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Starship Troopers Miniatures Game

Starship Troopers Miniatures Game Rulebook

Table of Contents

Table of Contents

  • Introduction
    • What is a Wargame?
    • Starship Troopers
    • The Arachnids and the Federation
    • What the Starship Troopers Miniatures Game Contains
    • What This Book Contains
  • The Road to Victory
  • Anatomy of a Game Turn
    • Actions Summary
  • Alert Status
    • Reactions
    • Alert Status Reactions
      • Ready and Alert Status
      • Laying Low
      • The Importance of Alert Status
      • Out of Ammo
  • Game Turn Sequence
    • Who Goes First?
    • Your Player Turn
    • The Enemy Player's Turn
  • Basic Rules
    • Needed for Play
    • Rolling Dice
    • Natural 1s
  • Models and Units
    • Basing
    • Measuring
    • Zones
    • Pre-Measuring
    • Point Blank Range
    • Re-Rolls
    • Point Blank Range Effects
    • Turning and Fire Arcs
  • Units
    • Unit Command
    • Unit Leaders
    • Wounded Models and Command
    • Being Out of Command
    • One-Model Units and Independent Models
    • Higher Command
  • Characteristics
    • Value
    • Size
    • Move
    • Close Combat
    • Target
    • Save
    • Kill
    • Traits
  • Weapon Characteristics
    • Name
    • Range
    • Munition Delivery Modes
    • Point Blank Range (Weapons)
    • Damage
    • Special – Damage Bonus
    • Type
    • Traits
  • Actions
    • Taking an Action
    • Move Actions
    • Terrain Rules
    • Special Movement Modes
    • Using Special Movement Modes
    • Shoot Actions
    • Pick a Target Model
    • Line of Sight
    • Range
    • Determine Fire Zone
    • Additional Fire Zones
    • Roll Damage Dice
  • Flinching
    • Flinching and Armour Saves
    • Flinching When Ending an Action
    • Lethal Zones and Flinching
    • Flinching and Point Blank Range
    • Falling From a Great Height
    • Flinching Into Impassable Terrain or Off the Table
  • Cover
  • Lethal Zone Weapons
    • Direct Fire
    • Artillery Fire
  • Charge Actions
    • Charging and Alert Status
    • Flinching in Close Combat
    • Ongoing Combats
  • Ready Actions
  • Know Your Foe
  • Example of Play
  • Engagements
    • Force Value
    • Priority Level
    • Tactics
    • 3X3 Mission Generator
    • Missions
    • Scenarios
    • Deployment Areas
    • Deployment Restrictions
    • Deployment Priority
    • Tactical Advantages
    • Rolling Off
    • Reserves
    • Game Length
  • Gallery
  • Fleet Roster
    • F-76 Thunderbolt TAC Fighter
    • Slingshot Drop Boat
    • Skyhook Retrieval Boat
    • Viking Landing Boat
    • AGM-716 Flamberge Heavy Ground Attack Missile
    • EOM-1A1 'Sarissa' Space Combat Missile
    • M2 Drop Capsule
  • Known Races: The Arachnids
  • Arachnid Army List
    • Arachnid Unit Leaders
    • Higher Command (Brain Bugs)
    • Arachnid Alert Status Reactions
    • Swarms
    • Warrior Bugs
    • Force Value and Priority Levels
    • Support
    • Arachnid Forces at Priority Levels
    • Arachnid Roster
  • Known Races: The Federation (Mobile Infantry)
  • MI Army List
    • Platoon Level Forces
    • Chain of Command
    • MI Alert Status Reactions
    • Heroes
    • Support
    • Emplacement Assets List
    • Power Suit Platoons
    • Marauder Platoons
    • MI Roster
    • SICON Military Intelligence Agent
    • Skinny 'Advisor'
  • MI Weapons List
    • Squad Weapons
    • Close Combat Weapons
    • Support Weapons
    • Missiles and Rockets
    • Autocannons
    • Lasers
    • Hand Grenades
    • Munitions
    • General Issue Equipment
  • Known Races: The Skinny Hegemony
    • Skinny Army List
    • Skinny Alert Status
    • Skinny Priority Level and Support
    • Skinny Roster
    • Skinny Weapons List
  • Advanced Rules
  • Air Unit and Flight Rules
    • Air Combat
    • Air/Ground Interaction
    • Alert Status (Air)
    • Flight Speeds
    • Air Actions
    • Airborne and Landed Units
    • Taking Damage
  • Tunnelling Rules
    • Tunnel Entry Points
    • Becoming a Tunnelling Marker
    • Tunnelling Along
    • Emerging From a Tunnel
    • Non-Tunnellers in Tunnels
    • Underground Combat
    • Attacking Tunnelling Markers
  • Structures
    • Structure Characteristics
    • Structure Rules
    • Arachnid Tunnel Assets (Bug Holes)
    • MI Emplacement Assets
  • Heroic Traits
    • Qualities
    • Talents
    • Training
  • Designer's Notes
    • Frequently Asked Questions
  • Glossary

Introduction

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

What is a Wargame?

Any game based on war is some sort of wargame and since most games are based on conflict it means you have probably played a wargame in the past. Wargames like Starship Troopers are often called tabletop or miniatures games – because they are played using miniature models on a tabletop. The tabletop is your battlefield or gaming board and the models are your playing pieces. You and your opponent do battle using the rules in this book and the winner is he who achieves more objectives than the opposing force (usually by destroying said force!) and lives to tell the tale.

The joy of wargames like Starship Troopers is that they are flexible (no two games will play out quite the same way), challenging (with all the different models you can use there a lot of different tactics) and visually appealing (nothing beats the clash of two painted forces over some nice model terrain). Wargaming is a fascinating hobby that appeals to all ages and walks of life. If these are your first steps into the hobby then you are doubly welcome – you have just found something that may well keep your interest for a long time.

If you are new to wargaming your local hobby store can be a great resource for learning about the game. Many stores run their own clubs, tournaments and ongoing campaigns, which offer a great chance to find opponents. The Internet hosts a cornucopia of sites and forums about wargaming in general and Starship Troopers in particular.

Starship Troopers

[Omitted: a page of background on the Starship Troopers novel, the 1997 film and the Roughnecks: Starship Troopers Chronicles series.]

The Arachnids and the Federation

[Omitted: two pages of background on the Arachnids and the Federation.]

What the Starship Troopers Miniatures Game Contains

Starship Troopers is a game played with miniatures representing your forces and those of your opponent. Collecting, modelling and painting the miniatures with which the game is played is a fun part of the hobby, and just as vital as the rules in this book.

The Starship Trooper miniatures range is vast, with exciting new releases being added all the time. On pages 57 to 64 you can see examples of many of the models from the Starship Troopers miniatures range, painted and in action on the tabletop. You can also visit our site at www.mongoosepublising.com where you can find information on the full range (including previews of forthcoming releases). You'll also find that many hobby stores (probably where you bought this book from!) also stock Starship Troopers miniatures.

What This Book Contains

Following on from the descriptive Road to Victory chapter, the Core Rules start with the Anatomy of a Game Turn, which broadly describes how players' forces interact – particularly when things get close and deadly.

The next Core Rules chapter is Basic Rules, which details our playing pieces: The models of MI troopers and Arachnids. This chapter also examines the use of dice and measurement and how they are used on the tabletop battlefield.

The Characteristics chapter tells you how to measure the different qualities of the combatants (and their weaponry) in the Starship Troopers miniatures game.

The Actions chapter describes what your forces can do in their turn – move, shoot and attack in accordance with your overall plan.

The Engagements chapter contains everything you need for generating combat missions, handily distilled into the unique 3X3 Mission Generator.

The Known Races of the Galaxy section tells you more about the major combatants in Starship Troopers: The Federation, The Arachnids and The Skinnie Hegemony.

The first part in each race chapter tells you what they look like, how they fight, why they fight, how they are organised and what weapons they use.

The next part in each race chapter is the Army List, which details what units are available for that race to choose when picking out a tabletop army.

The last part in each race chapter deals with translating the combatants and weapons of that race into the Starship Troopers miniatures game. Every unit and weapon type has its own statistics within these chapters.

The Advanced Rules section covers everything weird and wonderful in the game. Two special chapters cover the combat areas above and below the normal playing surface. The Unit & Flight Rules chapter gives all the rules needed to control air combat, while the Tunnelling Rules chapter details the underground world of the Arachnids.

The Structures chapter tells you about how buildings and bug holes work in your games, how to destroy them and the characteristics for specific structures like Arachnid tunnel entrances and MI weapon emplacements.

The Heroic Traits chapter is about unique Qualities for leaders and legends, psychic 'Talents' which are mental powers used by humans and aliens alike, and Training to improve soldiers from raw recruits into hardened veterans.

There is also a Designer's Notes chapter at the very end of this book, where the game's essential design is discussed and some frequently asked questions are answered.

Have fun. Enjoy the Starship Troopers miniatures game. Smash some bugs.

The Road to Victory

[Omitted: the "Road to Victory" campaign background – extracts from Dr Emil Vanderhuesen's "A History of the Federation", the Praxis planet profile, the FedNet interview transcript, the Praxis Engagements narrative and the Sergeant and Lieutenant quotations. This is fiction and setting background, not rules.]

Anatomy of a Game Turn

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

Actions Summary

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

The following are summaries of possible actions. These are explained fully in the Actions chapter.

Move Action Summary

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

Shoot Action Summary

  1. Nominate target model and declare unit weapons firing.
  2. Check distance from individual firing models to target model for range.
  3. Check line of sight from individual firing models to target model.
  4. Determine Fire Zone around target model.
  5. Roll damage dice for all weapons in range and line of sight of target model.
  6. Discard any dice that roll a natural 1 (and mark models on low ammo if this is a Shoot reaction).
  7. Compare remaining dice to the Kill characteristic of models inside the Fire Zone. Each Kill result makes one model in the Fire Zone make a dodge save, starting with the models closest to the firing unit. Models failing or incapable of this save are removed. Multihit models lose two hits instead of being removed. Remove Kill dice results once used.
  8. Compare remaining dice to the Target characteristic of models inside the Fire Zone. Each Target result requires one model in the Fire Zone to make a save. Models failing this save are removed, starting with the models closest to the firing unit. Multihit models lose one hit instead of being removed. Models that successfully make armour saves against hits flinch away from the firing unit. Remove Target dice results once used.

Occasionally, a unit will fire with weapons that create more than one size of Fire Zone. In this case, resolve Steps 4 to 8 for the smallest Fire Zone first. Then resolve Steps 4 to 8 for the next largest Fire Zone, and so on.

When a Fire Zone contains models of more than one unit within it, use the Allocation rules on page 36 to determine the spread of firepower.

Artillery Fire Summary

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

Artillery fire must be preceded by a Ready action.

Note that LZ (Stream) and Remote weapons skip Steps 2 to 4, instead placing their Lethal Zones directly (see the Characteristics chapter for details). 1", 2" and 3" Lethal Zone templates and Stream templates are contained within the Starship Troopers miniatures game box.

Charge Action Summary

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

Rule of Thumb: Units act, models react.

Alert Status

Naturally a player's forces are not going to sit idly by and allow an enemy to do whatever they wish without reacting. Whenever an opposing player is taking his turn, your models are watching their surroundings carefully, ready to take action if enemy units get too close. To represent this, during an opposing player's turn all of your models are considered to be on 'Alert Status'.

Models (not whole units) on Alert Status can opt to react if enemy models complete an action within 10" of them. The default reaction is Shoot but some races and models have other reactions they can use, which will be listed in their descriptions. Reactions may be one of the four normal actions or they may have special effects.

Reactions are taken once the enemy action that triggered them has been finished, so models may not be able to react even when they would normally be entitled to do so (possibly because they get removed as casualties first).

Models can react any number of times during the enemy player's turn and still participate in up to two 'unit' actions during their own player turn.

Reactions

Shoot or Charge reactions must be targeted against the units that trigger them if possible. Move or Ready reactions do not need to be targeted in any way.

For example, an MI model has a unit of warrior bugs move within 10". That model may use the default Shoot reaction, the MI Beat Feet Move reaction or the MI Stand By Ready reaction. Should the reacting model choose the Shoot reaction, it must target the warrior unit that caused its reaction. Should the reacting model choose the Beat Feet reaction, it may choose to run in any direction.

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

For example, an MI unit consisting of a sergeant, five troopers and an M8 Ape Marauder has a tanker bug move within 10". Knowing that his poor troopers are likely to get incinerated in the tanker's next action, the MI player has the sergeant and all five troopers perform the Beat Feet reaction. Despite being part of the same unit, the Marauder takes the Shoot reaction, holding his ground and firing at the approaching behemoth to give his squadmates time to get away. Should the Marauder survive to its player's next turn, it may well suffer for being out of command of its unit leader.

Alert Status Reactions

The warrior bug triggers an Alert Status reaction from the MI model as its Move action concluded within 10" of the MI model.

Ready and Alert Status

Units that took a Ready action as their last action in their player's turn count as readied in the opponent player's turn as well. This means they can potentially use special movement modes or weapons on Alert Status. However, any model taking a reaction will break the whole unit's readied status. Therefore, a single model taking a Shoot reaction can ruin the readied status of its entire unit.

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

Laying Low

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

The Importance of Alert Status

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

Out of Ammo

In normal circumstances, models do not have to concern themselves with running low on ammunition. In a typical Shoot action, some time is spent changing clips and using burst discipline to control ammo usage across the unit. During Alert Status, things are far more chaotic and individual troopers can run short of ammo at critical moments.

During a Shoot reaction, for every die that rolls a natural 1, mark a shooting model as temporarily out of ammunition. A handy way to keep track of this is to turn the model 180 degrees, so that it is no longer facing the enemy. Models marked as low on ammunition cannot make Shoot reactions – they are too busy trying to unjam or reload their weapons! Models low on ammo may still make non-Shoot reactions. Being low on ammo is only temporary – models affected return to normal again at the beginning of their controlling player's next turn.

Game Turn Sequence

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

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

Who Goes First?

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

Your Player Turn

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

The Enemy Player's Turn

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

Basic Rules

There are a number of common rules that are used throughout games of Starship Troopers – the basic systems that lie behind the more advanced rules of movement and combat. This section of Starship Troopers serves as an introduction to these basic rules that will stand you in good stead as you learn how to play this game. While there are complications and additions to this material later, this chapter provides all you need to know about tactical combat in Starship Troopers for now.

Needed for Play

In addition to this rulebook, you will also need several other items to begin playing battles with Arachnids and Mobile Infantry. While additional materials such as terrain pieces and counters for various conditions are also useful, they are optional and not required for the basic rules.

  • Two or more players (two is the preferred range)
  • A playing surface, such as a tabletop or unobstructed floor space
  • A selection of Starship Troopers miniatures. When first learning to play the game, it is best to start simple, so try just using warrior bugs and power suit squads (these are described in the army lists starting on page 78). As appealing as it may seem, don't jump straight in at the deep end with a huge tanker bug model or something like that – there will be plenty of time for all that once you have mastered the rules!
  • A tape measure or ruler of a minimum 12 inches in length
  • Several six and ten-sided dice (at least two of each)

Rolling Dice

Starship Troopers uses just two kinds of dice – the ordinary, humble six-sided die and the chunky, exotic ten-sided die. You will find it beneficial to have perhaps a dozen D6s on hand as it greatly speeds up play. D10s are used more rarely and you should not need more than a couple of these. Dice beyond what are included in this box set can be purchased online or at your local gaming store. The size or variety does not matter: They will suffice as long as they are six-sided (numbered 1 through 6) and ten-sided (numbered 1 through 10).

If you are simply told to roll a die in the rules, roll it as normal and read the number or pips on the top of the die. However, you will sometimes see strange references telling you to roll 4xD6, 6xD6, 2xD10+1, etc. These are dice shorthand references as explained below.

A number before a 'xD' tells you how many dice you need to roll. The number after a 'D' tells you whether to roll D6s or D10s. For example, 4xD6 means roll four six-sided dice (now you see why we shorten it to 4xD6). If there is a '+' after the dice add the number to each die rolled – so 4xD6+1 would let you roll four six-sided dice and add one to the resulting score on each die.

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

Natural 1s

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

Models and Units

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

Basing

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

Again, bases can typically be found at any gaming store that offers gaming miniatures for sale. If such an outlet is not available in your area, you can certainly find them online for purchase. Bases are recommended for use with Mobile Infantry models in Starship Troopers, as players will find that without bases, it can be difficult to keep smaller figures (such as troopers) standing during the course of a game. Arachnid models will almost never require basing.

Size Value and Base Diameter

Size ValueBase Diameter
120–25mm
240–50mm
350–60mm
4+60mm+

Measuring

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

Zones

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

Pre-Measuring

In a tabletop game, a lot depends on the measured distance between models and the merest fraction of an inch can have critical significance. To simulate the 'fog of war' and the uncertainty real commanders must suffer during battle, miniatures games traditionally have tended not to allow pre-measuring (that is, to measure a distance before a move is committed to by a player).

We are not real commanders – we are playing a game. From a purely historical angle, range-finding is an art that was perfected in the early 20th century and there is no reason to believe the Arachnids are not equally adept at doing so. Because of this, there is no reason to disallow finding the exact range to an opponent's figure(s) before deciding where and when to attack. While this may seem 'inappropriate' to some players, it is the standard measuring rule for Starship Troopers.

Being able to pre-measure ranges promotes confidence about where things are and lets both players get along more amicably as they do not have to worry about 'wasting' actions. Additionally, there is a lot of model movement in Starship Troopers – pre-measuring distances therefore means that everything tends to move decisively and accurately.

However, if both players agree, you can decide not to allow pre-measuring. It makes for a more intense and uncertain game for both sides that some players prefer. As a final note, pre-measuring is a great way to help balance games between experienced and inexperienced players. By allowing the inexperienced player to pre-measure and the experienced one to rely more on guesswork it helps produce a more balanced and enjoyable game for both sides. Again, this is entirely optional.

Point Blank Range

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

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

Figure caption: This Size 1 warrior bug and MI power suit model and the MI cap trooper have a point blank range of 1". Models are within point blank range of each other.

Re-Rolls

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

Point Blank Range Effects

  • A model can attack using its Close Combat dice against enemy models at point blank range – very important for Arachnids, especially warrior bugs! Shooting can still be attempted at point blank range.
  • Models with the Retaliate trait (see page 24 for details) apply their Close Combat dice to any models within point blank range if they are removed from play due to a Kill result.
  • Models must 'flinch' (move back from the enemy, see page 36) if an enemy model of larger Size is within point blank range at the completion of any action or reaction.

Turning and Fire Arcs

Most models in Starship Troopers can fire in any direction and turn freely. However some models have special rules limiting them to represent great size, slow speed or poor reaction times. A good example of this special rule is the tanker bug: Its immense body simply cannot move quickly enough to manoeuvre easily.

The facings and fire arcs are Front (F) and Rear (R), Left (Lt) and Right (Rt). Each fire arc is a 180 degree arc centred on a specific location consistent with its description. Some models or weapons may have fixed arcs. These are limited to only 90 degrees and are marked with the extra designation 'Fx' (FxF, FxR, FxLt, FxRt). These limited fields of fire are commonly due to the same factors that reduce mobility.

Figure captions: Front Fire Arc, Rear Fire Arc (180 degree arcs); Front Fixed Fire Arc, Rear Fixed Fire Arc, Left Fixed Fire Arc, Right Fixed Fire Arc (90 degree arcs).

Units

While the rules about individual models are important, just like any real commander, you are going to be ordering your forces around in groups to be more efficient. A 'unit' is a group of models that must act together on the tabletop battlefield. The Army Lists detail what kinds of units you can choose. Most common unit types comprise a small group of similarly armed combatants with some options for weaponry, upgrades and unit size.

All the models in a unit have to remain within command range of their unit leader in order to take actions. While they do so they are an effective fighting force but models that get left behind or pushed away from their unit by damage (see 'flinching' on page 36) will tend to remain where they are and wait for orders.

When these rules refer to a 'unit' it means any and all models that are a part of the unit. In these rules the specification of 'unit' and 'model' is used very deliberately. A model is an individual combatant, while a unit is the tactical group that models form. The terms are not interchangeable. For example, under the Alert Status rules, individual models can react on Alert Status but a unit cannot. See page 12 for more on Alert Status.

Unit Command

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

Unit members that find themselves out of command (by being forced to move outside command range, for example) will stay stationary, react only if provoked and wait for further orders. Out of command models can take no voluntary actions until their unit leader returns (or another is appointed, should the original leader have died) and as such are very vulnerable.

A unit with a leader can perform two actions in a player's turn and the available actions are Charge, Move, Ready and Shoot. For example, they could Move and then Shoot, or Move twice, or Shoot twice. See the Actions chapter for more about actions. Without a unit leader, most models suffer from being out of command (see below).

This reaction efficiency alone makes placing as many models as possible into units and keeping them there a top priority for players. Starship Troopers is a military game and in an effective military, soldiers function best in unit formations.

Unit Leaders

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

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

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

Who Can Be a Unit Leader?

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

Wounded Models and Command

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

Being Out of Command

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

One-Model Units and Independent Models

Some units consist of just one model – typically large Arachnids like tanker or plasma bugs but Mobile Infantry CHAS cybernauts also come in one-model units, as their artificial intelligence has been shown to struggle when attempting to co-ordinate with group tactics. One-model units are no different to multimodel units really, although they have few concerns about losing their unit leader as by definition this will wipe them out.

'Independent' models are somewhat different as they can function as a one-model unit if they wish or join a friendly unit. Independent models all have the Independent trait to differentiate themselves from other units. They can make these choices as they go, so one could potentially join a unit and then leave it later to join another unit or revert to operating as a one-model unit again. Independent models are typified by lieutenants and NCOs in the Mobile Infantry, who are predicated to moving around and lending their support where it is needed most.

Independent models are more flexible in how they take their actions. They can:

  • Take an action independently as a one-model unit.
  • Join a unit's action if they are within its unit leader's command range.
  • Form a new unit of all out of command models within command range. The independent model becomes the models' unit leader for the remainder of the game.

Note that Independent models are limited to a maximum of two actions per turn as usual.

Higher Command

Higher-ranking leaders have access to much better command and communications and are able to co-ordinate units from kilometres away. This ability is represented by conferring temporary 'unit leader' status to other models on the battlefield, effectively bestowing that model with their authority while it takes an action. Specific higher-command capabilities are detailed in the racial characteristics section. See page 79 for more details on how the MI accomplish this.

A typical example of this would be a Mobile Infantry lieutenant who has lost one of his unit leaders – most likely a sergeant – leaving the rest of the sergeant's unit stranded on Alert Status (see page 12). The lieutenant can rectify the situation by nominating a temporary unit leader for the leaderless squad.

Characteristics

Sergeant Zim's introduction to the characteristics is omitted as flavour text.

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

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

This chapter handles everything involved in playing a game except for actions and engagements. The information given here is important to understand before moving on through the rulebook. Take the time to analyse these rules and how they fit with model types and unit structures. Once you fully grasp this chapter, the rest of the book will be much easier to follow.

In Starship Troopers games both players use models to represent their forces on and off the tabletop. Some things do not need to be represented by proper units (minefields, 'planet buster' nuclear bombs launched from orbit or anything too massive or distant from the battlefield) but it is generally good practise to have something around to represent them, even if it is only a token that indicates to both players that an effect is in play.

The model statistic line is: Value, Size, Move, Close Combat, Target, Save, Kill and Traits.

Value

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

Example profile (Arachnid Warrior): Value 15; Size 2; Move 6"; Close Combat 2xD6+1 or D10; Target 5+; Save 4+; Kill 8+; Traits Climb/6", Piercing/1, Tunnel/6".

Size

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

Move

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

Close Combat

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

Target

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

Save

A model must roll this number or greater on a D6 in order to survive a hit. If the model survives it must still flinch, as detailed on page 36. A model that suffers a hit and fails its save is removed from play as a casualty. It may or may not be dead but it is certainly not going to have any other impact on the current battle unless somehow revived.

Two forms of save exist, 'armour' and 'dodge'. These are shown to either side of a slash if a model has both (for example, 4+/6+). If only one number is shown it is always an armour save (as the ability to dodge is quite rare). In the rare instance that a model has no armour and only a dodge save, it will be shown as a dual value with a dash in place of the armour save (for example, –/4+).

Only models with a dodge save can attempt to dodge Kill results. Either armour or dodge rolls may be attempted against hits. A model with saves for both armour and dodge may attempt only one against each hit it takes. Some attack types deny models armour saves, or dodge saves, or both. A successful save defeats a hit and allows the model to survive.

Any saves that roll a natural 1 are automatically failures.

Kill

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

Traits

Some abilities (special movement type, Retaliate, Hits/X) are limited to particular models. These uncommon abilities are referred to as traits. This characteristic will be left blank if no traits are possessed by a particular model. Some of the more widely possessed special traits are listed below.

Independent – Independent models have a great deal of flexibility on the battlefield. They can act independently of all other units, join in with another unit's actions or even form a unit of their own if the conditions are right. See page 21 for more details on Independent models.

Hits/X – Models with this trait are often referred to as 'multihit' models. Each time a model with multiple hits fails its saving throw it loses one hit. If a multihit model suffers a Kill result it takes two hits instead of one. There is no way for a standard attack to instantly kill a model with Hits/3 or more. Some weapons or effects may be able to inflict multiple hits but they are not a common sight on the battlefields of Starship Troopers.

A model with multiple hits is seriously affected by damage if it drops to a single hit, making it 'wounded'. A wounded model is limited to taking just one action per turn for the rest of the battle. When all the model's indicated hits have been lost it is removed from the battle as a casualty.

As an additional effect of their remarkable toughness and durability, models with the Hits/X trait never flinch (see page 36), even if the rules demand it. Even if the controlling player wishes the model to flinch, it cannot do so.

(Movement Type)/X" – Some models can perform special moves like hovering, jumping or tunnelling as denoted in the trait. This shows both the special movement type and distance, such as Jump/15". If a special movement type is indicated the model must use a Ready action before performing the special Move action. This trait's effects are detailed on page 30.

No Flinch – This model never flinches (see page 36), even if the rules demand it. Even if the controlling player wishes the model to flinch, it cannot do so.

Piercing/X – The model's Close Combat attacks are naturally lethal and can carve through even the heaviest armour with ease. The armour save roll of models struck by the model's Close Combat dice is reduced by the Piercing value. For example an armour save of 6+ will be impossible to make if struck by a Piercing/1 weapon.

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

Retaliate affects all models within point blank range (as described on page 17) of the retaliating model. Make separate damage rolls against all models within that range using the retaliating model's Close Combat dice. Retaliate is in no way guided or controlled – all models are attacked, friend or foe.

When rolling damage dice for model retaliation, the Piercing/X trait is still applicable.

Weapon Characteristics

Weapons have a set of characteristics of their own. For example, a standard Mobile Infantry Morita rifle appears like this in the MI Weapons List (page 93):

NameRangeDamageTypeTraits
TW-203-a Morita Assault Rifle20"2xD6Squad Auto

A model can be armed with several different weapons and across a unit there will often be variation in weaponry. In the MI, some troopers may be armed with special or heavy weapons like flamethrowers or grenade launchers while the rest carry Morita rifles in the standard Mobile Infantry tradition.

Name

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

Range

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

Munition Delivery Modes

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

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

Point Blank Range (Weapons)

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

Damage

In Starship Troopers, combat does not employ a separate roll to hit and damage targets. It is assumed that with modern weapons and a modicum of training most soldiers can put accurate fire on their chosen target as long as ammunition permits. The important issue becomes whether a given weapon can effectively harm a particular target. If a weapon is not capable of penetrating a target's defences, firing it with any amount of accuracy is redundant.

A weapon's Damage characteristic is the damage dice rolled by the weapon, almost invariably one or more D6 or D10.

Each damage die that scores equal to or beats a model's Target characteristic will score a hit on the model and require that a save be made. If the save is failed, the model is removed as a casualty or loses one hit (in the case of multihit models).

Damage dice that equal or beat a model's Kill characteristic slay the target outright or cost it two hits (in the case of multihit models with three or more remaining hits). No armour saves are permitted against a Kill effect, though dodge saves are allowed.

Special – Damage Bonus

Some weapons have a damage bonus because they are extremely accurate, have a high rate of fire or possess exceptional penetration. If a damage bonus applies, you may need to roll different coloured dice for that weapon when firing. Each damage roll adds the damage bonus before comparing its value to the Target and Kill characteristics of the attacked model. For example, a 3xD6+1 damage weapon adds one to the score on each of the three dice rolled for it.

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

Type

Type describes the standard doctrine for deployment of this kind of weapon and hence the most likely ammo loads carried. A weapon's Type generally determines how many times a weapon may be fired in a turn. (The scan's type headings are not all legible in the text layer; the paragraphs below are in the order printed.)

Crew – Crew weapons take a long time to reload or chew their available ammo really quickly, so they need someone to help 'keep them fed'. As such, they count as Squad weapons if an additional friendly model is within point blank range to assist the firing model and does not use its own weapon in the same action. An additional model can assist only one weapon at a time. If no model is present to assist, a Crew weapon counts as a Pack weapon.

Infinite – Infinite weapons are rare in Starship Troopers but not unknown. Due to unique construction methods or a highly advanced power source, Infinite weapons ignore all ammo rules and may always fire during Shoot actions and reactions.

Pack – Pack weapons can fire only once per turn and may not fire during Shoot reactions.

One-Shot – One-Shot weapons can fire only once per game.

Squad – Squad weapons are common and benefit from everyone in a squad carrying ammo for them. However, even a well-maintained and fully loaded Squad weapon can temporarily run out of ammunition or jam in a bad situation. Squad weapons may always fire unless they are Out of Ammo (see page 14).

Traits

Weapons traits describe any unique features about a weapon. A common example is 'Ready', which requires the model using the weapon to take a Ready action before it can be fired. This represents heavy or ponderous weapons needing to be set up, loaded and aimed properly. Traits are summarised here for convenience but it is worth reading up on the Shoot action as well if this is your first time through the Starship Troopers rules.

AA – This is an anti-aircraft weapon. Only weapons with this trait are capable of affecting Air units moving at Loiter speed or faster; all others are too slow moving or too limited in their ability to target such rapid enemies.

Accurate – Accurate weapons receive a damage bonus equal to the Size characteristic of the target model they are aimed at. The Accurate trait is ignored if the weapon is fired in Artillery fire mode.

Auto – Units firing with any Auto weapons can hit models up to 6" away from their nominated target model (see Shoot actions on page 28) instead of the normal 3".

Fire Arc: X – Weapons with a reduced arc of fire will have that limitation noted as a trait. Generally this is a trait only applied to mechanised or extremely slow models. See page 18 for more details.

Flame – Flame weapons engulf their targets with a torrent of fire. They ignore any cover bonus the target may have and no dodge save is possible against their effects.

Killshot – Atomics and some other weapons are powerful enough to vaporise any target they hit, burning through armour as if it was not even there. Killshot weapons count any damage roll that equals or beats the model's Target characteristic as a Kill instead.

LZ (X") – LZ is short for Lethal Zone. When firing at targets in line of sight, this weapon may use either the Artillery fire rules (see page 40) or the direct fire rules (see page 39). When firing at targets not in line of sight, this weapon must use the Artillery fire rules. The weapon's Lethal Zone has a radius of X", as indicated in parentheses next to the trait. A Ready action must be performed before firing a Lethal Zone weapon in Artillery mode.

LZ (X"/LOS) – LOS is short for Line of Sight. The LOS trait is only ever possessed by LZ weapons (see above). This weapon may not use Artillery fire to shoot at targets not in line of sight. This trait is possessed by weapons incapable of arcing their fire over intervening terrain.

LZ (Stream) – Stream weapons create a path of devastation that stretches in a straight line from the weapon to its target. When fired at targets in line of sight it may use either the Stream rules or the direct fire rules (see below). These special Stream rules supersede the usual direct and Artillery fire rules for Lethal Zone weapons.

Direct Fire: When using direct fire mode, Stream weapons roll a number of dice equal to their damage dice multiplied by their damage bonus. This represents them being swept across an area of ground; this does an immense amount of damage but also forfeits their damage bonus to the damage dice rolls. They do not generate their Lethal Zone when firing directly, however; they only affect the target struck in the same manner as a normal weapon.

For example, a Stream weapon with D10+2 damage would roll 2xD10 when used for direct fire.

Stream Fire: When using Stream fire mode, place the Stream template so that one short end is touching the firing model – a Stream weapon's Lethal Zone stretches in a straight line from the firing model out to the weapon's maximum range or until line of sight is blocked by impassable terrain (whichever comes first).

When using Stream fire mode, roll the damage dice indicated against all models within the Lethal Zone. The weapon's damage bonus applies to every model struck. The Lethal Zone is 2" wide but remember: A model's centre point must be within this to be affected.

[Diagram: Stream Weapons – a Stream Lethal Zone blocked by a wall (impassable terrain); the diagram's warrior-bug labels are not recoverable from the scan.]

Multihit – High penetration or massive firepower allows this weapon to rip through multihit models like Marauder suits and plasma bugs. Multihit weapons that equal or exceed the Target characteristic of a multihit model score two hits instead of one. Multihit weapons that equal or exceed the Kill characteristic of a multihit model score four hits instead of two.

Parry – A model bearing a Parry weapon can force a single enemy model within point blank range to re-roll one of its close combat damage dice during an enemy Charge action. A model may only Parry something up to twice its own Size (that is, a Size 1 trooper can Parry a Size 2 warrior bug but not a Size 6 tanker bug). Parry 2 or Parry 3 weapons allow the user to parry two or three Close Combat dice respectively against any opposing models within point blank range.

Persistent – Persistent weapons deal continuous damage through burns, poison or other means. Persistent weapons continue to roll for damage against multihit models and any models that make successful armour saves against their damage. Roll the Persistent weapon's damage dice against each affected model at the start of each subsequent player turn, until the affected model either becomes a casualty or the effect wears off.

If a Lethal Zone weapon has the Persistent trait and is fired in Artillery mode, the Persistent effect also stays in the Lethal Zone. Roll the Persistent weapon's damage dice against any model that ends an action within the Lethal Zone. Any damage bonuses the weapon normally has are not applied to damage dice rolls following the initial attack.

Persistent effects will die off over time, so every time a Persistent damage die rolls a natural 1 or 2 it is lost from the overall Persistent effect.

Models being attacked by a Persistent effect can take their actions as normal – it is assumed they have plenty of armour to protect them from being debilitated by the effect, even if it is slowly trying to eat through said armour.

Piercing/X – Piercing weapons or attacks are good at punching through armour. The armour save roll of models struck by the weapon is reduced by the Piercing value. For example, an armour save of 6+ will be impossible to make if struck by a Piercing/1 weapon.

Ready – A Ready weapon can only be fired by a unit whose preceding action was a Ready action (see page 45).

Remote – A Remote weapon is placed at the location of the model carrying it by using a Ready action; use a marker to show the weapon's location once placed. It can then be triggered with any subsequent Ready action taken by the model that placed it. If the model is removed as a casualty the Remote weapon is lost as well. These two Ready actions can be separated by any number of other actions – this normally involves the placing model taking Move actions to get out of the Remote weapon's Lethal Zone! Unlike normal Lethal Zones, there is no chance of a Remote weapon's Lethal Zone scattering – it is always centred on the marker.

Retaliate – Certain weapons are dangerous to be around due to their volatile fuel or energy reserves. If a weapon has the Retaliate trait it must use the following rules if the model carrying it becomes a casualty due to a Kill result (being taken out of play for failing to successfully save against a hit or hits will not cause retaliation).

Retaliate affects all models within point blank range (as described on page 17) of the model bearing the retaliating weapon. Make separate damage rolls against all models within that range using the retaliating weapon's damage dice. Retaliate is in no way guided or controlled – all models are attacked, friend or foe.

When rolling damage dice for weapon retaliation, only the following traits are still applicable: Flame, Killshot, Multihit, Persistent and Piercing/X.

Note that it is possible that a model with the Retaliate trait will end up carrying a weapon with the Retaliate trait too. If the model is removed due to a Kill result resolve both Retaliate effects separately.

Underslung – In an action, an Underslung weapon can be fired in lieu of the main weapon it is attached to. If an Underslung weapon is used, it uses its own characteristics and traits rather than the main weapon's. A model unable to fire due to failing an ammo roll may not use either its main weapon or its Underslung weapon.

Actions

It's all fun and games until someone loses an eye… and then it's just fun!

This chapter discusses actions in more detail and provides the rules for their execution in a game. If this is your first time playing Starship Troopers find it useful to read through the Characteristics preceding this one if you have not already done so. While characteristics define what a model or weapon is capable of doing, only actions allow them to occur at all.

Taking an Action

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

  • Move
  • Shoot
  • Charge
  • Ready

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

Move Actions

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

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

Restrictions: The moving models have the following restrictions:

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

Move Action Summary

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

Terrain Rules

In Starship Troopers, terrain is used to break up a battlefield and to make combat more challenging than simply standing on either side of a featureless area and shooting at the enemy before charging straight at them. Terrain can be as simple as pieces of paper labelled with the Size and shape of what it is supposed to represent (trees, hills, walls and so on) or as complex as three dimensional pieces that look like miniature forests and buildings in their own right.

From scraps of blue cloth for water hazards to buildings made of foam and wooden slats, the rules for how terrain affects the play of Starship Troopers are identical.

Difficult Terrain: A model's move distance is halved by any difficult terrain it moves through that is larger than its Size characteristic. This represents the difficulty a model has in picking its way through that type of terrain. Difficult terrain is not the same as impassable terrain which, as its name indicates, cannot be moved through at all (see below).

For example, a Size 2 boulder field would not slow down Size 2 warrior bugs moving through it but would limit Size 1 MI troopers in power suits. This effect reduces the MI unit's move to 2".

Note that in the Starship Troopers miniatures game, hills, dunes and other non-sheer changes in terrain height do not count as difficult terrain in and of themselves. All units in the Starship Troopers universe are assumed to be able to traverse up or down slopes without appreciably reducing their speed. Hills and elevation are still very important for determining line of sight and cover.

Examples of difficult terrain include: Woods, forests, jungles, ponds, lakes, streams, mud-holes and swamps.

Impassable Terrain: Impassable terrain blocks all basic movement unless it is of a smaller Size than the model moving. If the terrain is smaller, the moving unit can step, climb, roll or crush its way over the barrier the terrain represents. A model taking a Move or Charge action to cross impassable terrain smaller than it is can roll one of its Close Combat dice and move that distance, ignoring the impassable terrain. A model forcing its way forward in this manner cannot exceed its normal Move characteristic as a result of the Close Combat die roll.

For example, a Size 2 warrior bug wants to climb over and past an impassable Size 1 wall, so it rolls a D10 for its movement distance (note that its maximum possible movement is still limited to 6").

Examples of impassable terrain include: Cliffs, walls, barriers and sheer drops or elevations of any kind.

Sizing Terrain: A piece of terrain has a nominal Size equal to its height (or depth in the case of crevasses or liquid sources) in inches, rounding to the nearest whole number.

Special Movement Modes

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

Climb/X" – The model uses the special movement distance indicated, counting any impassable and difficult terrain as clear. Models can climb over several actions if required. Simply make a note of the height reached or place a die beside the model as a reminder. Models that flinch while climbing will fall (see page 38).

Jump/X" – The model uses the special movement distance indicated and it can always move up to this distance, even if it moves from, over or into difficult or impassable terrain, as long as this terrain is not more than 6" tall. Jumping under fire is risky as it can cause tumbling and spectacularly poor landings. Jumping models also make very obvious targets. Add a +1 damage bonus to any damage dice rolls made against jumping models by reacting enemies.

Tracks/X" – The model uses the special movement distance indicated and it can always move up to this distance, even if it moves from, over or into difficult terrain (but not impassable terrain). All models with the Tracks trait have the No Flinch trait.

Wheels/X" – While using this special movement mode a wheeled model moves at much greater speed than normal but is in danger of skidding and losing control if damaged. If a wheeled vehicle flinches during a turn in which it has used its special movement, it flinches D6" from the source of damage instead of the customary 2" (see the flinching rules on page 36 for details).

Tunnel/X" – The model ignores all terrain. Use a Tunnelling Marker to represent where units of tunnelling models are located under the battlefield. A tunneller must use a Ready action in order to emerge onto the tabletop and remove the Tunnelling Marker from the field. A tunneller cannot use Charge or Shoot actions while underground but neither may it be attacked. A tunneller rolls close combat damage against models within its point blank range as it emerges but may not move further or shoot in that action. See the Tunnelling chapter (page 136) for more details.

Hover/X" – The model uses the special movement distance indicated and it can always move up to this distance, even if it moves from, over or into difficult or impassable terrain.

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

Using Special Movement Modes

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

Attacking When Using Special Movement Modes: When making a special movement, a model can also execute an attack as if it were using a Shoot or Charge action at any point in its movement if desired. Tunnelling forms an exception to this rule as no Charge or Shoot actions can be attempted whilst a model is tunnelling.

For example, an MI cap trooper can use a Ready action to prepare to use his jump special movement mode and then launches himself up to 12" using his Move action. During this movement, the trooper may Shoot his Morita rifle at any point.

As another example, a hopper bug can use a Ready action to prepare to use its hover special movement mode and then launch itself up to 24" using its Move action. During this movement, the hopper may Charge an enemy model, rolling Close Combat dice as normal. The hopper may even complete its hover movement, up to a maximum of travelled distance of 24", after the Charge attack. It is quite possible for a properly employed hopper bug to dart in and out of an enemy unit, amassing casualties without triggering Alert Status reactions, as shown in the Special Movement Attacks diagram on page 31.

Shoot Actions

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

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

Restrictions: In order to fire, individual models must have their unit's target model:

  • Within their line of sight (unless they are using Artillery fire).
  • Within range of the weapons they are using.

In general, models can fire one weapon per Shoot action, though some models can fire multiple weapons as described in their special rules.

Occasionally, a unit will fire with weapons that create more than one size of Fire Zone. In this case, resolve Steps 4 to 8 of the Shoot Action Summary on page 34 for the smallest Fire Zone first. Then resolve Steps 4 to 8 for the next largest Fire Zone, and so on.

When a Fire Zone contains models of more than one unit within it, use the Allocation rules on page 36 to determine the spread of firepower.

Shoot Action Summary (as printed on page 34, with the reaction note)

  1. Nominate target model and declare unit weapons firing.
  2. Check distance from individual firing models to target model for range.
  3. Check line of sight from individual firing models to target model.
  4. Determine Fire Zone around target model.
  5. Roll damage dice for all weapons in range and line of sight of target model.
  6. Discard any dice that roll a natural 1 (and mark models on low ammo if this is a Shoot reaction).
  7. Compare remaining dice to the Kill characteristic of models inside the Fire Zone. Each Kill result makes one model in the Fire Zone take a dodge save, starting with the models closest to the firing unit. Models failing or incapable of this save are removed. Multihit models lose two hits instead of being removed. Remove Kill dice results once used.
  8. Compare remaining dice to the Target characteristic of models inside the Fire Zone. Each Target result requires one model in the Fire Zone to make a save. Models failing this save are removed, starting with the models closest to the firing unit. Multihit models lose one hit instead of being removed. Models that successfully make armour saves against hits flinch away from the firing unit. Remove Target dice results once used.

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

Pick a Target Model

When you take a Shoot action, pick a target model on the tabletop. Check to ensure that models participating in the action are within weapon range of the target model and have an unobstructed line of sight to it. Models in the unit that are unable to shoot at the target model miss out on the Shoot action altogether.

Line of Sight

Line of sight is how we describe what models can see and therefore fire at. Line of sight is drawn from the centre point of each firing model to the target model. If there is anything in the way, like terrain pieces or other models, the line of sight may be obscured or blocked altogether.

Whether intervening terrain or models obscure or block a target is determined by Size:

  • Any intervening terrain or models will block line of sight to the target model if their Size is equal to or greater than the target model.
  • Any intervening terrain or models precisely one Size smaller than the target model may provide the target with a cover bonus to its armour save (see page 37).
  • Any intervening terrain or models of more than one Size smaller than the target model has no effect.
  • You may also ignore any terrain that is within point blank range of the firing model when drawing line of sight. This represents the ability of a model to find windows or gaps in walls to fire through or the possibility of swinging quickly around a corner and peeling off a shot before ducking back in.
  • IMPORTANT: Line of sight always works both ways. If your unit draws line of sight to an enemy unit, that enemy unit may draw line of sight to your unit.

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

[Diagram: Line of Sight and Range – a worked example with an MI squad, an M8 Marauder and warrior bugs A–E. The caption text is only partly recoverable from the scan and is omitted here.]

Range

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

  • Measure the distance between each firing model and the target model.
  • Check the range of each firing weapon compared to this distance. Any models firing a weapon that is out of range is unable to shoot at the target.

[Diagram: a worked range example with an MI squad (Troopers 1–5, a Sergeant and an M8 Marauder). Caption text is not reliably recoverable and is omitted.]

Determine Fire Zone

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

  • Up to 6" from the target model for Auto weapons or direct fire Lethal Zone weapons.
  • Up to 3" from the target model in all other cases.

In effect, the Fire Zone rule indicates the killing power of an entire squad when they focus their attacks on a single target and the area around it.

Sometimes, a unit will be firing weapons that create both 3" and 6" Fire Zones on the target model. In this case, resolve the smaller Fire Zone's effects first, and then resolve the larger Fire Zone's effects.

Additional Fire Zones

A unit can opt to split fire by setting up extra target models (and therefore Fire Zones) if it wishes. In effect, this is the act of spreading an attacking unit's fire wider to catch more targets or shooting in different directions. The downside to this tactic is that the unit's firepower is weakened by being spread wider. Two damage dice must be discarded for each extra target model selected and the remaining damage dice must be divided between the two or more target models and their Fire Zones before any of them are rolled.

[Diagram: Fire Zones – 3" and 6" Fire Zone templates around a target model. Worked example captions omitted.]

Roll Damage Dice

Each damage die can score a hit and potentially take down an enemy. The details and effects for how damage dice work is explained in the Characteristics summary; each one has the potential to harm or kill an enemy model if it meets or exceeds the model's Target characteristic.

Out of Ammo (Shoot Actions)

If this Shoot action is a reaction, there is a chance that the firing models will temporarily run out of ammunition, jam their guns or otherwise find their firepower stalled. See page 14 for more details on running out of ammo.

Allocate Hits and Kills

Hits and Kills can only be allocated to models within a Fire Zone. Enemy models within the same unit as the target model but outside of the Fire Zone cannot take hits or be killed. Kills and hits are allocated in the following manner:

  1. Remove all damage dice that rolled a natural 1.
  2. Beginning with models closest to the firing unit, allocate Kills. Any model allocated a Kill may make a dodge save (if the model has one). A successful dodge save allows the model to ignore the Kill result. Should a model be incapable of or fail the dodge save, it is removed from the game, though multihit models take two hits rather than be removed. Remove all dice that inflict Kill results as soon as they have been applied. No model can be allocated a second Kill result until every model in the Fire Zone has been allocated one. No model may be allocated a third Kill result until all models have been allocated a second Kill result. This pattern repeats as often as necessary until all Kill results have been distributed.
  3. Beginning with models closest to the firing unit, allocate hits. Any model allocated a hit may make an armour save or dodge save (should the model have both, it must pick one save). A successful save allows the model to ignore the hit. Should a model fail to successfully save, it is removed from the game, though multihit models take a hit rather than be removed. Remove all dice that inflict hit results as soon as they have been applied or saved. No model can be allocated a second hit until every model in the Fire Zone has been allocated one. No model may be allocated a third hit until all models have been allocated a second hit. This pattern repeats as often as necessary until all hits have been distributed.
  4. Models that successfully make armour saves against hits flinch away from the firing unit (see below). Models that successfully made dodge saves against hits may or may not flinch.

Note that the hits and kills allocation rules mean that the actual target model will not get hit until all models closer to the firing unit have either been removed or at least been allocated hits. It is important for the attacking player to bear this in mind when choosing a target model.

[Diagram: Allocating Hits and Kills – a worked example using the units from the Line of Sight and Range diagram. Its printed dice sequence reads: the attacker's damage dice give 8, 6, 6, 5, 4, 4, 3, 3, 2, 1, 1 and 1. First, all the 1s are discarded. Second, an 8 is a Kill result against warrior bugs; as they have no dodge save, the closest model in the Fire Zone is removed as a casualty. Third, the two 6s and the 5 are hit results against warrior bugs; the Arachnid player rolls three armour saves but only one succeeds, and the next two hits are allocated in the same way. The remaining step text is not legible in the scan.]

Damage Dice Allocation

Fire Zones are dangerous places to be in. The nature of the weaponry being used means anyone in the area can become a casualty. This is the risk that troops run when they unload a massive amount of heavy firepower into a prescribed area. If models from multiple units (friendly or otherwise) are within a Fire Zone, these Allocation rules must be used:

  1. Starting with the model closest to the firing unit, allocate a single damage die to every model within the Fire Zone.
  2. Allocate all remaining damage dice onto any one unit that has a model within the Fire Zone.
  3. Resolve the damage for each unit separately, using the normal process.

Damage Bonus

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

Flinching

In the Starship Troopers universe, giant bugs clash on a sometimes daily basis with Mobile Infantry cap troopers clad in power suits and toting high-tech weapon systems. It is a violent and brutal battlefield these titanic forces wage their battles upon. Because heavy armour is commonplace and powerful attacks are being constantly thrown against it, these rules use the concept of 'flinching' to represent combatants being driven back by damage. Flinching is represented by the following guidelines.

Flinching and Armour Saves

Models which make a successful armour save must 'flinch' back a short distance, either due to the physical impact or the sudden remembrance of mortality. Any model that flinches must move 2" away from the source of damage, as directly as possible. This does not necessarily represent running from the enemy; it can simply be the incredible force of a powerful blow staggering the target model backwards. Two notable exceptions apply when it comes to models flinching:

  • A model within or touching any kind of cover does not have to flinch but may if it chooses. Those merely obscured by cover must still flinch as normal.
  • A model that makes a successful dodge save does not have to flinch, as it adroitly steps aside and avoids the attack rather than suffer any kind of impact or adverse effect, but may flinch if it so chooses.

Some models, most notably multihit models, never flinch. Note that flinching, regardless of reason, is one of the few game instances that can force a model to leave the command radius of its unit leader.

Flinching When Ending an Action

A model will only ever flinch due to a failed armour save once during an action or reaction, no matter how many armour saves it is called to make.

If a model flinches it must move directly away from its attacker. If the flinch move takes it through other models it cannot engage or affect them; it just moves back the remaining flinch distance and ignores their existence. Any model at the end of this flinch distance is moved aside to make room if necessary. Enemy models get a free strike using one of their Close Combat damage dice against models flinching into their point blank range – but this attack will not cause further flinch results.

Lethal Zones and Flinching

Models that flinch due to a successful save against a Lethal Zone effect will move directly away from the centre of the effect. In other words, a model that successfully saves against a Lethal Zone effect will move away from the centre of the Lethal Zone rather than away from the firing unit. The exceptions to this rule are Stream Lethal Zones, where the model may flinch away from either the centre of the Lethal Zone or the firing unit.

Flinching and Point Blank Range

Flinching also occurs at the end of any action that leaves any model within the point blank range of a larger Size enemy model. These flinches may move a model further than 2", as the smaller model is moved to the edge of the larger model's point blank range. These flinches occur in Size order, from smallest Size model to largest Size model.

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

Falling From a Great Height

Plunging from a sufficient elevation can be just as effective a way of dying as any in the Starship Troopers miniatures game. Any flinches that push models off high structures, cliffs or other promontories are treated as shown on the Falling table. Models with special movement traits of Climb, Jump or Hover reduce the distance fallen by 3", whether readied or not – their special movement mode allows them to mitigate some or all of the damage.

Falling Table

Distance FallenEffect
Up to 3" fallRoll 1xD6 damage die against the model.
Up to 6" fallRoll 1xD10 damage die against the model.
7"+ fallRoll 1xD10 for every 6" fallen. Add the model's Size as a damage bonus.

Flinching Into Impassable Terrain or Off the Table

Being forced into a corner or out of a field of engagement is another way to lose models. Any flinches that push models into impassable terrain or off the table edge result in the flinching model making an armour save.

  • If the armour save is successful, the model is pushed as far as possible toward the impassable terrain or table edge but remains in play.
  • If the armour save is unsuccessful, the model is removed (regardless of the number of hits it has).

Cover

Cover can be described as any obscuring terrain (or obscuring models other than those in the firing unit) that intersects a firing unit's line of sight to a target. Models in or behind any area of terrain that obscures line of sight add +1 to the die roll for any armour saves they have to make. Cover applies only if their line of sight to the target model is intersected by cover. Just one model with an angle around cover can negate a target's cover bonus.

The armour save bonus is increased to +2 for units either inside or touching something resistant to attack such as rocks, gullies, ruins, most buildings, walls and vehicles but not woods or jungles. Proper fortifications such as trenches, gun towers and bunkers give their occupants an armour save bonus of +3 (occasionally this bonus can rise even higher).

Note that the armour save bonus that cover grants applies even to models that do not normally have an armour save. Hence a neodog model in fortified cover benefits from a 4+ armour save. This could prove exceptionally useful if it is struck by a Flame weapon, which would negate its dodge save.

[Diagram: Cover – a worked example with an MI squad and three warrior bug units (A, B and C). Under the printed example, each warrior bug gains a bonus to its armour save: +2 for the top two bugs touching the wall and +1 for the other three. The MI squad can shoot Unit C but cannot see Unit A. The remaining caption text is not reliably recoverable and is omitted.]

Lethal Zone Weapons

Direct Fire

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

When using direct fire mode, the LZ weapon's firepower is added to the firepower already pouring into a Fire Zone, adding a healthy boost to the number of damage dice rolled.

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

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

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

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

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

Artillery Fire

A model that decides to use its Lethal Zone weapon in Artillery mode is not joining in with the rest of its unit's Fire Zone; instead it is electing to make one of its own. Artillery shots could be made with a missile, a mortar bomb or a thrown grenade, for example; the form does not matter. The important trait of Artillery fire is that it explodes and it has to land somewhere! As such, the model may designate its own target impact point (though the final Lethal Zone may well deviate from this point). Nevertheless, the model uses the same action as the rest of the unit to fire its weapon. Artillery fire may be determined either before or after direct fire in an action, at the firing player's discretion.

Artillery shots are attacks where the firer is trying to use their own weapon individually to do the most harm instead of joining the general unit firing at a target area.

  • Artillery fire can only be used by weaponry with the LZ trait.
  • The model must spend the previous action performing a Ready action before firing in Artillery mode, even if the weapon does not normally require readying. This represents the firing model calculating trajectories and preparing the weapon for firing.
  • Artillery fire does not need line of sight (unless the weapon also has the LOS trait).
  • The target point must be between the weapon's maximum range and half that range. This means that Artillery fire can only target points in the latter half of a weapon's range (though the scatter rules below may move this target point backwards or forwards as normal).
  • Firing at targets that are not in line of sight means the ammunition must be launched upwards to some degree to get the right trajectory onto the target. Therefore, Artillery fire at targets not in line of sight may not be used in circumstances where the ceiling height overhead is less than the range to the target point.

Artillery Fire Overview

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

  1. Mark a target point with a die, coin or something similar. This target point must be between half the weapon's Range characteristic and the weapon's full Range characteristic.

For example, an LZ weapon with a 20" range using Artillery fire mode may place the target impact point anywhere between 10" and 20" away from the firing model.

  1. Declare whether you are shooting 'long' or 'short' and whether you want to count 'odds' or 'evens' in your favour.
  2. Roll two six-sided dice. The natural 1 rule is not applied to this dice roll.

A double in your favour means the shot lands directly on target.

For example, if you declare 'long evens' and roll a double 4, this result is in your favour and is a direct hit.

A double against you moves the target point that many inches the opposite way to where you wanted it.

For example, if you declare 'long evens' and roll a double 1, this result is not in your favour and the hit is 2" short.

If no doubles are rolled, it means the target point has shifted the distance indicated on the dice towards or away from the firing model in inches. If you declared odds in your favour, odd numbers on either die alter the range in your desired direction, while even numbers move it in the opposite direction. If you declared evens in your favour, even numbers on either die alter the range in your desired direction, while odd numbers move it in the opposite direction.

For example, if you declare 'long evens' and roll a 4 and a 1, the hit moves 3" long (4" long minus 1" short = 3" long).

Once a final impact point is determined, measure out the Lethal Zone from the final impact point using the template provided. A weapon's Lethal Zone size (the zone's radius in inches) is found in brackets next to its Damage characteristic. The weapon's damage dice are rolled separately against the Target and Kill characteristic of every model, friend or foe, whose centre point falls within the Lethal Zone. The damage bonus for Lethal Zone weapons fired in Artillery mode applies to every damage die rolled as normal.

[Diagram: Artillery Fire A–D – an MI cap trooper fires an M-291 Frag grenade from an underslung grenade launcher, declaring 'long evens'. Printed outcomes: a double 4 is a direct hit; a 3 and a 1 is a miss with the target point 4" short; a double 1 is a miss with the target point 2" short; a 2 and a 4 is a miss with the target point 6" long.]

Charge Actions

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

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

Restrictions: The charging models have the following restrictions:

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

Cover in Close Combat: Cover in close combat can be described as any obscuring terrain between an attacking model and an attacked model. The bonus to armour saves that the intervening terrain gives the attacked model is equal to those given on page 37 (+1 for normal cover, +2 for touching cover or hard cover, +3 or more for fortified cover). Flinch results caused by close combat damage cannot be ignored by models in or touching cover the way normal flinches from range are normally discounted.

Charge Action Summary

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

Charging and Alert Status

The Alert Status rules make it very hard to complete a Charge action. Each time the attacking unit completes an action within 10" of enemy models it can be shot at, so the consequences tend to be disastrous when a successful Charge action does occur – a player can expect to see charged units torn apart with no immediate effect against their charging opponents. To get return blows the defenders must usually be willing to come back with a Charge action in their own turn. See page 12 for full details of Alert Status.

Flinching in Close Combat

Successful armour saves can cause flinching as normal in close combat. Flinching also occurs at the end of any action that leaves any model within the point blank range of a larger Size enemy model. These flinches may move a model further than 2", as the smaller model is moved to the edge of the larger model's point blank range.

Ongoing Combats

Units are not 'locked' in combat in any way in Starship Troopers as the normal action and Alert Status systems are designed to recreate the fluidity and deadliness of a close quarters battle. If a unit wants to continue a combat, it merely keeps taking Charge actions until it achieves its goals, is defeated or chooses to disengage on its turn by moving elsewhere.

In game play for Starship Troopers, once both sides are within 10", combat becomes very deadly. The Alert Status rules mean that each time a unit completes an action, all the surviving enemy models within 10" will take an Alert Status reaction. In practise, the two sides will be quickly driven apart or annihilated by the interchange of actions and reactions. For more on Alert Status, see page 12.

[Diagram: Charge – a worked example with Warriors A–E and an MI squad (Troopers 1–4 and a Lieutenant). Printed captions state: Warrior A charges but cannot move within point blank range of an enemy model; Warrior E charges but cannot move within point blank range of an enemy model, as its movement is halved by the Size 3 forest (difficult terrain); Trooper 1's armour save fails and Trooper 1 is removed; the Lieutenant attempts two armour saves against a 7 Kill result and one succeeds; at the end of the Charge action the MI models within point blank range of the Arachnid models flinch away. The remaining diagram text is not reliably recoverable and is omitted.]

Ready Actions

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

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

Restrictions: The readying models have the following restrictions:

  • They can do nothing else.
  • A Ready action stays in effect until the unit takes another action; if necessary, leave a marker in place to show that unit has just taken a Ready action. As soon as another action is taken, the previous Ready action is used up as part of it. Units may not remain Ready when they take another action (unless they take another Ready action, which would typically be a waste of time).
  • You do not have to state what the Ready action is for when the unit makes it. The purpose of the Ready action will only become evident in the following action.
  • A Ready action can only prepare one dependent effect.

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

  • Jump 12" (a special movement mode).
  • Shoot. Each model can choose whether to shoot their rifles or underslung grenade launchers. Models firing their rifles can re-roll their damage dice – those firing grenade launchers may not.

The MI unit cannot jump 12" and fire underslung grenade launchers (as this would mean the previous Ready action was powering two dependent effects, jumping and firing weapons with the Ready trait). It can jump 12" and fire rifles as the Morita does not have the Ready trait, though they cannot re-roll damage dice in this case.

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

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

Know Your Foe

[Omitted: the in-universe "Know Your Foe" Arachnid profiles (warrior, hopper, tanker, brain, worker, plasma and chariot bugs) with their in-setting weight, IQ and speed descriptions. This is setting background, not game rules, and is omitted as flavour.]

Example of Play

The scenario's battle report narrative is omitted as fiction. The "In-Game Mechanics" walkthrough is transcribed below.

MI Player Turn 1

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

Arachnid Player Turn 1

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

Alpha and Beta Warrior Units

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

MI Player Turn 2

  • Bryant's squad 1st action: Move – special movement mode (Jump/12"). By having not reacted on Alert Status, Bryant's squad have 'kept' their Ready action from last turn, so their first action can be a special move. In a special movement a unit can attack with a Shoot or Charge action. Bryant's squad target Arachnid warrior unit Charlie with a Shoot attack using their Morita rifles. One more Charlie warrior is killed in the attack and the remaining warrior is forced back 2". As it happens, this means the surviving Charlie warrior is no longer within 10" of any of Bryant's squad and therefore cannot make an Alert Status reaction.
  • Bryant's squad 2nd action: Ready.
  • Fujita's squad 1st action: Shoot. Even though there are two unharmed warrior units approaching, the MI player is still concerned about the lone Charlie warrior, which is far too close to Fujita's squad for his liking. All five MI fire at the bug but unfortunately not one damage die is a hit. The Charlie warrior's reaction is to Charge, though he cannot get into point blank range.
  • Fujita's squad 2nd action: Shoot. The MI player decides enough is enough and pours another action's worth of firepower into the Charlie warrior – but disaster strikes! Not one hit is achieved and, finally, the lone warrior gets to do what it does best and Charges into point blank range of the MI squad as its reaction. Warriors have a choice of close combat damage dice – either 2xD6+1 or a D10. The Arachnid player opts to roll 2xD6+1 in order to try and create maximum casualties. As Sergeant Fujita is in range, one attack is made on him and another on a standard trooper. The result against Sergeant Fujita is a 3, which with the Arachnids' damage bonus of +1 increases to a 4. This is a hit, which requires Fujita to make a saving throw to survive. As a warrior bug's close combat attacks are Piercing/1, the sergeant's normal armour save of 4+ is reduced to 5+ – which he makes (he rolls a 6). He still flinches 2" away from the warrior, though. The result against the trooper is a 6, which with the Arachnids' damage bonus of +1 increases to a 7. This is a Kill result against a power suited MI. As the unfortunate trooper does not have a dodge save, he is removed without even getting a saving throw! All MI models remaining within point blank range of the warrior flinch away from it now, because it is a larger Size than they are. The warrior's reaction is complete.

Engagements

The Engagements chapter's opening quotation is omitted as flavour.

This chapter deals with creating battles for the Starship Troopers miniatures game. An engagement is the default type of battle in this wargame and consists of two forces on the battlefield, each with a mission. This mission is what gives a player his goals for an engagement and will therefore be of key importance to his strategy.

Both players will need to know the following information in order to generate an engagement:

  • The agreed Force Value, which represents how large a force you are using. Both you and your opponent will have the same Force Value in points to spend on your army.
  • What Priority Level (PL) your force is, with 1 being the lowest and 3 being the highest.
  • What particular tactics you wish to use (Attacking tactics, Defending tactics or Probing tactics).

Force Value, Priority Levels and Tactics are explained below and you will need to decide these when you choose your forces before the battle begins.

Force Value

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

  • 500 to 1,000 points for small, skirmish games. These small Force Values are often used early in Starship Troopers gaming to come to grips with the rules and systems.
  • 1,500 points for a larger skirmish game with more units available.
  • 2,000 points is the default Force Value – this produces a large game with a variety of different units in play. Most players aim for a Force Value of this size when constructing their forces.
  • More than 2,000 points makes for a highly involved and varied engagement, usually involving multiple platoons or huge, ravening bug armies.

Priority Level

When you are selecting a force you will need to choose a Priority Level (PL) for it as well. The priority of force you choose will affect what options are available to you when picking your force and will have a big effect on the kind of engagements your force will expect to see. The higher the Priority Level of a force, the more likely it is that it will be seeking to act as the aggressor – that is why it has access to all those extra resources. PLs are characterised as:

  • Priority Level One (PL1): Enemy known to be active in area, combat ready.
  • Priority Level Two (PL2): Moving to attack positions, contact imminent.
  • Priority Level Three (PL3): Enemy in contact, combat operations underway.

Lower PL forces are assumed to have been operating in an area for longer, while high PL forces will be changing battlefields frequently. The 'home ground' advantages of greater familiarity with the terrain being fought over always lie with the lower PL force.

Tactics

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

3X3 Mission Generator

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

3X3 Mission Generation Matrix (rows: opponent's PL; columns: your PL)

Opponent's PL \ Your PL123
3Last StandDelayAnnihilate
2DelayHoldOverrun
1HoldOverrunAnnihilate

The matrix was reconstructed from the scan's text layer; the row and column labels are as printed and the cell placement follows the printed reading order.

Missions

Annihilate

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

An Annihilating Force Scores Mission Points for:

  • Kills: Twice the full value of every enemy unit wiped out. Full value of every enemy unit reduced below half strength in models.
  • Penalty: Lose the full value of any enemy unit above half strength in models.

Delay

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

A Delaying Force Scores Mission Points for:

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

[Omitted: a quotation from a reported conversation between an Intel agent and an MI trooper.]

Hold

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

A Holding Force Scores Mission Points for:

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

Last Stand

Just stay alive as long as you can. Reinforcements may or may not be coming but it does not matter either way. The enemy is closing in and one way or another you are not going to make victory cheap for them. Fight, kill and stay alive.

Special rules: Divide your force into two groups with at least a third of your total number of units in one group. Randomly determine which part will be deployed at the beginning of the game. The other force becomes available as Reserves at the beginning of your 3rd player turn.

A Last Stand Force Scores Mission Points for:

  • Twice the full value of every unit that survives above half strength in models. Full value of every unit that survives below half strength in models. Lose full value of every unit wiped out.

Overrun

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

An Overrunning Force Scores Mission Points for:

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

[Omitted: a quotation from Squad leaders throughout the Mobile Infantry.]

Scenarios

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

[Omitted from this section: the "Massacre at Paris Sector" scenario blurb, which is setting background. The individual scenario briefings are not part of this scan and are not transcribed.]

Deployment Areas

The desired tactics of the two forces define deployment areas. Each player notes a tactic they wish to pursue and compares them on the Deployment table. Note that tactics have nothing to do with Priority Level; a high Priority Level force might opt to be defensive or a low Priority Level force can go on the attack. These are your command decisions to make. The tactical choices are:

  • Attack: Throws the force into a thrust on a narrow frontage, sacrificing some mobility to put pressure on a critical point.
  • Defend: Aims to avoid close encounters and puts the emphasis on a wide or deep deployment area.
  • Probe: Adopts a more mobile and flexible approach, again emphasising a wide front but able to fight battles on the spur of the moment.

Deployment Table (your tactic down the side; opponent's tactic across the top)

Your tactic \ Opponent's tacticAttackDefendProbe
AttackEncounterDeep DefenceBattle Line
DefendDeep DefenceDeep DefenceBattle Line
ProbeBattle LineBattle LineEncounter

The Deployment table was reconstructed from the scan's text layer by cell position. The table is symmetrical, which supports the reading, but the scan does not print the axis labels in a single line.

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

  • Battle Line: Forces set up in opposite long edge halves.
  • Deep Defence: Forces set up in opposite short edge halves.
  • Encounter: Forces set up in opposite corner quarters.

[Diagrams: three table layouts showing Battle Line (opposite long-edge halves), Deep Defence (opposite short-edge halves) and Encounter (opposite corner quarters), each marked with a 6" offset from the centre line.]

Deployment Restrictions

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

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

Deployment Priority

To represent the advantages of terrain knowledge, if you have the lower Priority Level force you get the following options for deployment:

  • Deploy first and take the first player turn.
  • Deploy second and take the second player turn.

If both players have equal Priority Level, roll off to determine who can decide the order of deployment.

In addition, units in a lower Priority Level force count as Ready in their first action (or reaction) of the game. If both players have equal Priority Level, no units count as Ready in their first action (or reaction) of the game.

Tactical Advantages

Each tactic has its own discrete advantage as well as influencing deployment areas.

  • In all cases an Attacking force may hold up to half their units in Reserve (see page 56).
  • In all cases a Defending force may choose which table half or quarter to deploy in. If neither force is defending or if both are, roll off to see who has the choice.
  • In all cases a Probing force has the option of keeping up to half their units off the board until their first player turn, instead of deploying them at the start of the battle.

Units may move on from any table edges of the player's deployment area but they may not move on within 6" of any centre line or 12" of any enemy unit. Models with special moves may employ them to enter play, counting as having readied prior to their first action.

Rolling Off

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

Reserves

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

Game Length

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

Winning the Game

Players total their mission points at the end of the game, using the criteria given in their mission description. The player with the most mission points wins.

There are a few extra notes concerning the distribution of Mission Points:

  • One-Shot! weapons are deducted from the value of the unit carrying them once they are deployed.
  • Air unit payloads are deducted from the value of the unit carrying them once deployed (the full payload is deducted even if only a single bomb, missile or other One-Shot! weapon is deployed).
  • For the purposes of mission points, units that are airborne or underground do not count as being within a deployment area.

Gallery

[Omitted: the painted-miniature gallery pages and the Mobile Infantry Cap Trooper construction and painting guide. These are painting and modelling material, not rules.]

Fleet Roster

The Fleet's background text on each craft is omitted as setting material. The payload options and special rules are transcribed. Stat lines are read from the scan's text layer, where the Move and speed cells are run together, so they are marked where uncertain.

F-76 Thunderbolt TAC Fighter

The Thunderbolt, the standard SICON Tactical Airspace Control (TAC) fighter, is a dual-purpose craft capable of conducting ground support strike operations and air-superiority missions. Thunderbolts are designed for operations in an atmosphere, though they can undertake limited space combat at need. The F-76 can be armed with a range of stores on external pylons and has a small internal weapons bay in addition to an integral Sixgun Rotary Cannon aimed by the pilot.

Special Rules

  • Linked Ordnance Deployment: A TAC fighter may deploy up to four ordnance munitions in a single Shoot (Bomb) action.
  • Linked Rapier Launchers: A TAC fighter equipped with two SW-414 Rapier AA Missile Launchers may fire both in a single Shoot (Dogfight) action.

Choose Payload

  • Air Superiority (+0 points): Ordnance: None. Weapons: MW-265 Sixgun Rotary Cannon; two SW-414 Rapier AA Missile Launchers.
  • Ground Support (+100 points): Ordnance: three M-997 Firestorm bombs, or four M-918 Scatter bombs. Weapons: MW-265 Sixgun Rotary Cannon; two SW-414 Rapier AA Missile Launchers.
  • Tactical (+100 points): Ordnance: two M-918 Scatter bombs. Weapons: MW-265 Sixgun Rotary Cannon; two SW-404 Javelin Missile Launchers; two SW-490 Blizzard Missile Packs.
  • Modular Drop Tanks: These allow the TAC fighter to use the Loiter flight speed.
  • Atomic (+500 points): A model with Atomic Protocols must be present in the force in order to purchase the Atomic Payload. Ordnance: one M-999A2 Atomic Ajax munition. Weapons: MW-265 Sixgun Rotary Cannon; two SW-414 Rapier AA Missile Launchers.
UnitValueSizeMoveClose CombatTargetSaveKillTraits
F-76 Thunderbolt TAC Fighter2505Burn / Cruise (speeds not fully legible)3xD107+5+/4+10+Hits/5

Slingshot Drop Boat

Normally referred to as a Drop Ship, the Slingshot class is more correctly a boat, since it is a subordinate craft carried by a larger vessel. The Slingshot is a medium-sized craft capable of delivering a platoon of Mobile Infantry troopers and their equipment by direct landing or orbital drop. The Slingshot class was developed as a response to the risk of losing starships to ground fire as they manoeuvred in to drop their troop complements. Using the Drop Boats as an intermediate stage allows the capital ships to remain outside the danger area.

The Slingshot is lightly armed and requires a crew of two pilots. It is incredibly robust for its size and can take small-arms and light support weapon fire without harm but is vulnerable to heavier weapons. As a result, Slingshot-class Drop Boats are preferred for direct ground assault or retrieval operations in hot landing zones.

A variant of the Slingshot is the Heavenly Mercy rescue tender, which is equipped to drop first-response medical and rescue personnel into a disaster-struck area, then land and act as a field hospital or control centre. Originally developed for non-military relief operations, the Heavenly Mercy class has now been adopted by the Fleet. It is sometimes assigned to Mobile Infantry operations to provide a mobile trauma-aid centre close to the battle area.

Special Rules

  • Air Transport: A Slingshot can carry up to 20 Size points of models (maximum individual model Size 4). Due to extensive stocks of ammunition, any MI models within the point blank range of a Slingshot may ignore the ammo rules.
  • Countermeasures: A Slingshot's dodge save against all missile weapons is 4+ rather than the usual 5+.
  • Linked Ordnance Deployment: A Slingshot may deploy up to two ordnance munitions in a single Shoot (Bomb) action.

Choose Payload

  • Standard Air Transport (+0 points): Ordnance: None. Weapons: MW-206 Derringer Light Rotary Cannon.
  • Heavenly Mercy (+0 points): Ordnance: None. Weapons: None. These variants of the Slingshot strip offensive armament and replace it with cots, trauma tanks and medical facilities to care for up to 12 patients at a time. If the MI player has a functional Heavenly Mercy Rescue Tender in his force at the end of a game where it has landed on the battlefield, he reduces his total casualties by D6+6 M-1A4 models of his choosing. Heavenly Mercy variants lose the Air Transport special rule.
  • Ground Support (+100 points): Ordnance: six M-997 Firestorm bombs, or three M-918 Scatter bombs. Weapons: MW-206 Derringer Light Rotary Cannon.
  • Tactical (+100 points): Ordnance: five M-918 Scatter bombs. Weapons: two SW-490 Blizzard Missile Packs; MW-206 Derringer Light Rotary Cannon.
UnitValueSizeMoveClose CombatTargetSaveKillTraits
Slingshot Drop Boat3006Cruise / Loiter / V/STOL (speeds not fully legible)4xD108+4+/5+12+Hits/8

The scan's Slingshot payload text lists the Heavenly Mercy option as a separate block and the Ground Support and Tactical options with their ordnance and weapons on the following column; the pairing above follows the printed order.

Skyhook Retrieval Boat

The standard small interface craft carried aboard SICON vessels is the Retrieval Boat. It has a crew of two pilots, though it can be operated by one person at need. The Retrieval Boat is armoured to withstand light anti-vehicle weapons, though it cannot take as much punishment as the Slingshot or Viking.

The cargo compartment aboard a retrieval boat can carry 12 combat-equipped troopers or an equivalent amount of cargo. An unarmoured version is used as a light shuttle for inter-ship duties, and many boats are converted for other operations including search and rescue, salvage and exploration.

Weapons: Two MW-5050 Twin .50 Autocannon.

Special Rules

  • Air Transport: A Skyhook can carry up to 12 Size points of models (maximum individual model Size 1).
UnitValueSizeMoveClose CombatTargetSaveKillTraits
Skyhook Retrieval Boat1255(not legible in scan)–––––

The Skyhook's remaining statistics are not legible in the scan's text layer and are left blank rather than guessed; the printed book should be checked.

Viking Landing Boat

The heavily-armoured 'shed on jets' used by the Mobile Infantry to get from orbit to the drop zone is correctly termed a Landing Boat. Landing Boats do not have the capability to drop cap troopers, whereas Drop Boats can deliver their complement of troops by either orbital drop or direct landing.

The standard Viking Landing Boat requires a crew of two pilots and can deliver a whole platoon of 30 troopers to a planetary surface, plus mission stores, spare ammunition and a contingent of security and logistic personnel. Landing Boats are heavily armoured and feature multiply-redundant control systems.

Landing Boats are extremely robust but are rather slow. This is not a problem on the approach, since a gravity-assisted descent is by definition rapid since Vikings drop like bricks. However, they are not the best choice for in-and-out missions since their climb to altitude is both slow and predictable. Fast, manoeuvrable Slingshots are favoured for 'hot extractions' of this type.

Weapons: Two MW-5050 Twin .50 Autocannon.

Special Rules

  • Air Transport: A Viking can carry up to 30 Size points of models (maximum individual model Size 2). Due to extensive stocks of ammunition, any MI models within the point blank range of a Viking may ignore the ammo rules.
UnitValueSizeMoveClose CombatTargetSaveKillTraits
Viking Landing Boat1957Loiter / V/STOL (speeds not fully legible)4xD107+5+10+Hits/8

AGM-716 Flamberge Heavy Ground Attack Missile

The AGM-716 Flamberge is a large missile normally carried on a heavy centreline pylon by gunships. It has a standoff attack range of 75 kilometres but is more accurate if delivered closer to the target. Guidance is a combination of inertial, terrain-recognition and remote updates from the launching craft or satellite. The Flamberge is capable of 'smart' homing and can even abort an attack run and come back from a different angle if its operator or onboard tactical computer decides this will give a better chance of a successful attack.

The Flamberge is normally used to deliver a standard Scatter bomb but Firestorm warheads are available. The Flamberge can also deliver air-scattered mines, cluster munitions or carry a reconnaissance pod. Nuclear warheads are also available but are subject to the usual special 'nuclear release' protocols.

Warhead Options

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

Special Rules

  • Missile: As a missile unit, the Flamberge may only perform the Move (Fly) and Charge (Crash) actions.
UnitValueSizeMoveClose CombatTargetSaveKillTraits
AGM-716 Flamberge Missile503(not legible in scan)(not legible)(not legible)(not legible)(not legible)–

Only the Value and Size of the Flamberge's statistic line are legible in the scan's text layer; the rest is marked and should be checked against the printed book.

EOM-1A1 'Sarissa' Space Combat Missile

The Sarissa is a large anti-shipping missile launched from starships, orbital defence installations and ground platforms. The weapon consists of a main bus and final approach module. The main bus contains a simple rocket motor to provide rapid acceleration in the early stages of an engagement, allowing the missile to reach the target vicinity. Once close, the module detaches and fires its high-power motor to make the final attack. This module contains all the guidance, sensor and communications systems used by the missile, plus the warhead.

When launched from ground installations, the Sarissa is normally boosted to orbit by a third stage which is discarded once its fuel has been expended. Whatever the launch system, the weapon is designed for engagements at a variety of ranges. Theoretically, the Sarissa can coast towards the target area for days before making final engagement, though obviously large vector changes on the part of the target during this time will take the target out of the final engagement envelope.

Special Rules

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

Warhead Options

  • M-918 Scatter bomb for +0 points.
  • M-997 Firestorm bomb for +50 points.
  • M-998A1 Atomic Pee-Wee munition for +300 points. A model with Atomic Protocols must be present in the force in order to purchase this warhead.
  • M-999A2 Atomic Ajax munition for +500 points. A model with Atomic Protocols must be present in the force in order to purchase this warhead.
UnitValueSizeMoveClose CombatTargetSaveKillTraits
EOM-1A1 'Sarissa' Missile1004Burn (second flight speed not legible)4xD108+4+10+Hits/4

The Sarissa's Cruise-speed row is not reliably legible in the scan and is not transcribed.

M2 Drop Capsule

Dropping from high altitude through even the thinnest atmosphere is an extremely hazardous occupation. Atmospheric heating, radiation and the chance of being hit by ground fire would put many cap troopers out of action before they hit the ground, were it not for the M2 drop capsule.

The drop capsule resembles a larger version of the power suit and incorporates a deceleration/evasion pack in addition to heavy-duty gyros and thick armour plate. It surrounds the cap trooper during the initial stages of a drop, when he is most vulnerable. While the drop capsule is proof against many attacks, evasion rather than thick armour is the key to successful defence. Thus a falling cap trooper is flung all over the sky by the shield's evasion pack at the slightest hint of ground fire. Computer control not only prevents cap trooper collisions but also ensures that despite the wildest evasions, the 'stick' of dropped cap troopers will arrive over the target area together and at the right time.

Once the initial stage of the drop is over the shield breaks away, providing further protection by confusing enemy radar and other sensors with a mass of targets, all falling at the same rate as the real cap troopers. The casing gradually disperses, ensuring that the drop zone is clear, though hostile forces nearby might be 'attacked' by falling drop capsule plates, adding further confusion and mayhem to the situation. Final descent to landing is conducted by the cap trooper's power suit using its integral jump system.

Special Rules

  • Aero-Braking: Drop capsule units can opt to delay their entry onto the battlefield by firing early brake thrusters or requesting over-delays in their drop patterns. This is not without its problems – altering drop ratios and orbital passes can severely delay the arrival of drop capsule units if this option is taken. As such, every drop capsule unit may use either of the two entry times stated below:
    1. Appear as Reserves in the first Air phase.
    2. Appear as Reserves in the third or later Air phase. Roll D6 however; on a 1 the unit is delayed and does not arrive this turn. The unit can try again at the beginning of each subsequent Air phase.
  • Quick Delivery: Drop capsule models must Move (Fly) onto the battlefield as their first action. Their second action must be a Move (Land) action. Should the drop capsule be destroyed before the end of the Air phase, the model inside is automatically a casualty and removed from the table.
  • Unit Upgrade: Drop capsules can be used by M-1A4 power suits and M8 or M9 Marauder suits. The whole unit must upgrade and are Air units until the end of the Air phase in which they appear.
UnitValueSizeMoveClose CombatTargetSaveKillTraits
M2 Drop Capsule+10 (M-1A4) or +25 (M8 or M9)1Burn–6+3+/5+9+No Flinch

The Value entries are the upgrade costs as printed, and the Move line is read as printed.

Known Races: The Arachnids

[Omitted as setting background: the Arachnid chapter's opening pages on the species, the tactical briefings from SICON Military Intelligence and the description of the bug species, which are fiction and flavour (printed pages 105 to 111).]

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

Arachnid Army List

Arachnid Unit Leaders

Bugs do not have ranks and medals; they have a caste system and a hive hierarchy that dominates entire planets. They have no angst or ego and can be relied on to act with selfless determination to the last fibre of their being. They have no leaders as humans understand them, yet they act in co-ordinated, logical patterns on the battlefield.

To represent this insect brand of perfect communism, the Arachnid player is free to designate which model acts as unit leader each time an Arachnid unit takes an action. This means command range is seldom an issue for Arachnid units.

Arachnid Command Range: Arachnid command range is 6".

Higher Command (Brain Bugs)

The Arachnid higher command structure comprises brain bugs and the hypothesised Arachnid queen bug. SICON scientists are still unsure exactly how Arachnid commands are transmitted but suspect a telepathic connection of some kind supplemented by pheromone discharges.

Brain bugs have one very special rule associated with them: Co-ordinate. Each brain bug in a force generates a bonus action for the Arachnid player during his turn. This action can be used by any one Arachnid unit on the tabletop during the turn, enabling that unit to complete a total of three actions in one player turn. The brain does not need to do anything special to generate the action; its mere presence is sufficient. Once the brain bug is wounded (reduced to one hit) or removed as a casualty, Co-ordinate no longer applies. Each unit may only benefit from one bonus action per turn.

Loss of Brain Bugs: If a brain bug is removed as a casualty, all Arachnid units are thrown into confusion. Until the end of the Arachnid player's next turn:

  • No Arachnid units are considered to be on Alert Status.
  • All Arachnid units may only perform one action, rather than the usual two.

Arachnid Alert Status Reactions

The hive consciousness of the bugs means they can react very quickly to changing circumstances. As they seldom use ranged combat, Arachnids on Alert Status rarely Shoot (though they may if they have the Ranged Attack trait or Talents). Arachnid models on Alert Status can use the Alarm Screech or Countercharge reactions instead of shooting.

Alarm Screech (special Arachnid Ready reaction): Any Arachnid model on Alert Status can use a Ready reaction to warn other bugs if enemy models complete an action within 10". Alarm screech enables any Arachnid models (regardless of species) within 6" of the screeching bug to count it as their unit leader and make an immediate Move action. The screeching bug may join in with this Move action.

Countercharge (special Arachnid Charge reaction): Any Arachnid model on Alert Status can use a Charge reaction to Countercharge when enemy models complete an action within 10" of them. Countercharges are dealt with in exactly the same manner as normal Charge actions.

Swarms

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

  1. A swarm is formed at the start of an action when the Arachnid player declares his unit leader. Any Arachnid model of the same species within point blank range of that model can join the swarm, even if they are originally from different units. Every model within point blank range of any model within the swarm may also join the swarm (up to a maximum of 15 models in a single swarm).
  2. Models in the swarm are considered a single unit, ignoring the normal command range rules, for the duration of the action. There is nothing to prevent keeping a swarm operating as one body in the next action or even for the entire game if the Arachnid player wishes, but its constituent models are still considered a part of their starting units.

Arachnid swarms do a great job of replicating the mass bug attacks these creatures are famous for but can cause difficulties in identifying which models belong to which units when the swarm breaks up or for calculating mission points. It is suggested players paint a dot of colour on the underside of Arachnid models to assist in unit identification when it is needed. The more aesthetic alternative is to subtly differentiate carapace markings.

Warrior Bugs

Warrior bugs are the core of every Arachnid army. They are cannon fodder, elite assassins and fast-attack troopers all rolled into one lethal package. To make matters worse for the MI, warriors have a couple of special options that can come into play during battles, which affect all Warrior Bug Units within an Arachnid player's force. These are the Workers & Warriors and Endless Tide options.

Workers & Warriors: These two Arachnid species are almost impossible to tell apart in battlefield conditions, a fact often exploited by Arachnid tactics. There is always a high ratio of workers to warriors but workers rarely engage in combat unless the need is dire.

The Arachnid player can exploit the worker-to-warrior ratio, bulking out the apparent size of his Warrior Bug Units by including more worker decoys than normal. Using this option, the warrior models are cheaper in points but their Target characteristic is reduced to 4+ to represent the vulnerability of workers. If this option is used it must be applied to all of the Warrior Bug Units in the Arachnid force.

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

Endless Tide: Bugs just keep coming, it is as simple as that. To represent this, PL3 Warrior Bug Units can be upgraded so that any warrior model removed from the tabletop as a casualty becomes available as Reserve in the next Arachnid player turn (see page 56 for details of Reserves). Warrior bugs can keep recycling like this throughout the game. Mission points are scored for recycled warriors as if they were new units (which in fact they are). If Endless Tide is used it must be applied to all of the Warrior Bug Units in the Arachnid force. Endless Tide may be combined with the Workers & Warriors option.

Force Value and Priority Levels

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

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

Arachnid Priority Levels

Force ValueMaximum Priority Level
0 to 999 points1
1,000 to 1,999 points2
2,000 or more points3

Support

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

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

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

Arachnid Forces at Priority Levels

Arachnid Forces at Priority Level One

Basic Units

  • Warrior Bug Unit – 75 points – Unlimited
  • Blaster Bug Unit – 90 points – 0-1 per force
  • Blister Bug Unit – 90 points – 0-1 per force
  • Hopper Bug Unit – 150 points – 0-1 per force

Command Assets

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

Tunnel Assets

  • 0-3 Tunnelling Markers – 50 points each
  • 0-2 Tunnel Entrances – 50 points each

Arachnid Forces at Priority Level Two

Basic Units

  • Warrior Bug Unit – 75 points – Unlimited
  • Blaster Bug Unit – 90 points – 0-2 per force
  • Blister Bug Unit – 90 points – 0-2 per force
  • Firefry Unit – 60 points – 0-2 per force
  • Hopper Bug Unit – 150 points – 0-2 per force
  • Plasma Bug – 300 points – 0-1 per force
  • Tanker Bug – 250 points – 0-1 per force

Command Assets

  • Brain Bug – 300 points – 0-1 per force
  • Add Workers & Warriors option – –5 points per warrior bug model

Tunnel Assets

  • 0-1 Camouflaged Tunnel Entrance – 75 points
  • 0-1 Nest Entrance – 75 points
  • 0-3 Tunnel Entrances – 50 points each
  • 0-4 Tunnelling Markers – 50 points each

Arachnid Forces at Priority Level Three

Basic Units

  • Warrior Bug Unit – 75 points – Unlimited
  • Blaster Bug Unit – 90 points – Unlimited
  • Blister Bug Unit – 90 points – Unlimited
  • Firefry Unit – 60 points – Unlimited
  • Hopper Bug Unit – 150 points – Unlimited
  • Plasma Bug – 300 points – 0-3 per force
  • Tanker Bug – 250 points – 0-3 per force

Command Assets

  • Brain Bug – 300 points – 0-3 per force
  • Add Workers & Warriors option – –5 points per warrior bug model
  • Add Endless Tide option – +10 points per warrior bug model

Tunnel Assets

  • 0-1 Bug Central – 300 points
  • 0-2 Camouflaged Tunnel Entrances – 75 points each
  • 0-2 Nest Entrances – 75 points each
  • 0-4 Tunnel Entrances – 50 points each
  • Any number of Tunnelling Markers – 50 points each

The three Priority Level columns were laid out side by side in the scan. The Priority Level One and Two option lines were matched to their columns by position; the printed book should be checked for the option costs.

Arachnid Roster

Each unit's statistic line is read from the scan's text layer. The trait cells are in a separate column of the scan and are matched to units by position, so the trait lists below are marked approximate where the scan does not place them clearly.

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

UnitValueSizeMoveClose CombatTargetSaveKillTraits
Warrior1526"2xD6+1 or D105+4+8+Climb/6", Piercing/1, Tunnel/6"

Blaster Bug Unit. Every Blaster Bug Unit consists of three blaster bugs (90 points total). Up to seven extra blaster bugs may be added to the unit. Almost physically identical to blister bugs, these bugs spit a bolt of intense heat so powerful it ignites the air as it travels. Extremely dangerous, especially in packs that can cover a wide area with searing flame, they are deployed and used in close support.

WeaponRangeDamageTypeTraits
Blaster Bug Heat18"D6+1InternalFlame
UnitValueSizeMoveClose CombatTargetSaveKillTraits
Blaster3026"2xD65+4+7+Ranged Attack, Retaliate

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

WeaponRangeDamageTypeTraits
Blister Bug Acid12"D10InternalPiercing/1
UnitValueSizeMoveClose CombatTargetSaveKillTraits
Blister3026"2xD65+4+7+Ranged Attack

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

UnitValueSizeMoveClose CombatTargetSaveKillTraits
Hopper5026"D10+16+5+/5+8+Air (Loiter, V/STOL), Hover/24", Piercing/1, Retaliate (approximate)

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

WeaponRangeDamageTypeTraits
Firefry Flame9"D10InternalFlame
UnitValueSizeMoveClose CombatTargetSaveKillTraits
Firefry2026"D105+5+6+Jump/12", Ranged Attack, Air (Loiter, V/STOL), Hover/24", Piercing/1, Retaliate (approximate)

Brain Bug. Brain bugs are at the visible top of the Arachnid hierarchy, though it is theorised that there may be one level above them (some form of Queen) that has never been seen by humans. Massive and bizarrely shaped, brain bugs almost look like greatly deformed brains with the vaguest of insectoid features. Any trooper who assumes these powerfully psychic creatures are defenceless may not live to realise his error. Brain bugs act as communication and tactical centres for Arachnid hives, connected to every insect in the colony through their impressive but utterly alien telepathic mind.

  • Big, Fat, Smart Bug: Brain bugs allow the Arachnid player to Co-ordinate his forces (see page 113). As Independent models, they may also take command of out of command Arachnid models within their command range. When doing so, the species of Arachnid does not matter – a brain bug can command tanker and plasma bugs as easily as it can warriors.
  • Brain Suck: Brains have a highly adapted proboscis capable of piercing a victim's skull and sucking the contents out. It is believed that brain bugs somehow 'learn' what the victim knew as they digest their grisly meal, making this a potent, if appalling, intelligence gathering tool. To represent this ability, when a brain bug is in the force the Arachnid player can see if any enemy models that have been removed as close combat casualties (for any reason) are in fact prisoners at the end of the game. Roll D6 for every casualty removed in close combat. On a roll of 6, that casualty is a prisoner and will get his brain sucked. The Arachnid player scores a bonus 10 mission points for every prisoner brain-sucked. Obviously non-organic units – missiles and CHAS cybernauts, for example – cannot be brain-sucked.
  • Entourage: Brain bugs are physically weak and are attended at all times by smaller servants known as chariot bugs. Chariot bugs themselves are small, concave-disc shaped bugs. While they are not overly dangerous in their own right, the mobility and flexibility an Entourage gives a brain bug is disconcerting. However, as the brain bug is hit, more and more of its Entourage die until the brain bug is left crawling along completely alone. Every hit the brain bug takes affects its characteristics in the following manner:
    • -1" Move (to a minimum Move of 1").
    • -1 Close Combat (to a minimum Close Combat of D6+0).
  • Flinch: Brain bugs, for all their formidable presence and powers, are very conscious of their own vulnerability. As such, unlike other models with the Hits/X trait, brain bugs do not ignore the flinching rules.
  • Special Talents: The brain bug's Value includes up to 150 points of Talents (see page 143). A brain bug cannot use special talents against models on the surface while it is underground and vice versa.
UnitValueSizeMoveClose CombatTargetSaveKillTraits
Brain30036"D6+34+4+8+Hits/8, Independent

Plasma Bug. Plasma bugs are the Arachnid version of a planetary defence system and despite their utter lack of targeting skills or subtlety are a formidable weapon. Focused Fire: a plasma bug can go on to Alert Status but it may only react against Air units finishing an action within 36" (note that this an extension of the usual 20" Alert Status range for AA weapons). This reaction must be a Shoot reaction. When firing at ground units, the plasma bug must use Artillery fire. When firing against Air units, the plasma bug fires ballistically.

WeaponRangeDamageTypeTraits
Plasma Discharge72"2xD10+3InternalAA, Fire Arc: FxR, LZ (3"), Multihit, Ready, Piercing/1 (approximate)
UnitValueSizeMoveClose CombatTargetSaveKillTraits
Plasma30054"2xD105+5+9+Hits/10, Ranged Attack, Retaliate (approximate)

Tanker Bug. Tanker bugs often rest just under the surface of battlefields on bug worlds, waiting for a command to rise up, shatter the earth above them and unleash their vile venom. This bug is particularly feared because even though it is large enough to be easily hit, a single well-placed blast of its flame can burn down an entire squad of troopers. The heat from its caustic flame is so hot it can slag the cockpit cowling of a Marauder suit within moments. It is understandable that standard Mobile Infantry protocol when encountering tanker bugs is to scatter the squad, move immediately to a safe distance and then hammer the bug with heavy firepower.

  • Lumbering: A tanker bug is lumbering and does not go on Alert Status.
WeaponRangeDamageTypeTraits
Tanker Spit18"D10+D6InternalFire Arc: F, Flame, LZ (Stream), Persistent (approximate)
UnitValueSizeMoveClose CombatTargetSaveKillTraits
Tanker25045"3xD6+D107+3+12+Hits/6, Retaliate (approximate)

Known Races: The Federation (Mobile Infantry)

[Omitted as setting background: the Federation chapter's opening pages on the Federation's history, government, the Prime Councillors, the Sky Marshal, the Federation's place in the galaxy, the Briefing documents from SICON Military Intelligence and the rank and organisation fiction (pages 65 to 77 of the printed book). The ranks and force-organisation text describes the fiction, not the army-building rules, which follow below.]

MI Army List

Sergeant Shujiko's quotation is omitted as flavour.

Platoon Level Forces

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

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

Chain of Command

The following special command rules apply to MI forces.

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

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

Within the Starship Troopers miniatures game, Mobile Infantry have five ranks of note – private, corporal, sergeant, NCO (occasionally referred to as Senior Sergeant) and lieutenant.

  • Sergeants are unit leaders.
  • Corporals are unit leaders if there is no sergeant present in a squad.
  • NCOs and lieutenants can be unit leaders in certain circumstances (see page 21 and Independent Models).
  • NCOs, lieutenants and SICON Military Intelligence Agents are considered officers.

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

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

Promote (special MI Ready action – Lieutenants only): This action must be undertaken by a lieutenant model. The MI officer can nominate a single out of command model in his force to be 'promoted' to become a unit leader. The new unit leader can take control of any out of command models within its command range (6") and form them into a new unit. If the new unit leader was within the lieutenant's command range when appointed, the promotion lasts for the rest of the game. If the promoted unit leader was outside the lieutenant's command range when appointed, the promotion lasts for the duration of the player turn only.

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

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

MI Alert Status Reactions

The well-drilled regiments of the MI have little room for individualists. Innovation is frowned on unless first proven in combat. As such, most MI will use the default Shoot reaction when on Alert Status. However, real bug hunters everywhere know that there is a time to fight and a time to die – but they are not always the same time. MI models on Alert Status can use the Beat Feet or Stand By reactions in addition to the default Shoot reaction.

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

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

Heroes

Go Career: MI lieutenants, NCOs and sergeants can be upgraded to 'Go Career'. Career lieutenants, NCOs and sergeants can increase their value by purchasing heroic traits as detailed in the Heroic Traits chapter. The number of points you can spend on the model's heroic traits increases according to its rank. Career lieutenants, NCOs and sergeants may purchase Qualities, Talents or Training.

At higher Priority Levels, troopers and corporals may also be upgraded for with special Qualities or Training.

Support

Mobile Infantry cap troopers are extremely efficient and extraordinarily effective on the ground but there are limits to what they can accomplish alone. For battles more complicated than a simple shooting match, it often becomes necessary to deploy cap troopers in Marauder suits or even heavier levels of ordnance. The Mobile Infantry has access to three kinds of asset: Command, Emplacement and Fleet. The availability and flexibility of these assets fluctuates according to the Priority Level of the MI force.

Regardless of tactics, overall points or Priority Level, no MI force can spend more than 50% of its points on assets.

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

  • Advisors: Advisors and observers from SICON can be requested but they are rarely authorised to join a unit. These individuals are as highly trained as a Mobile Infantry soldier can be and always carry some form of rank. SICON is loathe to send them into battle, mostly because of the unfortunate statistics involved in their chances of ever returning again. Even non-human advisors can be requested.
  • Atomics: Regulated and heavily controlled for obvious reasons, any deployment of atomic munitions is strictly prohibited by SICON High Command unless requested by a SICON Military Intelligence Agent. Even then, the munition's use is carefully monitored. While the casing and inner working of a nuclear device are cheap and easy to manufacture, its atomic core is very costly; these munitions cannot be carelessly expended.
  • Drop Shields: Chaff and other munitions dropped at the same time as capsule troopers to defend them on their way towards a battlefield, these items are extremely costly in that literally hundreds have to be used to have any protective effect.
  • Chemical Weapons: Chemical weapons are controlled because using them is almost always a gamble. Even with the super-science of the far future, chemical and biological weapons are not always stable and using them always runs the risk, however slim, that they may get out of control and do more harm than good.

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

  • Heavenly Mercy Rescue Tender: A form of landing craft, these vessels are based on the Slingshot design but are laid out as field hospitals inside and allow a trained medic to render desperately needed assistance to injured or dying troopers. Completely outfitted for surgery and trauma work, a Heavenly Mercy rescue tender has been the saving grace for thousands of Mobile Infantry troopers since their commission by SICON.
  • Remote Missile Salvo: Launched from aerial-based bombers or low-orbit craft far from the planned field of engagement, missile salvos are accurate but have the disadvantage of being costly to field. Because of their penetration ability, missiles are often deployed to take down hardened targets. Their expense weighed against their tactical flexibility mean commanders must carefully consider a missile's target. Sometimes nuclear warheads are used. This type of missile attack is utterly devastating but so completely indiscriminate that it may simply be too powerful to wield in certain engagements. There is no escaping the destructive capability of a nuclear strike; if one is called it is prudent to completely evacuate the targeted area first.
  • Skyhook Retrieval Boats: The most welcome sight a group of combat-weary troopers can see is a Skyhook descending from orbit to pick them up. Used when there is no clear path to a safe location and a battle has turned for the worse, Skyhooks also carry just enough weaponry to clear their landing area. In this way, a Skyhook can be used tactically by designating its landing point in an area with otherwise hard-to-reach enemies.
  • Slingshot Drop Ship: Serving the same purposes as a Skyhook but packing much greater firepower, Slingshots are costly air assets but are often the only option for a unit that needs to be picked up in extremely hostile areas. Slingshots can certainly take care of themselves as they are designed to handle nearly any aerial need from rescue to bombardment.
  • TAC Air Strike: TAC fighters are a popular form of air support for Mobile Infantry platoons. TAC fighters cannot linger over battlefields but their swift delivery of a variety of payloads can spell the difference between victory and defeat for the MI on the ground. They are expensive to use, but this rarely stops an MI commander from calling on them as favoured air support, as they are almost always worth the price. TAC fighters are also capable of carrying nuclear munitions and dropping them with pinpoint accuracy. With all the same advantages as a regular TAC strike with a much greater killing zone, this asset must be carefully planned to avoid atomising one's own troops needlessly.

Emplacement Assets List

While not as expensive and rare as Command assets or as directly effective as Fleet resources, Emplacement assets are nonetheless a serious advantage for those forces willing to commit part of their combat budget to them. Also, Emplacements are universally available to MI forces – they do not fluctuate according to Priority Level. With the many benefits troops gain by occupying an emplacement, structures can become a valuable or even indispensable asset for the Mobile Infantry, especially during Hold engagements.

If a Mobile Infantry force chooses Emplacement assets it may only deploy them if using defend tactics for the engagement. See the Structures chapter for more details and information on Emplacements and their use.

  • 0-4 Reliant Emplacements per platoon, armed with MW-5050 Twin .50 Autocannon for 60 points each. See page 141 for more details on Reliant Emplacements.
    • Replace MW-5050 Twin .50 Autocannon with SW-219-f Inferno Support Flamer at no extra cost.
    • Replace MW-5050 Twin .50 Autocannon with SW-404 Javelin Missile Launcher at +30 points.
    • Replace MW-5050 Twin .50 Autocannon with SW-414 Rapier AA Missile Launcher at +30 points.
    • Replace MW-5050 Twin .50 Autocannon with SW-X28 Bugbroom Support Laser at +80 points.
    • Replace MW-5050 Twin .50 Autocannon with MW-X29 Scythe Laser Cannon at +80 points.
    • A Reliant Emplacement's weapons are always considered Crew weapons.
  • 0-4 Ammo Dumps per platoon, for 50 points each. See page 141 for more details on Ammo Dumps.
  • 0-2 Bunkers per platoon, for 100 points each. See page 141 for more details on Bunkers.

Power Suit Platoons

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

A power suit platoon in the Starship Troopers game is two or more M-1A4 Power Suit Squads and a commanding M-1A4 Power Suit NCO, though they can swell to include another NCO, a Lieutenant and a further four units.

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

Power Suit Platoon – Basic Units

UnitPointsNumber per platoon
Lieutenant1200-1 per platoon
NCOs1051-2 per platoon
M-1A4 Power Suit Squad2200-2 per officer (minimum 2 per platoon)

Power Suit Platoon Support at Priority Level One

  • Command: 0-1 SW-404 Javelin Missile Launcher, +0 points, can be replaced with a SW-414 Rapier AA Missile Launcher.
  • Fleet: Skyhook Retrieval Boat, 125 points, 0-1 per platoon.
  • Fleet: Viking Landing Boat, 195 points, 0-1 per platoon.

Officers: In the MI Army List, only the following are considered officers: NCOs, Lieutenants and SICON Military Intelligence Agents.

Power Suit Platoon Support at Priority Level Two

  • Command: SICON Military Intelligence Agent, 80 points, 0-1 per platoon.
  • Command: XM-550A2 CHAS Unit, 175 points, 0-2 per platoon.
  • Any M-1A4 Power Suit Squad or officer may be mounted on LA-50 Sprite Reconnaissance Skimmers for +50 points per model. Units mounted on Sprites cannot include Marauder suits.
  • Any M-1A4 Power Suit Squad or officer may be deployed in M2 Drop Capsules for +10 points per M-1A4 model or +25 points per M8 or M9 model.
  • Any officer may be equipped with M-904C Chem grenades for +10 points per officer.
  • Any lieutenant or NCO may be upgraded to an M8 'Ape' Marauder suit or M9 'Chickenhawk' Marauder suit for +105 points per Lt/NCO. Any lieutenant or NCO so upgraded becomes a Marauder model of the appropriate type (M8 Marauder Suit Lieutenant, M8 Marauder Suit NCO, M9 Marauder Suit Lieutenant or M9 Marauder Suit NCO).
  • Any SW-404 Javelin Missile Launcher can be replaced with SW-414 Rapier AA Missile Launchers at +0 points.
  • 0-2 models per M-1A4 Power Suit Squad may be upgraded to an M8 'Ape' Marauder suit or M9 'Chickenhawk' Marauder suit for +165 points per model. Any sergeant, corporal or cap trooper so upgraded becomes a Marauder model of the appropriate type (M8 Marauder Suit Sergeant, M8 Marauder Suit Corporal, M8 Marauder Suit Cap Trooper, M9 Marauder Suit Sergeant, M9 Marauder Suit Corporal or M9 Marauder Suit Cap Trooper).
  • 0-1 model per platoon may be equipped with an M-998A1 Atomic Pee-Wee munition (only if a model with Atomic Protocols is in the platoon) for +300 points per model.
  • 0-1 model (may not be an officer) per platoon may purchase up to 25 points worth of Qualities or Training heroic traits for +25 points per model.
  • 0-1 M-1A4 Power Suit Squad can replace their Morita underslung XW-110-G1 G/Ls with XW-137-A3 Trench Sweeper Lasers for +10 points per model.
  • Fleet: AGM-716 Flamberge Heavy Ground Attack Missile, 50 points, 0-1 per platoon.
  • Fleet: Slingshot Drop Boat, 300 points, 0-2 per platoon.

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

Power Suit Platoon Support at Priority Level Three

  • Command: SICON Military Intelligence Agent, 80 points, 0-1 per platoon.
  • Command: Skinny 'Advisor', 100 points, 0-1 per platoon.
  • Command: XM-550A2 CHAS Unit, 175 points, 0-4 per platoon.
  • Any M-1A4 Power Suit Squad or officer may be mounted on LA-50 Sprite Reconnaissance Skimmers for +50 points per model. Units mounted on Sprites cannot include Marauder suits.
  • Any M-1A4 Power Suit Squad or officer may be deployed in M2 Drop Capsules for +10 points per M-1A4 model.
  • Any M-1A4 Power Suit Squad or officer may be deployed in M2 Drop Capsules for +25 points per M8 or M9 model.
  • Any officer may be equipped with M-904C Chem grenades for +10 points per officer.
  • Any lieutenant or NCO may be upgraded to an M8 'Ape' Marauder suit or M9 'Chickenhawk' Marauder suit for +105 points per Lt/NCO. Any lieutenant or NCO so upgraded becomes a Marauder model of the appropriate type (M8 Marauder Suit Lieutenant, M8 Marauder Suit NCO, M9 Marauder Suit Lieutenant or M9 Marauder Suit NCO).
  • Any SW-404 Javelin Missile Launcher can be replaced with SW-414 Rapier AA Missile Launcher at +0 points.
  • Any M-1A4 Power Suit Squad can replace their Morita underslung XW-110-G1 G/Ls with XW-137-A3 Trench Sweeper Lasers for +10 points per model.
  • 0-3 models per platoon may be equipped with an M-998A1 Atomic Pee-Wee munition (only if a model with Atomic Protocols is in the platoon) for +300 points per model.
  • 0-2 models per M-1A4 Power Suit Squad may be upgraded to an M8 'Ape' Marauder suit or M9 'Chickenhawk' Marauder suit for +165 points per model. Any sergeant, corporal or cap trooper so upgraded becomes a Marauder model of the appropriate type (M8 Marauder Suit Sergeant, M8 Marauder Suit Corporal, M8 Marauder Suit Cap Trooper, M9 Marauder Suit Sergeant, M9 Marauder Suit Corporal or M9 Marauder Suit Cap Trooper).
  • 0-1 model (may not be an officer) per M-1A4 Power Suit Squad may purchase up to 25 points worth of Qualities or Training heroic traits for +25 points per model.
  • Fleet: AGM-716 Flamberge Heavy Ground Attack Missile, 50 points, 0-1 per platoon.

Marauder Platoons

Marauder platoons are only dropped when the tactical situation demands the highest level of response the Mobile Infantry can offer. With each suit representing a massive allocation of resources from SICON, Marauder platoons are extremely expensive to field and maintain. When the battlefield literally crawls with enemy forces and nothing else will do, there is no substitute for the combat prowess and sheer firepower of half a dozen metal terrors charging across the battlefield with guns blazing.

Marauder platoons are never intentionally deployed in Priority Level One engagements – they are just too valuable. Sometimes they do get caught up in low priority fights while in transit, particularly rescues, delaying actions and ambushes, but in terms of picking a Priority Level, Marauder platoons are Priority Level Two by default.

A Marauder platoon in the Starship Troopers game is one or more Marauder Suit Squads and a commanding Marauder Suit NCO, though they can swell to include another NCO, a Marauder Suit Lieutenant and a further two units.

Remember, you must decide which platoons to use before choosing any forces. You cannot choose more than one platoon per 1,000 points value being chosen – so, for example, a force for a 2,000 point game could include two platoons of MI.

Marauder Platoon – Basic Units

UnitPointsNumber per platoon
M8 Marauder Lieutenant2250-1 per platoon
M8 Marauder NCOs2101-2 per platoon
M8 Marauder Squad4000-1 per officer (minimum 1 per platoon)

Marauder Platoon Support

  • Command: Any Marauder Suit Squads or Marauder officers may be deployed in M2 Drop Capsules for +25 points per model.
  • Command: 0-1 model per Marauder Suit Squad may purchase up to 25 points worth of Quality or Training heroic traits for +25 points per model.
  • Command: 0-1 model per platoon may be equipped with an M-998A1 Atomic Pee-Wee munition (only if a model with Atomic Protocols is in the platoon) for +300 points per model.
  • Fleet: AGM-716 Flamberge Heavy Ground Attack Missile, 100 points, 0-2 per platoon.
  • Fleet: Slingshot Drop Boat, 225 points, 0-2 per platoon.
  • Fleet: F-76 Thunderbolt TAC Fighter, 200 points, 0-1 per platoon.

MI Roster

M-1A4 Power Suit Squad

The classic picture of a Mobile Infantry unit, these power suit clad soldiers can go anywhere and fight anything. They are well defended, have enhanced strength and at the highest levels of training are fast enough to dodge even the most well-placed blow. Their armour is famous throughout the Federation and is becoming equally well known among its enemies.

Every M-1A4 power suit squad consists of one sergeant (unit leader) and four cap troopers (220 points total). Up to three extra cap troopers may be added to the squad at +30 points each.

  • Weapon: TW-203-a Morita Assault Rifle with XW-110-G1 underslung G/L.
  • Corporal: One cap trooper may be promoted to corporal for +50 points.
  • Equipment Options: An M-1A4 Power Suit Squad can be equipped with any of the equipment listed below: Lizard Lines for +5 points per model; WASP packs for +10 points per model.
  • Go Career: The squad sergeant may be bought heroic traits up to a total value of +25 points.
  • Weapon Options: An M-1A4 Power Suit Squad can be equipped with any of the weapons listed below, in addition to their basic armament: CC-176-ER Shock Sticks for +5 points per model; M-902F Frag grenades for +5 points per model.
  • Up to two M-1A4 models may replace their TW-203-a Morita Assault Rifle with XW-110-G1 underslung G/L with one of the weapon choices below: TW-201-l Morita Sniper Rifle with XW-110-G1 underslung G/L for +5 points; SW-226-f Hel Infantry Flamer for +10 points; TW-402 Triple Thud Grenade Launcher for +20 points; SW-404 Javelin Missile Launcher for +40 points.
UnitValueSizeMoveClose CombatTargetSaveKillTraits
M-1A4 Cap Trooper3014"D64+4+7+Jump/12"
M-1A4 Corporal8014"D64+4+7+Jump/12"
M-1A4 Sergeant10014"

M-1A4 Power Suit NCO

  • Weapon: TW-203-a Morita Assault Rifle with XW-110-G1 underslung G/L.
  • Equipment Options: Lizard Line for +5 points; WASP pack for +10 points.
  • Go Career: An NCO may be bought heroic traits up to a total value of +100 points.
  • Weapon Options: CC-176-ER Shock Stick for +5 points; M-902F Frag grenades for +5 points; one M-908P Plasma munition for +20 points.
  • An NCO may replace his XW-110-G1 underslung G/L with an XW-137-A3 Trench Sweeper Laser for +10 points.
UnitValueSizeMoveClose CombatTargetSaveKillTraits
M-1A4 NCO10514"D64+4+/6+7+–

M-1A4 Power Suit Lieutenant

  • Weapon: TW-203-a Morita Assault Rifle with XW-110-G1 underslung G/L.
  • Equipment Options: Lizard Line for +5 points; WASP pack for +10 points.
  • Go Career: The lieutenant may be bought heroic traits up to a total value of +100 points.
  • Weapon Options: CC-176-ER Shock Stick for +5 points; M-902F Frag grenades for +5 points; one M-908P Plasma munition for +20 points.
  • The lieutenant may replace his XW-110-G1 underslung G/L with an XW-137-A3 Trench Sweeper Laser for +10 points.
UnitValueSizeMoveClose CombatTargetSaveKillTraits
M-1A4 Lieutenant12014"D6+14+4+/6+7+Independent, Jump/12"

M8 'Ape' Marauder Suit Squad

The only piece of military ordnance more famous than the power suits worn by the Mobile Infantry is the Marauder armour. The Marauder classification covers two different suits – the Ape and the Chickenhawk. Called the Ape because of its elongated arms and slightly hunched posture, this suit and the highly trained cap trooper inside it can cause incredible devastation on the battlefield.

Every M8 Marauder Suit Squad consists of one sergeant (unit leader) and one M8 cap trooper (400 points total). Up to three extra M8 cap troopers may be added to the squad at +195 points each.

  • Weapons – four hard points: 1. IW-203-a Morita Ape Special; 2. IW-422 Hellseed Y-Rack; 3. MW-206 Derringer Light Rotary Cannon; 4. MW-209 Trip Hammer Mortar.
  • Special Rules – Autoloaders: All weapons (other than One-Shot!) mounted on a Marauder suit count as Infinite weapons. Lock and Load: Models in Marauder suits can fire two weapons in a Shoot action.
  • Corporal: One M8 cap trooper may be promoted to corporal for +5 points.
  • Equipment Options: An M8 Marauder Suit Squad can be equipped with Lizard Lines for +10 points per model.
  • Go Career: The squad sergeant may be bought heroic traits up to a total value of +25 points.
  • Any models may be transferred to an M9 'Chickenhawk' Marauder suit at no cost. Any sergeant, corporal or cap trooper so transferred becomes an M9 Marauder model of the appropriate type (M9 Marauder Suit Sergeant, M9 Marauder Suit Corporal or M9 Marauder Suit Cap Trooper).
UnitValueSizeMoveClose CombatTargetSaveKillTraits
M8 Cap Trooper19534"2xD107+3+10+Hits/4, Jump/8", Piercing/1
M8 Corporal20034"2xD107+3+10+Hits/4, Jump/8", Piercing/1
M8 Sergeant20534"

M8 'Ape' Marauder Suit NCO

  • Weapons, Special Rules: as the M8 Marauder Suit Squad above (four hard points; Autoloaders; Lock and Load).
  • Equipment Options: an M8 NCO can be equipped with a Lizard Line for +10 points.
  • Go Career: An M8 NCO may be bought heroic traits up to a total value of +50 points.
  • An M8 NCO may be transferred to an M9 'Chickenhawk' Marauder suit at no cost. An NCO so transferred becomes an M9 Marauder Suit NCO.
UnitValueSizeMoveClose CombatTargetSaveKillTraits
M8 NCO21034"2xD107+3+10+Hits/4, Jump/8", Piercing/1

M8 'Ape' Marauder Suit Lieutenant

  • Weapons, Special Rules: as the M8 Marauder Suit Squad above.
  • Equipment Options: The M8 lieutenant can be equipped with a Lizard Line for +10 points.
  • Go Career: The M8 lieutenant may be bought heroic traits up to a total value of +100 points.
  • The M8 lieutenant may be transferred to an M9 'Chickenhawk' Marauder suit at no cost. Any lieutenant so transferred becomes an M9 Marauder Suit Lieutenant.
UnitValueSizeMoveClose CombatTargetSaveKillTraits
M8 Lieutenant22534"2xD10+17+3+10+Hits/4, Independent, Jump/8", Piercing/1

M9 'Chickenhawk' Marauder Suit

'Chickenhawk' Marauder suits have a different chassis to the 'Ape' Marauder suit and a faster land speed. Their true difference comes in their weapon loadouts, however. Designed as mobile fire bases, M9 Marauders have more versatile hard points and can mount a variety of weapons – consequently, they have an easier time smashing through hordes of common troops. The M9 is also notable for its relatively light armour in comparison to other Marauder models.

  • Weapons – four hard points: 1. SW-404 Javelin Missile Launcher; 2. MW-265 Sixgun Rotary Cannon; 3. ; 4. .
  • Special Rules – Autoloaders: All weapons (other than 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. Poor Balance: Models in M9 armour cannot fire any weapons when using their jump movement mode.
  • Equipment Options: Any M9 model can be equipped with Lizard Lines for +10 points per model.
  • Weapon Options: Any M9 model can be equipped with any of the weapons listed below: SW-490 Blizzard Missile Pack in Hard Point 3 for +30 points; SW-219-f Inferno Support Flamer in Hard Point 4 for +20 points; MW-5050 Twin .50 Autocannon in Hard Point 4 plus IW-228 Utility Claws for +20 points.
UnitValueSizeMoveClose CombatTargetSaveKillTraits
M9 Cap Trooper19535"D66+3+9+Hits/3, Jump/10"
M9 Corporal20035"D66+3+9+Hits/3, Jump/10"
M9 Sergeant20535"

XM-550 CHAS Unit

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

Every XM-550 CHAS unit consists of one CHAS robot (it is a one-model unit).

  • Weapons – four hard points: 1. IW-203-a Morita Ape Special; 2. SW-226-f Hel Infantry Flamer; 3. SW-404 Javelin Missile Launcher; 4. MW-209 Trip Hammer Mortar.
  • Special Rules – Autoloaders: All weapons (other than One-Shot!) mounted on a CHAS count as Infinite weapons. Alpha Strike: CHAS may fire all its weapons in one Shoot action if their previous action was Ready. Deathwish Circuit: CHAS may voluntarily self destruct with a Ready action. This removes the CHAS model from the game and inflicts Retaliate damage upon all models within point blank range.
UnitValueSizeMoveClose CombatTargetSaveKillTraits
XM-550 CHAS17528"D10+D68+6+10+Hits/3, Jump/12", Retaliate

SICON Military Intelligence Agent

These men and women serve SICON directly and seem to fall outside the chain of command, while representing it in its purest form. Exceptionally well trained for combat, agents rarely take part in battles but when they do show up, it typically means that the engagement on hand is a very important one. SICON Military Intelligence agents are easy to distinguish on the battlefield; their uniforms are black and consist of an armoured body suit and a ballistic cloth longcoat.

Special Rules

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

Weapons: TW-201-s Morita Carbine.

UnitValueSizeMoveClose CombatTargetSaveKillTraits
SICON Military Intelligence Agent8015"D63+6+/4+6+–

The agent's profile line is printed as a run-together string in the scan; the figures above are read in printed order (Target 3+, Save 6+/4+, Kill 6+) and should be checked against the printed book.

Skinny 'Advisor'

Special Rules

  • Ambush: This ability can be used by MI forces including a Skinny Advisor. One M-1A4 Power Suit Squad can be concealed in an area of terrain within the MI deployment area. Write down the location of the unit ambushing before any other models are deployed on the tabletop. The MI player can reveal the ambush and place the unit on the tabletop at any time.
  • Attached: A Skinny Advisor must be attached to an MI unit at the beginning of the game. The Advisor counts as part of the unit but MI prejudice means it may never become unit leader.
  • Partially Exothermic: The Skinnie Advisor is subject to the Partially Exothermic special rule, as detailed on page 127.

Weapons: Constrictor Rifle. Weapon Options: The Skinny Advisor may replace his constrictor rifle with a TW-203-a Morita Assault Rifle with XW-110-G1 Grenade Launcher at no cost.

UnitValueSizeMoveClose CombatTargetSaveKillTraits
Skinny 'Advisor'10015"D6+14+4+/5+6+Independent, No Flinch, Jump/12"

MI Weapons List

Weapon traits in the scan's tables are in a separate column. Each trait was matched to the table row whose line it sits beside. Where a trait sits midway between two rows, the match is marked with a question mark. The printed book should be checked for those rows.

Squad Weapons

Descriptions: The SW-226-f Hel Infantry Flamer is a heavy weapon carried by special troopers trained to use its 'swath of death' to great effect. With an internal fuel core, the Hel flamer is capable of generating bolts of super-heated plasma with tactical precision. The TW-201-s Morita Carbine is favoured by SICON Military Intelligence agents. It is a fully automatic assault weapon capable of blowing through any armour with enough concentrated firepower. The Carbine breaks down in under a minute and stores in an included steel case for transport.

NameRangeDamageTypeTraits
SW-226-f Hel Infantry Flamer10"D10+2SquadFlame, LZ (Stream), Retaliate
TW-201-s Morita Carbine15"2xD6SquadAuto
TW-201-l Morita Sniper Rifle30"D6SquadAccurate
TW-203-a Morita Assault Rifle20"2xD6SquadAuto
XW-110-G1 G/L–––Underslung launcher; fires the munitions below

The scan spells the Sniper Rifle as "TW-201-1" in its table; the text describes the TW-201-l, which is used here.

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

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

XW-110-G1 Grenade Launcher: An underslung option for the Morita that attaches to the bottom of the rifle's barrel and is operated with one hand, the XW-110-G1 grenade launcher can chamber several different forms of ordnance. This makes the addition very tactically diverse and allows the Mobile Infantry to tailor their Morita assault rifles to the mission at hand. While rarely as powerful as a normal squad weapon, the 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:

  • M-290 Flechette: Flechette rounds are narrow slivers of hardened steel bound in a grenade casing. When fired, the casing is discarded while the rounds travel at ballistic speeds towards a target. They have excellent penetration and can slice through chitin and armour plate with very little effort.
  • M-291 Frag: Fragmentation grenades work on much the same principles as flechette rounds. The only real difference is that fragmentation rounds travel to the target before exploding into deadly shards. This forms a lethal area around the point of impact and can take out a number of enemies instead of concentrating on one target. This spread of effect does make them somewhat less effective than a flechette round; the area of effect is usually worth the loss.
  • M-295 Bugshot: A specialised form of grenade that fires several hundred steel pellets at an incredible rate; these rounds have been shown to have great effect against the chitinous carapaces of Arachnid targets. The multiple impacts in a confined space effectively punch through an enemy, leaving behind a crater or hole. These rounds are slower to chamber, making them less useful in a close-in firefight than some other grenades.

XW-137-A3 Trench Sweeper Laser: A marvel of modern technology, the Trench Sweeper laser is only the size of an underslung grenade launcher yet it packs an immense amount of lethal power. Capable of slicing through material armour through the intense molecular disruption caused by its high powered beam, Trench Sweepers are rare but greatly prized additions to the Morita rifle.

IW-203-a Morita Ape Special: This special adaptation of the Morita assault rifle takes the operative parts of two 203-a weapons and builds them into the arms of an M8 Marauder suit (though they are also compatible with CHAS units). These weapons are typically used in tandem against single targets. Few targets can withstand such a barrage, making Ape Specials one of the most effective Morita variants in the Mobile Infantry.

Close Combat Weapons

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

IW-228 Utility Claws: a close combat option for the M9 Marauder suit, as it is otherwise not very effective at close range. They are also used for engineering, fine manipulation and cargo loading, as the Chickenhawk is an efficient hauler during combat drops. Even if a Marauder driver never intends to use them in battle, virtually every M9 operator in the Mobile Infantry requires a set of utility claws for utilitarian use between engagements.

NameRangeDamageTypeTraits
CC-176-ER Shock StickClose combatAs user–Parry, Piercing/1
IW-228 Utility ClawsClose combat2x as user––

Support Weapons

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

Y-Rack special rules: The Hellseed Y-Rack generates a 4" Lethal Zone centred on the M8's centre point when fired. There is no deviation. The Y-Rack may not be fired in direct fire mode. The M8 need not be readied to fire the Hellseed Y-Rack (unlike regular Artillery fire weapons).

MW-209 Trip Hammer Mortar: a twin barrelled mortar, this weapon is extremely effective at targeting distant mission objectives with a normally short-ranged attack. The Trip Hammer generally fires two minirockets at once which fly towards the target with remarkable speed and force, though it is capable of firing true shells too.

NameRangeDamageTypeTraits
IW-422 Hellseed Y-RackSpecialD6PackSee description
MW-209 Trip Hammer Mortar36"D6+2PackLZ (2"), Ready (?)
MW-558 Spitball Rocket Launcher12"2xD10PackPiercing/1
SW-402 Triple Thud Grenade Launcher15"3xD10PackPiercing/1
SW-219-f Inferno Support Flamer12"2xD10+2Pack

MW-558 Spitball: mounted within the front carapace of the LA-50 Sprite Reconnaissance Skimmer. The Spitball fires minirockets from two launch tubes and despite their restricted ranges have proved remarkably effective against a variety of non-fortified targets. SW-402 Triple Thud: a tactical weapon designed to take out targets that Morita rifles just cannot touch. Like many of the 'grenade launchers' employed by the MI, the Triple Thud does not generally fire true 'grenades' (though it is capable of doing so). The SW-402 is usually loaded with minirockets – these have far greater penetration than grenades and a much more concentrated killing zone, increasing the tactical flexibility of the Triple Thud tremendously. SW-219-f Inferno Support Flamer: a major upgrade of the Hel Infantry flamer and generates the same width of blast but extends it quite a bit farther in length. A powerful offensive option, it tends to be used on Chickenhawks expected to see a great deal of infighting and close ranged combat.

Missiles and Rockets

SW-404 Javelin Missile Launcher: a heavy weapon system with a top-feeding magazine and an integral targeting computer that links to the tactical display in a trooper's helmet. The Javelin is a powerful weapon but its blasts are not precise and it cannot be used on crowded battlefields where a stray explosive round could spell the end of a misplaced trooper's career. Casual use of a Javelin launcher is punishable by court martial; heavy weapons troopers should always remain conscious of where their ammunition goes. An SW-404 Javelin comes with Firecracker and Holepunch missiles as standard.

M-714A2 Firecracker HE Missile: the high explosive missile is also used by the Javelin launch system. Meant specifically to be used against ground targets, its blast radius and killing power makes the M-714A2 the bane of all troop types. Very few targets can withstand an attack from this missile; even power suits can be swiftly dispatched by a direct hit.

M-766A1 Holepunch HEAP Missile: this high explosive armour piercing missile type is designed as a tank buster. Its special warhead is made to tear open heavy armour and provide a breach for its secondary shaped charge to detonate inside. Extremely effective against fortifications and massive Arachnids, the M-766A1 HEAP is a valuable asset on planetary ruin.

SW-414 Rapier AA Missile Launcher: a missile launch system specifically designed to fire the M-780A5 'Birdbolt' missile, though rumours of other warheads shortly to be distributed are commonplace.

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

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

NameRangeDamageTypeTraits
SW-404 Javelin Missile Launcher––––
M-714A2 Firecracker HE Missile60"3xD6PackLZ (2"), Accurate (?)
M-766A1 Holepunch HEAP Missile60"D10PackLZ (1"), Piercing/2
SW-414 Rapier AA Missile Launcher–––AA (?)
M-780A5 'Birdbolt' Missile60"D10Pack

Autocannons

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

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

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

NameRangeDamageTypeTraits
MW-206 Derringer Light Rotary Cannon20"4xD6SquadAA, Auto
MW-265 Sixgun Rotary Cannon30"3xD6+1SquadAuto, AA, Piercing/1
MW-5050 Twin .50 Autocannon30"4xD6+1CrewAuto, AA, Piercing/1

Lasers

SW-X28 Bugbroom Support Laser: a refinement in laser technology that allows a coherent light cannon to be mounted on Reliant emplacement. The Bugbroom requires a special power pack and time to set up properly before each shot. Fully capable of showering an area with laser fire, the Bugbroom is notoriously consumptive of energy and has been known to run out of power at the worst possible times during battle.

MW-X29 Scythe Laser Cannon: a highly experimental weapon, the MW-X29 laser cannon is a mounted weapon. Consisting of a charging coil and a focusing barrel, the Scythe expends massive amounts of energy from a dedicated power core to generate a destructive beam of coherent light. This powerful pulse can beam straight through the hardest physical armour with consummate ease.

NameRangeDamageTypeTraits
SW-X28 Bugbroom Support Laser40"3xD6+2PackLZ (Stream), Piercing/1, Ready
MW-X29 Scythe Laser Cannon36"D10+3PackLZ (Stream), Piercing/2, Ready

Hand Grenades

M-902F Frag Grenade: intended as a defensive weapon with a great deal of killing potential, the fragmentation grenade operates perfectly in that role. A munition that bursts into a dense shower of edged metal, these grenades not only assault any model in their area of effect but also make it difficult to see because of the gas charge that ignites along with its small payload. For a few brief but critical seconds, the M-902F Frag gives a unit the chance to retreat from close quarters combat in relative cover.

M-904C Chem Grenade: a chemical grenade that saturates an area with its payload. Any chemical can technically be placed in a chem grenade; the characteristics given are for a potent acidic compound capable of burning through most materials.

NameRangeDamageTypeTraits
M-902F Frag Grenade8"D10PackLZ (1")
M-904C Chem Grenade8"3xD6PackLZ (2"), Persistent

Munitions

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

M-908P Plasma Munition: an M-908P plasma munition is one of the most versatile munitions in the MI armoury, as it can be thrown as a grenade, placed as a bomb or launched from a Javelin missile launcher. It does not erupt in mid-air when launched or thrown but does so spectacularly on the ground. The core of the munition is superheated plasma within magnetic compression. When these munitions explode, their plasma rages out of control and consumes several yards of battlefield with its voracious flames.

M-997 Firestorm Bomb: the Firestorm is an adaptation to the M-908P. Both larger and more powerful than the plasma 'grenade', a Firestorm consumes its plasma core within moments. This creates a much hotter kill zone but does not have the persistent nature of its smaller predecessor.

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

NameDeliveryDamageTypeTraits
M-918 Scatter BombDropped3xD6One-Shot!LZ (3"), Flame, Killshot
M-908P Plasma MunitionThrown 6", Placed2xD10One-Shot!LZ (3"), Persistent, (Remote if Placed)
M-997 Firestorm BombDropped2xD10+2One-Shot!LZ (4"), Flame
M-998A1 Atomic Pee-Wee MunitionLaunched 60", Placed3xD10+4One-Shot!LZ (5"), Flame, Killshot, Multihit, (Remote if Placed)
M-999A2 Atomic Ajax MunitionDropped, Placed3xD10+4

The munitions' trait cells are aligned to the rows by position in the scan. The assignment follows the munition's delivery mode where the position is ambiguous, so the printed book should be checked for the Flame and Killshot entries of the Dropped and Placed munitions.

General Issue Equipment

LA-50 Sprite Reconnaissance 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. Many officers dream of mounting their entire squad on these incredibly quick and well-armed vehicles, but their cost does not make this feasible for any but the most decorated or deserving. A Sprite is an upgrade to an M-1A4 model and modifies their characteristics as on the profile. Models that upgrade remain mounted for the whole game and may not dismount. Models mounted on Sprites may not use any form of special movement mode other than hover.

The Sprite is armed with an MW-558 Spitball Rocket Launcher. The rider may shoot a Squad weapon instead of the Spitball if desired.

UnitValueSizeMoveClose CombatTargetSaveKillTraits
LA-50 Sprite Reconnaissance SkimmerAs rider +50??As rider?As rider/5+8+Hover/18", Retaliate

The Sprite's profile line is run together in the scan; the Size, Move, Close Combat and Target entries are not legible there and are marked '?'. The printed book should be checked for them.

Lizard Line: One of the most ubiquitous pieces of Mobile Infantry equipment, lizard lines are a common upgrade to all kinds of unit. Consisting of 20 metres of compound polymer rope, a shock-deployed grapnel and a firing unit, the common lizard line has been produced as a grapnel gun, a belt device and an underslung attachment to the Morita rifle. Lizard lines are an upgrade to an M-1A4, M8 or M9 model which add the Climb/6" trait.

WASP Pack: Halfway between an ordinary cap trooper's jump jets and the Sprite skimmer's hover thrusters is the WASP pack. Replacing the normal combat backpack of an M-1A4 cap trooper, these packs contain an extra jump jet and expanded fuel reservoir, as well as a pair of flip-out stabilisation wings. These provide the cap trooper wearing the pack with up to 50% more time airborne between jumps and much greater control and precision while jumping. WASP packs are an upgrade to an M-1A4 model which increase the model's Jump/12" trait to Jump/18".

Known Races: The Skinny Hegemony

[Omitted as setting background: the Skinny Hegemony chapter's opening pages on the species, the Federation's dealings with them, the Territory and Technology pages and the Operation Clean Sweep and quotation material (printed pages 121 to 124).]

Skinny Army List

Skinny forces seem less structured to human eyes than those of the Arachnids. In the limited conflicts fought against the Skinnies so far, they appeared to rely on a loose system of locally raised militias to protect their colonies. The bulk of their active presence in Terran space centres on raids undertaken by power suited units believed to be a form of warrior sub-class that function independently.

Although individual Skinnies are by no means cowardly, Skinny tactics commonly revolve around ambush and concealment rather than direct confrontation with an opponent, possibly due to the incredible co-ordination of their small units. Skinny militiamen will fight a dogged guerilla war against invaders but can expect little or no help from the outside. Each settlement fights independently with no apparent higher command in overall control. If the militia is unable to hold a colony then the Skinnies will often simply abandon it and relocate elsewhere. Very little is known about the tactics employed by raiding forces due to the lack of any protracted or well-documented encounters to examine.

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

Skinny Command Range: Skinny command range is 6".

Higher Command (Skinny Officers): Named Skinny officers of a rank translated as equivalent to both colonel and major have been encountered, although SICON believes this simply to be the designation of the military leader of a large or small settlement militia rather than an indication of a strict chain of command. Skinny officers have two special rules associated with them: Ambush and Infiltrate.

  • Ambush: If a force including Skinny officers is using defensive tactics in an engagement, one unit of Skinnies per officer can be concealed in an area of terrain within the Skinny deployment area. Write down the location of the ambushing unit before any other models are deployed on the tabletop. The Skinny player can reveal the ambush and place the unit on the tabletop at any time during one of his player turns.
  • Infiltrate: If a force including Skinny officers is using Probing tactics in an engagement, Skinny units do not trigger Alert Status reactions during the first game turn.

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

Skinny Alert Status

Skinnies can choose the default Shoot reaction when on Alert Status as usual – however, they also may use the Beat Feet and Hide special reactions.

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

Hide (special Skinny Ready reaction): Any Skinny model on Alert Status can take a Hide reaction when enemy models complete an action within 10". The model gains a +1 save bonus until the end of the player turn. This save bonus applies to any kind of dodge or armour save the model is called upon to make. It is cumulative with any other save bonus, such as that provided by cover.

Skinny Priority Level and Support

Skinny forces are always Priority Level One.

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

Skinny Forces at Priority Level One

Basic Units

  • Skinny Militia Unit – 40 points – Unlimited
  • Skinny Raider Unit – 60 points – Unlimited

Command Assets

  • Skinny Officer – 100 points – 0-3 per force

Skinny Roster

When encountered on one of their planets, Skinnies are typically unarmoured and rarely armed with anything more than a basic constrictor rifle. This status can change almost instantly as every member of their race seems capable of appropriating a weapon and rallying to a single point extremely quickly. This level of discipline is a powerful asset for the Skinny militia; it allows them to react almost instantly to any threat within their territory.

Skinny Militia Unit. Every Skinny Militia Unit consists of two Skinny militia (40 points total). Up to three extra Skinny militia may be added to the squad at +20 points each. Nominate one Skinny militia in each squad to be the unit leader.

  • Weapon: Constrictor Rifle.
  • Special Rules – Partially Exothermic: Skinnies thrive in high temperatures but suffer badly in cooler climes. Skinny units do not lose their dodge save when targeted by weapons with the Flame trait.
UnitValueSizeMoveClose CombatTargetSaveKillTraits
Skinny Militia2016"D63+–/6+6+Climb/6"

Skinny Raider Unit. Every Skinny Raider Unit consists of two Skinny raiders (60 points total). Up to three extra Skinny raiders may be added to the squad at +30 points each. Nominate one Skinny militia in each squad to be the unit leader. Skinny raiders carry heavier weapons than their militia counterparts. They attack with the general intention of capturing targets and retreating from the contested area and back to their ships before serious retaliation occurs. Tactically, Skinny forces are very well organised and seem to have an innate understanding of complex engagements.

  • Weapon: Constrictor Rifle.
  • Unit Options – Weapon Options: A Skinny Raider Unit can be equipped with Skinny Shock Sticks for +5 points per model. One Skinny raider may replace its Constrictor Rifle with a Nerve Beam for +40 points. One Skinny raider may be equipped with a Skinny Bomb for +20 points.
  • Special Rules – Partially Exothermic: as for the Skinny Militia Unit.
UnitValueSizeMoveClose CombatTargetSaveKillTraits
Skinny Raider3015"D64+4+/6+6+Climb/5"

Skinny Officer. Unit options: Experienced: Skinny officers are generally the most experienced of their fellows. They may buy Qualities up to a total value of +100 points. Weapon Options: A Skinny officer can be equipped with a Skinny Shock Stick for +5 points. Special Rules: Partially Exothermic, as above.

UnitValueSizeMoveClose CombatTargetSaveKillTraits
Skinny Officer10015"D6+14+4+/5+6+Climb/5", Independent

Skinny Weapons List

Constrictor Rifle: The most common raid weapon used by the Skinnies, constrictor rifles are also the most effective device ever encountered for live capture, as they simultaneously incapacitate and prepare a target for capture all in the same strike. Constrictors work by hurling a mass of plasmic coils at a target. The subject of the attack must be Size 3 or smaller; anything larger cannot be successfully attacked and the mass simply dries and breaks away ineffectually. Constrictor rifles are usually used to capture without killing but they are able to crush a target to death given enough time.

Nerve Beam: An energy amplification and redirection weapon, the nerve beam uses energy in an unknown process. The transfer coils at the end of the weapon collect energy and project it in a stream. These weapons are amazingly accurate even out to a very long range. A direct hit from a nerve beam is so intense and agonising that most targets cannot survive the experience unscathed.

NameRangeDamageTypeTraits
Constrictor Rifle18"D6InfiniteAccurate, Piercing/2
Nerve Beam36"D6+1InfiniteKillshot, LZ (Stream), Ready
Skinny Shock StickClose combatAs user–Parry, Piercing/1
Skinny BombPlaced2xD10+2One-Shot!Flame, LZ (4"), Remote

Skinny Shock Stick: A variant of the MI shock stick, the Skinny shock stick is typically used during capture missions. Although capable of frying targets with electricity when set on full power, the shock stick is rarely used at a lethal setting in battle. These weapons have subdual settings as well but the Skinnies rarely use these deadly devices for anything but a lethal response when in direct military action.

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

The Skinny weapon trait cells are aligned to rows by position in the scan, as for the MI weapons tables.

Advanced Rules

The following sections describe such additional options as tunnelling, air units and aircraft and structures, such as outposts and other buildings that might be found on the battlefield. These are known as advanced rules, and rightly so, since they add a degree of complexity to the game.

In due course, tunnelling, air units and all the other advanced rules will make fun, interesting additions for your games but if you are new to Starship Troopers you might like to ignore them for your first few games and instead fight out battles using just the rules and army lists presented so far.

The "Showdown at Wet Slag" battle vignette on the chapter opener is omitted as fiction.

Air Unit and Flight Rules

The chapter's opening quotation and the Road to Victory introduction are omitted as flavour.

Air Combat

Air combat is an important part of the Starship Troopers game. To ensure we do it justice, air combat forms a game in its own right over the Starship Troopers battlefield. If either player is using air power, the game turn gains an additional 'Air phase' after both players have taken their actions, as shown below:

Game Turn Start, then Player A's turn, then Player B's turn, then the Air phase, then Game Turn End.

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

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

Returning to the Battlefield: Air units can pass completely over the battlefield during their Air phases and will almost certainly fly off a table edge. If an Air unit leaves the tabletop, it may try to turn about and head back to the battlefield.

Unfortunately events in the wider world can prevent this – it might run into anti-aircraft fire or enemy aircraft, get called on to help elsewhere or decide it is too badly damaged to continue the mission. To represent these conditions an Air unit may roll a D6 at the beginning of each subsequent Air phase – a 4, 5 or 6 allows it to re-enter the battlefield. If the roll is failed, it can try again at the beginning of each subsequent Air phase. When returning to the battlefield, Air units can come on from any table edge with any initial heading. A player can choose to forgo this roll in order to bring the Air unit back in a later action.

If several Air units are entering or re-entering the battlefield in the same Air phase, players alternate placing their models at the beginning of the phase.

Players do not have to declare flight speed at the start of the Air phase – that decision is made when an Air unit takes its first action.

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

Air/Ground Interaction

There are a number of key rules that govern the interaction of Air units and ground units:

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

Alert Status (Air)

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

Flight Speeds

Air units do not have a Move characteristic rated in inches like other models. Instead, the Move characteristic details the flight speeds that the particular unit is capable of. An Air unit decides what flight speed it will use at the start of its first action in the Air phase. It may not alter its flight speed during the rest of its actions. An Air unit may not use a flight speed that is not listed in its Move characteristic – it simply cannot fly in a manner contrary to its design.

  • Burn: Full power, pedal to the metal, roaring along with every ounce of power shoving the Air unit forward. Not very manoeuvrable but really, really fast.
  • Cruise: Medium speed forward flight, balanced against good manoeuvring ability. Most aircraft capable of long-distance flight use the Cruise flight speed for this purpose but faster aircraft can throttle back to this speed too.
  • Loiter: A highly manoeuvrable flight state where the Air unit is being kept aloft primarily by its motive power source rather than its lift surfaces (wings). Helicopters (and hopper bugs) regularly fly at Loiter speed.
  • V/STOL: V/STOL (Vertical/Short Take Off Landing) is only available to helicopters and other aircraft capable of staying aloft without horizontal movement.

Flight Speed Table

Flight SpeedMinimum MovementMaximum Movement per Move ActionMaximum Turn AngleCrash Distance
V/STOL0"10"180 degrees5+D6"
Loiter10"20"90 degrees6+D10"
Cruise20"40"45 degrees7+2D10"
Burn30"60"45 degrees8+3D10"

The column headings are read from the scan's text layer and are reconstructed in the order printed. The crash distance values are as printed.

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

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

Air Actions

All Air units are one-model units. During the Air phase, players alternate taking two actions with their Air units, until all Air units have taken two actions and the Air phase finishes.

First Action: Move (Fly). All Air units must take a Move (Fly) action as their first action.

Second Action: An Air unit's second action is entirely up to its controlling player.

Air Action Types

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

Airborne and Landed Units

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

Air units, with the exception of those that become airborne through a special trait (such as hopper bugs), are significantly impaired when they have landed. Landed Air units count as ground units and no longer take actions in the Air phase. Any dodge save they may possess is suspended whilst they are ground units. The only actions they may perform are Move (Take Off) or Shoot. Ordnance may not be used while landed.

Taking Damage

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

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

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

Tunnelling Rules

The opening passage on Arachnid tunnel complexes is omitted as flavour.

Arachnid tunnel complexes routinely extend for kilometres around their nest sites. Many Arachnids can tunnel, most notably the warriors and workers, and tunnelling forms another important weapon in their arsenal. It is impossible to hold positions for long if the Arachnids can simply tunnel underneath them! Defensively, being underground is even better than being entrenched. Only the most powerful nukes stand much chance of hurting units underground.

In order to use tunnelling tactics as an Arachnid player you have to purchase Tunnelling Markers and Tunnel Entrances as part of your forces. Units that are tunnelling have to be represented by Tunnelling Markers and existing exit points from the underlying network are marked by Tunnel Entrances. How much investment you put into tunnelling represents many factors, such as how many workers are available, how tough the local materials are and how long the Arachnids have been around. The choice is yours.

Tunnelling units can be deployed at the beginning of the game as Tunnelling Markers if desired, or when entering as Reserves. If a unit on the surface starts tunnelling it will also need a Tunnelling Marker, so it is advisable to purchase enough Tunnelling Markers to form a 'pool' for your entire force. The Arachnid player will need to keep track of which Marker represents which unit moving under the battlefield.

Tunnel Entry Points

Tunnel Entrances may be deployed along with other Tunnel Entry Points at the beginning of the game but any remaining Tunnel Entrances form a 'pool' in much the same way as Tunnelling Markers do. Tunnelling units can also create new Tunnel Entrances, so it is advisable to have a number of extra Tunnel Entrances left in your pool to place during the game.

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

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

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

Becoming a Tunnelling Marker

A ground unit can become a Tunnelling Marker in one of three ways:

  • A unit with the Tunnel/X" trait may start the game as a Tunnelling Marker.
  • Or, if a unit's movement leaves it touching a Tunnel Entry Point, it may immediately become a Tunnelling Marker. Note that only a certain number of models may enter or leave a Tunnel Entry Point per turn (see the Entry Point's description in the Structures chapter for more details). An entire unit must be able to touch a Tunnel Entry Point in order for it to become a Tunnelling Marker in this manner.
  • Or, a unit with the Tunnel/X" trait may use a Ready action followed by a tunnelling special movement to dig down. At the beginning of the unit's special movement a new Tunnel Entrance is placed. The unit is replaced with a Tunnelling Marker and then moves its special movement distance.

Note: If a swarm digs down, it must remain as a swarm until it resurfaces. It cannot split into separate Tunnelling Markers while underground.

Tunnelling Along

Tunnelling Markers do not need to determine a unit leader – it is assumed that a leader is present in amongst the unit represented by the marker. However, since they do not have a unit leader per se, Tunnelling Markers cannot swarm. Tunnelling Markers ignore everything that is on the surface, whether it is difficult terrain, impassable terrain or enemy models. Tunnelling Markers that end up within the Alert Status range of ground units do not cause reactions. A Tunnelling Marker can move in one of two ways:

  • Units with the Tunnel/X" trait may take a Ready action followed by a special tunnelling movement action. Move the Tunnel Marker in any direction.
  • Or, Tunnelling Markers can take a normal Move action directly towards or away from a nominated Tunnel Entry Point or Tunnelling Marker, representing movement via existing tunnels. A different Tunnel Entry Point may be selected in each action.

Emerging From a Tunnel

A Tunnelling Marker emerges as a ground unit in one of two ways:

  • Place the emerging models touching the Tunnel Entry Point. A model only needs to be touching the template, so placing a bug so that only the tip of its leg touches the edge of the template is fine. However, placing bugs counts as movement through the template and to their new position, so any persistent weapons or similar effects which target the template will affect them, as will any effects targeting their final position when placed.
  • Or, the Tunnelling Marker moves onto an existing Tunnel Entry Point.

In either case, emerging is resolved in the following manner:

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

Tunnelling special movement: A tunneller rolls close combat damage against models within its point blank range as it emerges but may not move further or shoot in that action (see the Special Movement Modes on page 30).

Non-Tunnellers in Tunnels

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

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

Underground Combat

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

Attacking Tunnelling Markers

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

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

Structures

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

Structure Characteristics

Size: This is the Size of the structure for the purposes of movement rules.

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

Example Structures

NameMaterialSizeTargetKillHits
Arachnid Tunnel EntranceRock48+13+6
Arachnid Camouflaged Tunnel EntranceRock48+13+6
Arachnid Nest EntranceRock48+13+6
Arachnid Bug CentralRock68+13+9

The Skinny steel and reinforced concrete material names are as printed in the scan's table.

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

Structure Rules

Entering or Leaving a Structure: An undamaged structure can only be entered and exited by openings already in it – doors, windows, ramps and so on. A model cannot fit through an entryway that is smaller in inches (across its longest diagonal) than its Size characteristic. Any number of models can use the same entryway providing they can fit through it and have sufficient movement to do so.

A damaged structure has got plenty of new entryways blown in it! The number of hits a structure has taken will tell you what Size of model can move through the holes. For example, a section of the MI Outpost Wall has taken four hits, meaning up to Size 4 models can move through it.

Moving Inside a Structure: Movement inside a structure is considered to be difficult terrain for all models within it, so the distance models may move is halved. Place models on top of the structure to show where they are within it. Of course, if you have beautifully multilayered terrain so that you can place models inside structures that is fine too.

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

Targeting a Structure: Direct fire and close combat will not significantly harm a structure unless it is specifically nominated as the target – otherwise, models are assumed to be trying to shoot through openings at what is inside rather than blast the structure itself.

Lethal Zone Weapons: Lethal Zone weapons have the choice of firing direct or in artillery mode when targetting buildings, just as if they were shooting at a unit. Having a Lethal Zone is a big help in hurting a structure; Lethal Zones gain a re-roll to their damage dice against structures.

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

Structure Collapse: If a structure's hits reach zero, it collapses. Anything inside or on a structure when it collapses is in deep trouble. The collapsing structure rolls a number of D10 damage dice equal to half its Size characteristic against every model inside or on top of it at the time. For example, a model standing on an MI Outpost Platform (Size 6) when it collapses takes 3D10 damage in the collapse.

You can replace the structure with a ruined version or otherwise scatter some rubble around it. Arachnid Tunnel Entry Points (Bug Holes) simply collapse in on themselves and are removed.

Stand Well Back…: Collapsing structures do not neatly keel over; they scatter debris and shrapnel over a wide area and collateral damage is almost certain. Determine the structure's centre point and then roll a single D10 damage die against every model within the structure's point blank range. Arachnid Tunnel Entry Points (Bug Holes) simply collapse in on themselves and do not cause this spread of damage.

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

Arachnid Tunnel Assets (Bug Holes)

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

Tunnel Entrances: These are 4" diameter terrain pieces which represent exits for an interconnecting web of tunnels deeper below the surface, enabling Arachnids to move around quickly and efficiently below the battlefield, protected under tons of dirt and rocks. Tunnel entrances can be gigantic mounds of displaced stone and dirt or innocuous sink holes, depending on local geology. No more than 10 Size points of models can enter or exit from a Tunnel Entrance in a single action.

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

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

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

MI Emplacement Assets

Ammo Dump: Forward supply has become a serious challenge in the fast-moving battles on Arachnid and Federation worlds. The troopers on the ground are usually fighting far from what might remotely be called civilisation, or any form of infrastructure, so they frequently rely on drops of stores at pre-designated locations for supply. Any MI unit which has a model in contact with an Ammo Dump treats all of its weapons (other than One-Shot! weapons) as Squad weapons and ignores the ammo rules. Models with 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".

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

Weapon Emplacement: Pre-fabricated and air transportable, Weapon Emplacements have proven to be a key asset in the fight against the bug. Trained engineers can emplace weapons in under 20 minutes, allowing the MI to quickly establish a fortified perimeter around landing fields, base facilities or potential breakthrough zones. The Weapon Emplacements themselves are considered disposable and will usually be stripped of armament and abandoned when the fighting moves on.

The typical MI Weapon Emplacement is the Reliant Emplacement, armed with an MW-5050 Twin .50 Autocannon, an SW-219-f Inferno Support Flamer, a SW-404 Javelin Missile Launcher, an SW-414 Rapier AA Missile Launcher, an SW-X28 Bugbroom Support Laser or an MW-X29 Scythe Laser Cannon. Any weapon mounted on a Reliant Emplacement has the Fire Arc: F trait added. Note that Reliant Emplacements do not fire themselves – an MI model must be touching the emplacement in its Rear arc. A model doing this may shoot the weapon instead of his personal weaponry.

Heroic Traits

Most troopers will fight with their customary trained discipline but few actively seek to distinguish themselves in battle. They will serve out their term for the Federation and pray they keep their heads down low enough to survive any combat they face. A tiny minority, however, have an indefinable quality that sets them apart from their comrades. Whether owning abilities that make them near superhuman in wartime or simply selected by fate for greatness, these individuals possess incredible traits that can inspire the soldiers they lead.

Most armies in Starship Troopers have the option to take one or more models with heroic traits in their Army Lists. The Army List entry for a hero will specify how many points his player may spend on heroic traits and, just as importantly, what kind of heroic traits he can take. The descriptions for the effects of heroic traits are detailed in this chapter. There are three kinds of heroic trait:

  • Qualities: This is the realm of natural aptitude, the kind of raw talent a soldier is born with and perhaps only discovers when he is up to his waist in blood and guts.
  • Talents: Capabilities of the mind, psychic manipulation or preternatural senses. Although humans have some ability in this area, it is more commonly associated with Arachnid brain bugs.
  • Training: These are aptitudes that can be learned but are in addition to the normal training expected of combatants – many of these abilities form part of the training regime of elite units.

Any heroic trait marked with an asterisk (*) may not be taken by models in Marauder suits.

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

Qualities

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

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

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

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

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

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

Rallying Cry (+10 points): The model has a tremendous presence on the battlefield. His men will not give an inch in combat and would rather die where they stand. All models within his command range may choose to ignore flinch results, at the controlling player's option.

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

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

Talents

SICON is still exploring the full potential of 'special talents', those rare humans with the ability to perform astounding feats of mental skill such as remote viewing, telepathy and precognition. Many other Talents have been reported but few have been satisfactorily studied and fewer have been harnessed. Authorities contend that the Arachnids are a telepathic race, although some conservative scientists remain sceptical.

Unless noted otherwise, Talents work automatically, require no line of sight and do not take an action to use. No Talent can be used by or against tunnelling creatures.

Enhanced Talents: Some individuals show greater capability than others. Certain Talents can be enhanced for an additional cost to represent this. Models paying the extra cost gain the option to use the Enhanced version of the Talent.

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

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

NameRangeDamageTypeTraits
Ego War36"SpecialInternalLZ (4")

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

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

NameRangeDamageTypeTraits
Id Sending36"D6+1InternalInfinite, Accurate

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

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

Shield! (+50 points): As a Ready action, the model puts up a mental barrier to protect itself and those around it. The barrier has a radius of 6" and is centred on the model's centre point. The shield absorbs the first four hits scored on models within that area before collapsing. The shield absorbs hits before any saves are made against hits. If the shield collapses, the psychic model must make an armour save or take a hit. Enhanced (+20 points): Increase the shield's strength to six hits if desired.

Suggestion (+60 points): The model can implant a suggestion in the members of a unit, causing them to take a desired action as a special bonus action. The model must use a Ready action to implant the suggestion and may never use this Talent as a reaction. Roll a D6 for the Suggestion attempt – a roll of 4+ indicates the attempt was successful. Modify this roll by –1 if the target unit is not in line of sight and –1 if the target unit is an enemy (thus out of sight enemy units are only affected on a die roll of 6).

A friendly unit successfully targeted by Suggestion takes the desired action immediately, even if they have already completed two actions in the player turn. An enemy unit successfully targeted by Suggestion takes the desired action immediately. It is still controlled by the opposing player, even though it is acting out of sequence. In the case of a Move action the unit must move its maximum possible movement (though its player may choose the direction). Enhanced (+20 points): Re-roll the D6 if desired.

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

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

Training

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

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

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

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

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

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

K9 Corps (+50 points):* The model has undergone training and bonding with a K9 neodog, enabling him to use its superior senses to scout at a distance. The model gains a K9 Neodog model as a companion.

K9 Neodog statistics:

UnitValueSizeMoveClose CombatTargetSaveKillTraits
K9 Neodog5016"D6+12+–/2+3+–

The K9 Neodog's row is read from the scan's text layer ("K9 Neodog 50 16” D6+1 2+ –/2+ 3+ —") and the Size and Move figures are read as printed.

  • Caleb Bond: The neodog can function at up to twice the K9 Corps model's usual command range. The K9 Corps model can make an Alert Status reaction if enemy units complete an action within 10" of the neodog. If the neodog is removed a casualty roll a D6 – on a 6 the K9 Corps model is so traumatised by the loss he is removed as a casualty too. If the hero is removed as casualty the neodog is removed as well.
  • Forward Reconnaissance: The presence of a neodog enables the MI player to apply the Pathfinder rule to any one MI unit (as long as that unit does not contain any Marauder suits). K9 Corps models and their neodogs may not enter play in M2 Drop Capsules.

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

  • 6: The medic stabilizes the patient to the point where he can function fully (for game purposes anyway). Both models can take actions again.
  • 2 to 5: The patient needs more care and may not take actions. If the game ends with a model in this state and the medic still in contact with it, the model does not count as a casualty. If the medic takes any actions the patient is removed as a casualty.
  • 1: Despite the medic's best efforts, the model is removed as a casualty.

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

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

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

Designer's Notes

So this is it, the first man-to-monster, science fiction, tabletop miniatures wargame I designed from scratch instead of developing from an established ruleset. I, for one, really like the movement towards more dynamic tabletop rules over the years and I've tried to include all kinds of things in this game that I wanted to try in other places. At its heart, Troopers is meant to be a simple game: Move around a lot, roll a lot of dice, blow things up or tear them asunder and above all else, have a good time.

Starship Troopers has been a fascinating exercise in balancing two of the most extreme army types I've ever come across. Arachnids are the ultimate knife fighters – limited ranged weaponry but deadly at close quarters. Opposing them are the MI, who have more firepower than they know what to do with. Two players learning the tactics of this game are a joy to behold as they each learn how to apply their advantages in more and more effective ways.

The designer's sign-off and name are omitted as credits.

Frequently Asked Questions

The rules aren't clear or don't cover this! This first question is the most frequent of all but it comes in a million guises. The rules are written to try and cover all the angles but miniatures games are extremely prone to throwing up weird events. As an analogy, if you take your chessboard away and start moving pieces by one-inch increments, odd situations soon arise. In a game of Starship Troopers you'll have dozens of 'pieces' with unique abilities interacting across a varied battlefield; we should be pleased with ourselves that it makes any sense at all! If you run into a situation where the rules seem unclear start by checking them again. It's easy to be slightly mistaken or rely on knowledge that was passed on Chinese whispers-style. If that doesn't resolve things, agree on an outcome with your opponent that will accrue the minimum advantage to either side if it happens again. If the issue is still deadlocked, roll off to settle the issue temporarily. After the game, come to a solid agreement so that you never, ever have to roll off about it again.

Why use centre points for measuring instead of base edges or other parts of the model? It seems very fussy. Nine times out of ten you can just measure from anywhere you like and it won't make a jot of difference. Please feel free to do so. Occasionally, though, typically at some of the most critical junctures in the game, knowing exactly where models are supposed to be is important. After years of playing and writing rules for miniatures games, I've found there's nothing more precise than either centre points or standardised base sizes. Consider that most of the Arachnid models don't come on bases and... (the answer continues beyond the legible text in the scan)

Why are there no separate hit and damage rolls? The Target characteristic is really a damage value – it's assumed you generally have little trouble hitting a target; it is a question of whether you can damage it. Smaller, harder to hit targets generally get dodge saves to try and avoid taking the damage instead. I've done it this way because Starship Troopers has an emphasis on big weapons and big power suits and big bugs. The fact is, you can fire assault rifles at a tanker bug all day, hit it and not kill it – to do that, you need well placed (that is, high rolling) grenades or Accurate weapons like sniper rifles. Or a nuke, of course.

The rules for indirect fire make my head hurt. Can't we just use scatter dice or something? Yep, the indirect fire is rather fiendish, but it's cool if you can wrap your head around it. That's exactly what I want. I really want people to use direct fire 80% of the time, and indirect only when it's tactically 'right' to do so. With this nasty arcane rule it becomes a skill you have to learn, a bit like the old 'guessing the range' mechanic, but thankfully more random as you can only try to influence the odds. Feel free to use an alternative method for scatter if that floats your boat – there's plenty out there.

Why are there no morale rules? Mainly because they wouldn't apply to the bugs at all and the MI are so thoroughly motivated and indoctrinated that it is not unreasonable to expect them to fight to the death (almost) every time. Instead, I've opted to use the brain space saved for unit command limits, leader losses and 'flinching' to physically push apart units so that they get scattered and become less effective in combat. This achieves most of the point of morale rules (stopping every last survivor of a unit from becoming a one-man army) without the need for random dicing and the negative impact that adverse morale results usually entail (for example, near-intact units running away).

The MI get nukes! How can the bugs win? Expensive nukes, always remember that. If the MI fires a nuke and kills a dozen warriors, the Arachnid player is still up on the deal points-wise. In a tactical sense, follow the route of all good communists when confronted with superior firepower: Dig deep and when you do fight, close with the enemy so that they cannot use nukes without killing their own people.

Why are MI corporals so expensive when they aren't any different from normal troopers? In the MI Army List, I've charged a premium in points to be a unit leader. Corporals are the lowest-rung leader, so they get whacked for the full cost first and don't get any statistical improvements to show for it. I've done it this way because I want unit leaders to be very important for the MI and having cheap corporals would undermine this by allowing low cost spare leaders in every squad. And yes, Arachnids pay nothing for unit leaders. I felt this was an excellent way of showing the advantages of their command structure.

Tunnelling seems unstoppable – the bugs chase me around under the ground! Tunnelling is very powerful and it can't be ignored. It is costly for the Arachnid player to perform – every Tunnelling Marker and Tunnel Entry Point is another parcel of warriors you don't have to face – and it has limitations. Get to know how tunnelling works. The Arachnids need to use existing Tunnel Entry Points to move around quickly. If you can destroy these or block them with Persistent weapons, the options for tunnelling units become a lot more limited. Also, remember to stay flexible in where you fight – it's the Mobile Infantry. If you stand on a hill and wait, the bugs will knock you off it. The only question is how long it will take them and how many warriors they will lose doing it.

Glossary

The printed glossary and index are transcribed below for the rules terms. Setting-only entries (for example the organisations, the named ships and the in-universe slang) are omitted. Where the scan's text layer garbles a definition, the entry is shortened to the legible wording. Page references are to the printed book.

AA (Weapon Trait): Anti-Air. A weapon with this trait may attack Air units as well as ground units. Page 26.

Accurate (Weapon Trait): This weapon is exceptionally precise and adds the target model's Size as a damage bonus. Page 26.

Air (Model Trait): Possessed only in conjunction with the Hover/X" trait, this trait allows the model to become an Air unit. Page 31.

Air Phase: The phase at the end of a game turn when Air units' actions are resolved. Page 132.

Air Unit: These units fly far above the terrain and have special rules detailing how they interact with the ground and each other. Page 132.

Alarm Screech (Special Arachnid Reaction): Arachnid models initiating this reaction move themselves and any other Arachnid models within 6". Page 114.

Alert Status: Models fall into Alert Status once their player's turn has ended. Any enemy model finishing an action within 10" of an Alert Status model causes a reaction. Page 12.

Ambush (Skinny Officer Special Rule): Forces including a Skinny officer may use this rule to hide units in terrain before the deployment phase. Page 126.

Annihilate (Mission): A mission where your force's goal is to eradicate the opposition. Page 53.

Armour Save: The lower a model's armour save, the more heavily armoured and protected it is. Page 23.

Artillery Fire: A fire mode for Lethal Zone weapons, where a target point rather than a target model is designated and the Lethal Zone generated will probably scatter. Page 40.

Attack (Tactic): Aggressive tactic; affects deployment areas and allows half of your army to be held as Reserves. Page 54.

Auto (Weapon Trait): These weapons generate a 6" Fire Zone rather than the usual 3". Page 26.

Atomic Protocols: In order to be eligible to select Atomic munitions in his force, an MI player must fulfil Atomic Protocols. Page 83.

Base: Some models may benefit from being put on a miniatures base but it is not required for play. Page 16.

Battle Line (Deployment Area): Deployment type where both forces set up in opposite long edge halves of the playing surface. Page 55.

Beat Feet (Special MI and Skinny Reaction): MI or Skinny models may Move as a reaction. Page 79.

Burn (Flight Speed): The fastest flight speed; full throttle. Page 133.

Cap Trooper: 'Cap' is short for capsule; the term 'cap trooper' means an MI trooper has made at least one combat drop and is qualified to use power suits. All troopers given statistics in this book are cap troopers.

Characteristics: All models, weapons and significant elements in Starship Troopers possess characteristics. Model characteristics are Value, Size, Move, Close Combat, Target, Save, Kill and Traits. Weapon characteristics are Range, Damage, Type and Traits.

Charge (Action): An action that combines movement with a point blank range attack upon an enemy model. Page 42.

Charge (Crash): An Air unit action usable only by missiles which causes them to crash and detonate their warhead. Page 134.

Charge (Flyby): An Air unit Charge action; a high speed flyby that causes simultaneous Close Combat damage. Page 134.

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

Close Combat (Model Characteristic): A model may use its Close Combat dice as damage dice when within point blank range, usually after a Charge action. Page 23.

Command Assets: All Army Lists have Command assets, representing the support received from superiors in a force's organisation.

Command Range: The default command range is 6"; models must stay within the command range of their unit leader to avoid falling out of command. Page 19.

Co-ordinate (Brain Bug Special Rule): Forces including a brain bug may nominate an Arachnid unit to perform one extra action per Arachnid player turn. Page 113.

Corporal: The lowest command rank in the MI; unit corporals immediately become unit leaders should the squad sergeant be removed.

Countercharge (Special Arachnid Reaction): Arachnid models may Charge as a reaction. Page 114.

Cover: Objects that obscure line of sight without blocking it may provide cover for a targeted unit, which gives a bonus to armour saves and can prevent flinching. Page 37.

Crew (Weapon Type): Weapons of this type usually count as Pack weapons but count as Squad weapons if nearby models help. Page 26.

Cruise (Flight Speed): Medium flight speed; half throttle. Page 133.

Damage (Weapon Characteristic): This characteristic shows the dice rolled when this weapon is used in an attack. Page 25.

Damage Bonus: Weapons with a damage bonus, represented by a '+X' next to the damage dice, are particularly penetrating or easy to fire. Page 25.

Damage Dice: These are rolled and compared to a target's Target and Kill characteristics to see how effective an attack has been. Page 35.

Damage Dice Allocation: Special rules that separate damage dice before they are rolled, only used when models from multiple units are covered by a Fire Zone. Page 26.

Deep Defence (Deployment Area): Deployment type where both forces set up in opposite short edge halves of the playing surface. Page 55.

Defend (Tactic): Stalwart tactic; affects deployment areas and allows you to choose which table half or quarter to deploy in. Page 54.

Delay (Mission): A mission where your force's goal is to hold up the opposition's advance. Page 53.

Deployment: The process where forces are placed on the tabletop before the first game turn begins. Page 54.

Deployment Area: The particular section of the tabletop that you may deploy your force within. Page 54.

Difficult Terrain: Typified by woods, water hazards and swamps, this will halve your movement if you cross it, unless you are larger than it. Page 30.

Direct Fire: A fire mode for Lethal Zone weapons, where they do not generate a Lethal Zone but instead fire directly at a target model, creating a Fire Zone (or joining in with their squad's Fire Zone). Page 39.

Dodge Save: The lower a model's dodge save, the nimbler and more likely to entirely avoid an attack it is. Not as common as armour saves but only dodge saves may be attempted against Kill results. Page 23.

Dropped (Munitions Delivery Mode): Dropped munitions are released from Air units using Shoot (Bomb) actions. Page 25.

Encounter (Deployment Area): Deployment type where both forces set up in opposite corner quarters of the playing surface. Page 55.

Engagement: A generic confrontation between two forces, as generated by the 3X3 Mission Generator. Page 53.

Fire Arc (X) (Weapon Trait): Weapons with this trait may fire only in a certain direction. Page 26.

Fire Zone: A 3" radius circle created when weapons are fired at a target model, representing the tendency of firepower to spread over a limited area. Page 34.

Flame (Weapon Trait): Weapons with this trait ignore cover bonuses and dodge saves. Page 26.

Flight Speed: An Air unit must declare whether it is moving at Burn, Cruise, Loiter or V/STOL flight speed before it makes any actions in the Air phase. Page 133.

Flinch: A model flinches after making a successful armour save or when too close to a larger enemy unit at the end of an action. Flinching represents being forced backwards by firepower or a sudden remembrance of mortality. This normally consists of a 2" move away from the reason for the flinch. Page 36.

Force Value: All forces involved in a game will have the same Force Value, representing the amount of units and resources a force has available to fight with. Page 52.

Move (Action): An action that moves a unit their Move characteristic in inches; if taken following a Ready action, the Move action may be a special movement mode. Page 29.

Move (Model Characteristic): Whenever a model is involved in a Move action, it may move up to its Move characteristic in inches (before modifiers such as difficult terrain are taken into account). Page 23.

Move (Fly): A special Air unit action. All Air units must perform this as their first action in an Air phase turn. Page 134.

Move (Take Off): An action only performable by landed Air units that allows them to take off during a player's turn. Page 134.

Munition Delivery Modes: Every kind of munition has one or more ways to be employed, whether it may be Dropped, Launched, Placed or Thrown. Page 25.

Multihit (Weapon Trait): Multihit weapons inflict two hits on Target results and four hits on Kill results. Page 27.

Multihit (Model): Multihit models is another term for models with the Hits/X trait.

Natural 1: A die that rolls a natural 1 is always considered a failure unless otherwise specified. Page 16.

NCO: Non-Commissioned Officer; the second-highest rank commonly available to MI forces. NCOs are officers and occasionally platoon leaders.

No Flinch (Model Trait): Models with this trait ignore the flinching rules. Page 24.

Officer: All lieutenants, NCOs and SICON Military Intelligence agents are officers.

One-Model Unit: A one-model unit operates alone but is not as flexible as an Independent unit. Page 21.

One-Shot! (Weapon Type): One-Shot! weapons may be used only once per game. Page 26.

Out of Ammo Rules: The out of ammo rules are used by models firing as a reaction. Natural 1s rolled on damage dice render models unable to perform Shoot reactions for the remainder of the player turn. Page 14.

Out of Command: Unit models that are not within command range of their unit leader are out of command and will no longer take actions, instead remaining on Alert Status and reacting only, for the remainder of the game. Page 20.

Overrun (Mission): A mission where your force's goal is to bypass or steamroll over the opposition. Page 54.

Pack (Weapon Type): Owing to a slow rate of fire or reload time, weapons with this trait may only be fired once per player turn and may not be fired on Alert Status. Page 26.

Parry (Weapon Trait): Models with this trait force an enemy model attacking them with Close Combat dice to re-roll one of the damage results. Page 27.

Persistent (Weapon Trait): Persistent weapons continue to inflict damage through burns, poison or other means long after they were originally fired. Page 27.

Piercing/X (Model Trait): The model's natural attacks rend armour with ease; any enemy hit by this model's Close Combat dice has its armour save reduced by X. Page 24.

Piercing/X (Weapon Trait): Piercing weapons reduce a hit model's armour save by X, as they rend the armour material with ease. Page 28.

Placed (Munitions Delivery Mode): Placed munitions use the Remote rules to determine when and how they detonate. Page 25.

Player Turn: Each player has one player turn within the game turn. A player turn consists of every unit in your force taking two actions.

Point Blank Range: A model's point blank range stretches for its Size in inches around its centre point and is primarily used for determining how close a model needs to be in order to use its Close Combat damage. Page 17.

Power Suit: The power suit is the key to the Mobile Infantry's effectiveness. By greatly increasing the strength and manoeuvrability of a trooper, power suits are the ultimate form of tactical armour.

Priority Level: The higher a force's Priority Level, the greater importance a commander has placed on the mission's success and the more alternatives are available. Page 52.

Probe (Tactic): Cautious tactic; affects deployment areas and allows half of your army to move onto the board in your first player turn rather than being deployed normally. Page 54.

Promote (Special MI Lieutenant Ready Action): Promotion allows lieutenants to nominate temporary or permanent replacements for lost unit leaders in his force. Page 79.

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

Range (Weapon Characteristic): One of the criteria for a successful Shoot attack for the target model to be within the firing weapon's Range characteristic. Page 25.

Reaction: An action performed when on Alert Status. The default reaction is Shoot. Page 12.

Readied Model: A model whose previous action (or reaction) was to Ready.

Ready (Action): This action covers a range of options but the purpose need not be stated until the following action is stated. Page 45.

Ready (Weapon Trait): Ready weapons require a model to be readied in order to fire. Page 28.

Remote (Weapon Trait): These weapons must be placed with a Ready action – a subsequent Ready action will detonate them and trigger the weapon's Lethal Zone. Page 28.

Reserves: Units using the Reserves rule can appear onto the table from any table edge from your second player turn. Page 56.

Retaliate (Model Trait): Models with this trait inflict their Close Combat damage upon any models within point blank range when they are removed as a casualty. Page 24.

Retaliate (Weapon Trait): Weapons with this trait inflict their damage dice upon any models within point blank range when their model is removed as a casualty. Page 28.

Retrieval Point (Special MI Lieutenant Ready Action): Nominating a Retrieval Point allows out of command models to treat it as their unit leader, no matter where they are on the board, though only Move actions may be made. Page 79.

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

Save (Model Characteristic): Models may have up to two save types, dodge or armour, represented in the following manner – dodge/armour. A model that equals or exceeds the save number ignores a hit or Kill result. Page 23.

Scenario: A specific confrontation, usually historical, where Force Value, Priority Level and sometimes tactics and unit choices are pre-set. Page 53.

Sergeant: The default unit leaders for MI squads.

Shoot (Action): This action allows a unit to fire one weapon per model at a target model, though unit models with LZ weaponry may fire at separate target points. Page 32.

Shoot (Bomb): A special Air unit action that drops ordnance upon ground targets. Page 134.

Shoot (Dogfight): A special Air unit action that targets another Air unit with ranged weaponry. Page 134.

Shoot (Strafe): A special Air unit action that strafes ground targets with non-ordnance weaponry. Page 135.

Size (Model Characteristic): A rough representation of the model's stature, mass and impact in relation to other models – the higher this characteristic, the larger the model is. Page 23.

Special Movement Mode: A readied model may use a special movement mode. The most common special movement modes are climbing, jumping, hovering, tracked, tunnelling and wheeled. Page 30.

Squad (Weapon Type): Squad weapons may fire in any action but use the ammo rules when firing as a reaction. Page 26.

Stand By (Special MI Reaction): MI models may Ready as a reaction. Page 79.

Tactics: The tactical choices of attack, defend and probe help delineate deployment areas and special rules for an engagement. Page 53.

Talent (Heroic Trait): Heroic traits that represent peculiar psychic Talents, rather than personal Qualities or extensive Training. Page 143.

Target (Model Characteristic): Rolled damage dice that equal or exceed a model's Target characteristic remove that model from play, unless it possesses the Hits/X trait or successfully makes a save. Page 23.

Target Model: All weapons except those using the Artillery fire rules require a target model; firing unit models who are not in range or line of sight of that model cannot fire. Page 32.

Target Point: Weapons using the Artillery fire rules designate a target point, which may deviate. Page 40.

Terrain: There are three kinds of terrain: open, difficult and impassable. Page 29.

Thrown X" (Munitions Delivery Mode): Thrown munitions follow the usual rules for Artillery fire and have a Range of X". Page 25.

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

Training (Heroic Trait): Heroic traits that represent extensive Training above and beyond that normally given to a unit of this type, rather than personal Qualities or psychic Talents. Page 144.

Traits: Both models and weapons may have traits. Traits define additional rules that apply to that model or weapon, beyond the normal rules attached to characteristics.

Tunnel/X" (Model Trait): A model with this trait may use a Move action to make a special tunnelling movement, creating a Tunnel Entrance and converting the model into a Tunnel Marker, which is moved up to the distance indicated, following a Ready action. Page 31.

Tunnel Assets: The Arachnid Army List assets, representing the extensiveness and flexibility of the existing tunnel network in a given engagement.

Tunnel Entrance: The most plentiful type of Tunnel Entry Point; these templates form a pool for the Arachnid player's use throughout the game. Page 136.

Tunnel Entry Point: Tunnel Entrances, Camouflaged Tunnel Entrances, Nest Entrances and Bug Central are all Tunnel Entry Points, established holes to the underground Arachnid tunnel network. Page 136.

Tunnel Marker: These markers represent units tunnelling underground. Page 137.

Type (Weapon Characteristic): Different types of weapon operate in different ways. The most common weapon types are Squad, Crew, Pack, Internal, One-Shot! and Infinite. Page 26.

Underslung (Weapon Trait): An underslung weapon may be fired instead of the weapon it is attached to in a Shoot action. Page 28.

Unit Leader: A unit leader generates a command range, which his unit must remain within in order to remain fully effective. The loss of a unit leader ranges from insignificant for Arachnids to devastating for MI. Page 19.

Value (Model Characteristic): A game mechanic representing the relative 'worth' of a model. The totalled Values of a player's force may not exceed the agreed Force Value. Page 22.

V/STOL (Flight Speed): Slowest flight speed; maintaining rough position over a given area. Page 133.

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

Winning: The player with the most mission points by the end of the game is considered the winner. Page 56.

Wounded Units: Multihit units reduced to a single hit are considered wounded and may only take one action per player turn. Page 20.

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

Not transcribed: the Reference Tables on printed pages 158 and 159 repeat the weapon lists above and are omitted as duplicates. The Lethal Zone and Tunnel Entrance templates on printed pages 154 to 157 are physical cut-outs and are not transcribed. The closing "Do you want to know more?" page (printed 160) is marketing material and is omitted.

  • Out of Ammo (Shoot Actions)
  • Allocate Hits and Kills
  • Damage Dice Allocation
  • Damage Bonus
  • Winning the Game
  • Subterranean: Brain bugs are primarily subterranean but do not dig their own tunnels. However, though they lack a tunnelling movement speed, they may move toward other Tunnelling Markers, Tunnel Entrances, Camouflaged Tunnel Entrances, Nest Entrances and Bug Central when underground (they do not randomly determine their direction when moving underground). Brain bugs can only enter or exit the tunnel network at an existing tunnel entrance; they cannot create their own.
  • Viking Class Landing Boat: Built around a similar hull as a Skyhook retrieval boat, these craft are specially modified to be more useful the first time a unit enters the battlefield. Viking aircraft are designed to carry a double transport container. These ships can bring numerous vital assets to the field with them, including parts for fortifications or reinforcements.
  • Fleet: EOM-1A1 'Sarissa' Space Combat Missile, 100 points, 0-1 per platoon.
  • Fleet: Slingshot Drop Boat, 300 points, 0-3 per platoon.
  • Fleet: F-76 Thunderbolt TAC Fighter, 250 points, 0-4 per platoon.
  • D6
    4+
    4+/6+
    7+
    Jump/12"
    2xD10
    7+
    3+
    10+
    Hits/4, Jump/8", Piercing/1
    D6
    6+
    3+
    9+
    Hits/3, Jump/10"
    M9 NCO21035"D66+3+9+Hits/3, Jump/10"
    M9 Lieutenant22535"D6+16+3+9+Hits/3, Independent, Jump/10"
    M-290 Flechette Grenade8"D6+1PackUnderslung
    M-291 Frag Grenade15"D6PackLZ (2"), Underslung
    M-295 Bugshot Grenade10"D6+2PackReady, Underslung
    XW-137-A3 Trench Sweeper Laser6"D10+1PackLZ (Stream), Underslung
    IW-203-a Morita Ape Special20"2xD6+1SquadAuto
    Flame, LZ (Stream), Retaliate
    LZ (2"), Accurate (?), Piercing/1
    SW-490 Blizzard Missile Pack60"2xD10One-Shot!LZ (3"), Ready (?)
    One-Shot!
    LZ (7"), Flame, Killshot, Multihit, (Remote if Placed)
  • Shoot (Dogfight): The Air unit may fire any weaponry other than ordnance at another Air unit within its FxF fire arc. The weapons' usual Range characteristics are used for these attacks. Any Lethal Zone weapons employed during a Shoot (Dogfight) action may be used in either direct or Artillery fire mode but must target the same point as all other fire. All weapons must target the same enemy model and will create a Fire Zone as normal.
  • Shoot (Strafe): The Air unit may fire any weaponry other than ordnance at any ground unit within its FxF fire arc. The weapons' usual Range characteristics are used for these attacks. Any Lethal Zone weapons employed during a Shoot (Strafe) action may be used in either direct or Artillery fire mode. All weapons must target the same enemy model.
  • Move (Take Off): This action requires that the unit's previous action was Ready. Choose a flight speed your unit is capable of and check to see if any impassable terrain is blocking the unit (within its Minimum Movement for that flight speed). If it is blocked, the unit may not take off. If it is not blocked, the unit moves precisely its Minimum Movement directly forwards and is now considered an Air unit. It does not perform any actions in the Air phase at the end of this game turn, however (not even the usual Move (Fly) action).
  • MI Ammo DumpSteel46+10+4
    MI BunkerHeavy Steel49+12+6
    MI Outpost Wall SectionHeavy Steel49+12+6
    MI Outpost PlatformHeavy Steel69+12+9
    MI Reliant Weapon EmplacementSteel26+10+3
    Skinny Dwelling (Small)Skinny steel48+10+4
    Skinny Dwelling (Large)Skinny steel68+10+6
    UCF Building (Small)Reinforced concrete47+10+4
    UCF Building (Large)Reinforced concrete87+10+8