons) as Squad weapons and ignores the
ammo rules. Models with One-Shot! weapons can replenish
them when in contact with an Ammo Dump by taking a Ready
action (Atomics may not be replenished). An Ammo Dump
that is destroyed rolls 2xD10 damage when it collapses and
its point blank range is considered to be 6.

Reliant Weapon Emplacement: Any weapon mounted


on a Reliant Emplacement has the Fire Arc: F trait added.
Note that Reliant Emplacements do not fire themselvesa
Mobile Infantry model in a power suit, exosuit or marauder
armour must be touching the emplacement in its Rear arc. A
model doing this may use the Reliant instead of his personal
weaponry. A Reliant Emplacements weapons are always
considered Crew weapons, replacing the original type.

Bunker: A Bunker is an armoured building measuring no


more than 6 along any one side and up to 4 in height. No
more than 10 Size points of models can occupy a bunker
(maximum individual model Size of 2), gaining a +3 cover
bonus to their armour save.

Stalwart Bug Field Generator

Outpost Wall Sections and Platforms: By using Outpost


Wall Sections and Platforms, you can construct an entire
Federation outpost, ready for defence against the Arachnids
or other alien forces! A Wall Section can be anything up to
6 high and 10 wide, and may have a ledge at the top for
defenders to stand and fire from.
A Platform is any building connected to one or more Wall
Sections that measures no more than 8 high and 10 wide.
The Platform may or may not have a roof and it can hold 8
Size points of models (maximum individual model Size of 2,
granting a +2 cover bonus to their armour save). Platforms can
be stacked to create multi-storey buildings.

A Stalwart will automatically generate a bug field in between


itself and any other Stalwart within 6. Bug fields always run
in straight lines between one Stalwart and another, though a
single Stalwart can generate multiple bug fields if more than
one other Stalwart is within 6. The Mobile Infantry player
may specify at the beginning of every turn whether each bug
field is active or not, permitting him to move models through
the area safely if desired. All bug fields start the game active.
Any model crossing a bug field will immediately suffer 3xD10
damage with the Flame and Piercing/1 traits. Models that are
tunnelling under the bug field or using the special movement
modes of Jump or Hover can cross the bug field unaffected.
Active bug fields do not block lines of sight for shooting.

Mobile Infantry Structures & Emplacements


Name
Ammo Dump
Bunker
Outpost Wall Section
Outpost Platform
Reliant Weapon Emplacement
Stalwart Bug Field

Size
4
6
4
6
2
4

Target
6+
9+
9+
9+
6+
6+

Kill
10+
12+
12+
12+
10+
8+

Hits
4
9
6
9
3
4

59

82.47.15

MI Reference Guide

MOBILE INFANTRY
REFERENCE GUIDE
Power Suit Lieutenant
Type
Power Suit Lieutenant

Value
115

POWER SUIT PLATOONS

Size
1

Move
4

Close Combat Target


D6+1
4+

Save Kill
4+/6+ 7+

Traits
Independent, Jump/12

Size
1

Move
4

Close Combat Target


D6
4+

Save Kill
4+/6+ 7+

Traits
Independent, Jump/12

Size
1
1
1

Move
4
4
4

Close Combat
D6
D6
D6

Save
4+
4+
4+/6+

Kill
7+
7+
7+

Traits
Jump/12
Jump/12
Jump/12

Save
3+

Kill
10+

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

Power Suit NCO


Type
Power Suit NCO

Value
105

Power Suit Squad


Type
Cap Trooper
Corporal
Sergeant

Value
25
50
95

Target
4+
4+
4+

MARAUDER PLATOONS
M8 Ape Marauder Suit Lieutenant
Type
M8 Ape Lieutenant

Value
225

Size
3

Move
4

Close Combat Target


2xD10+1
7+

Chickenhawk Marauder Lieutenant


Type
M9 Chickenhawk
Lieutenant

Value
225

Size
3

Move
5

Close Combat Target


D6+1
6+

Save
3+

Kill
9+

Traits
Hits/3, Independent, Jump/10

Move
4

Close Combat Target


2xD10
7+

Save
3+

Kill
10+

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

M8 Ape Marauder NCO


Type
M8 Ape NCO

Value
210

Size
3

M9 Chickenhawk Marauder NCO


Type
Value
M9 Chickenhawk NCO 225

Size
3

Move
5

Close Combat Target


D6+1
6+

Save
3+

Kill
9+

Traits
Hits/3, Independent, Jump/10

Size
3
3
3

Move
4
4
4

Close Combat
2xD10
2xD10
2xD10

Target
7+
7+
7+

Save
3+
3+
3+

Kill
10+
10+
10+

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

M8 Ape Marauder
Type
M8 Ape Cap Trooper
M8 Ape Corporal
M8 Ape Sergeant

Value
195
200
205

M8C Bigfoot Marauder


Type
M8C Bigfoot Cap
Trooper
M8C Bigfoot Corporal
M8C Bigfoot Sergeant

Value
295

Size
3

Move
4

Close Combat Target


2xD10
7+

Save
3+

Kill
11+

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

300
305

3
3

4
4

2xD10
2xD10

3+
3+

11+
11+

Hits/4, Jump/8, Piercing/1


Hits/4, Jump/8, Piercing/1

7+
7+

60

82.47.15

MI Reference Guide
M9 Chickenhawk Marauder
Type
M9 Chickenhawk Cap
Trooper
M9 Chickenhawk
Corporal
M9 Chickenhawk
Sergeant

Value
195

Size
3

Move
5

Close Combat Target


D6
6+

Save
3+

Kill
9+

Traits
Hits/3, Jump/10

200

D6

6+

3+

9+

Hits/3, Jump/10

205

D6

6+

3+

9+

Hits/3, Jump/10

M9B Nighthawk Marauder


Type
M9B Nighthawk Cap
Trooper
M9B Nighthawk
Corporal
M9B Nighthawk
Sergeant

Value
245

Size
3

Move
5

Close Combat Target


D6
6+

Save
3+

Kill
9+

Traits
Hits/3, Jump/10

250

D6

6+

3+

9+

Hits/3, Jump/10

255

D6

6+

3+

9+

Hits/3, Jump/10

EXOSUIT PLATOONS
Exosuit Lieutenant
Type
Cougar Lieutenant

Value
160

Size
2

Move
6

Close Combat Target


2xD10+1
5+

Save Kill
3+/5+ 8+

Grizzly Lieutenant

160

2xD10+1

2+

Type
Cougar NCO

Value
145

Size
2

Move
6

Close Combat Target


D10+1
5+

Save Kill
3+/5+ 8+

Grizzly NCO

145

D10+1

5+

2+

8+

Traits
Hits/2, Independent, Jump/15,
Piercing /2
Hits/2, Independent, Jump/15

Size
2
2
2

Move
6
6
6

Close Combat
D10
D10
D10

Target
5+
5+
5+

Save
3+/6+
3+/6+
3+/6+

Kill
8+
8+
8+

Traits
Hits/2, Jump/15, Piercing /2
Hits/2, Jump/15, Piercing /2
Hits/2, Jump/15, Piercing /2

Size
2
2
2

Move
6
6
6

Close Combat
D10
D10
D10

Target
5+
5+
5+

Save
2+
2+
2+

Kill
8+
8+
8+

Traits
Hits/2, Jump/15
Hits/2, Jump/15
Hits/2, Jump/15

Kill
10+

Traits
Hits/3, Jump/12, Retaliate

5+

8+

Traits
Hits/2, Independent, Jump/15,
Piercing/2
Hits/2, Independent, Jump/15

Exosuit NCO

Cougar Exosuit
Type
Cougar Trooper
Cougar Corporal
Cougar Sergeant

Value
100
110
125

Grizzly Exosuit
Type
Grizzly Trooper
Grizzly Corporal
Grizzly Sergeant

Value
100
110
125

AUXILIARY UNITS
CHAS Unit
Type
CHAS

Value
175

Size
2

Move
8

Close Combat Target


D10+D6
8+

Save
6+

Value Size
Special +1

Move
Burn

Close Combat Target

6+

Save Kill
3+/5+ 9+

Drop Capsule
Type
Drop Capsule

Traits
No Flinch

61

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MI Reference Guide
Flamberge Heavy Ground Attack Missile
Type
Flamberge Missile

Value
50

Size
3

Move Close Combat Target Save


Burn 2xD10
6+
5+
Cruise

Kill
8+

Traits
Hits/2

Kill
6+

Traits

Fleet Landing Party


Type
Ensign

Value
20

Size
1

Move
4

Close Combat Target


D6
3+

Save
5+

Senior Ensign

45

D6

3+

5+/6+ 6+

Fleet Lieutenant

90

D6

3+

5+/6+ 6+

Fleet Liason

Sarissa Space Combat Missile


Type
Sarissa Missile

Value
100

Size
4

Move
Burn

Close Combat Target Save


4xD10
8+
4+

Kill
10+

Traits
Hits/4

SICON Military Intelligence Agent


Type
SICON Military
Intelligence Agent

Value
80

Size
1

Move
5

Close Combat Target Save Kill


D6
3+
6+/4+ 6+

Traits
Independent, No Flinch

Size
1

Move
5

Close Combat Target


D6+1
4+

Traits
Climb/5, Jump/12

Skinnie Advisor
Type
Skinnie Advisor

Value
100

Save Kill
4+/5+ 6+

Skyhook Retrieval Boat


Type
Value
Skyhook Retrieval Boat 125

Size
5

Move
Close Combat Target Save
Loiter, 2xD10
6+
5+
V/STOL

Kill
9+

Traits
Hits/6

Slingshot Drop Boat


Type
Slingshot Drop Boat

Value
300

Size
6

Move
Close Combat Target Save Kill
Cruise, 4xD10
8+
4+/5+ 12+
Loiter,
V/STOL

Traits
Hits/8

Value
120

Size
3

Move
Close Combat Target Save Kill
Loiter,
2xD6
7+
5+
10+
V/STOL

Traits
Hits/3

Size
5

Move Close Combat Target


Burn, 3xD10
7+
Cruise

Traits
Hits/5

Size
7

Move
Close Combat Target Save Kill
Loiter, 4xD10
7+
5+
10+
V/STOL

TAC UAV
Type
TAC UAV

Thunderbolt TAC Fighter


Type
Thunderbolt TAC
Fighter

Value
250

Save Kill
5+/4+ 10+

Viking Landing Boat


Type
Viking Landing Boat

Value
195

Traits
Hits/8

62

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MI Reference Guide

WEAPONS & GENERAL ISSUE EQUIPMENT


Squad Weapons
Name
Hel Infantry Flamer
Morita Carbine
Morita Sniper Rifle
Morita Assault Rifle
Underslung Grenade Launcher
~ Flechette Grenade
~ Frag Grenade
~ Bugshot Grenade
Trench Sweeper Laser
Morita Ape Special

Range
10
15
30
20

8
15
10
6
20

Damage
D10+2
2xD6
D6
2xD6

D6+1
D6
D6+2
D10+1
2xD6+1

Type
Squad
Squad
Squad
Squad

Pack
Pack
Pack
Pack
Squad

Traits
Flame, LZ (Stream), Retaliate
Auto
Accurate
Auto

Underslung
LZ (2), Underslung
Ready , Underslung
LZ (Stream), Underslung
Auto

Range
Close combat
Close combat

Damage
As user
2x as user

Type

Traits
Parry, Piercing/1

Name
Hellseed Y-Rack

Range
Special

Damage
D6

Type
Pack

Traits
See Description

Trip Hammer Mortar

36

D6+2

Pack

LZ (2), Ready

Hail Mary Mortar

60

D10+2

Pack

LZ (3), Ready

Spitball R/L
Triple Thud G/L

12
15

2xD10
3xD10

Pack
Pack

Piercing/1
Piercing/1

Inferno Support Flamer

12

2xD10+2

Pack

Flame, LZ (Stream), Retaliate

Thermic Lance

D10+D6

Pack

Flame, Piercing/2

Plasmatic Cannon

12

D10+D6

Pack

Flame, Piercing/3

Damage

3xD6
D10
D10

D10
2xD10
2xD10

Type

Pack
Pack
Pack

Pack
One-Shot!
Pack

Traits

LZ (2)
Accurate, LZ (1), Piercing/2
AA, LZ (1)

AA, Accurate, LZ (2), Piercing/1, Ready


LZ (3), Ready
LZ (2), Piercing/1

Type
Squad
Squad
Crew

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

Close Combat Weapons


Name
Shock Stick
Utility Claws

Support Weapons

Missiles and Rockets


Name
Javelin Missile Launcher
~ Firecracker HE Missile
~ Holepunch HEAP Missile
~ Falcon AA Missile
Rapier AA Missile Launcher
~ AA Birdbolt Missile
Blizzard Missile Pack
Firestorm Missile System

Range

60
60
60

60
60
48

Autocannon
Name
Derringer Light Rotary Cannon
Sixgun Rotary Cannon
Twin Fifty Autocannon

Range
20
30
30

Damage
4xD6
3xD6+1
4xD6+1

63

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MI Reference Guide
Lasers
Name
Bugbroom Support Laser
Scythe Laser Cannon

Range
40
36

Damage
3xD6+2
D10+3

Type
Pack
Pack

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

Range
10

Damage
D10

Type
Pack

Traits
LZ (1)

Damage
3xD6
2xD10

Type
One-Shot!
One-Shot!

2xD10+2
3xD10+4

One-Shot!
One-Shot!

Traits
LZ (3)
Flame, LZ (2), Persistent, Piercing/3,
(Remote if Placed)
Flame, LZ (4)
Flame, Killshot, LZ (5), Multihit, (Remote
if Placed)

3xD10+4

One-Shot!

Hand Grenades
Name
M-902F Frag Grenade

Munitions
Name
M-918 Scatter Bomb
M-908P Plasma Munition

Range
Dropped
Placed,
Thrown 10
M-997 Firestorm Bomb
Dropped
M-998A1 Atomic Pee-Wee
Dropped,
Munition
Launched 60,
Placed
M-999A2 Atomic Ajax Munition Dropped,
Placed

Flame, Killshot, LZ (7), Multihit, (Remote


if Placed)

LA-50 Sprite Personal Skimmer


Type
LA-50 Sprite
Reconnaissance
Skimmer

Value
As
rider
+50

Size
2

Move
6

Close Combat Target Save


Kill
As rider +1
6+
As
8+
rider/5+

Traits
Hover/18, Retaliate

64

82.47.15