Beruflich Dokumente
Kultur Dokumente
Editor
Richard Ford
Cover Art
Kieran Yanner
Internal Art
Scott Clark, Vincent Dutrait, Marcio
Fiorito, Juan Manuel Espinosa, Sam
Hart, Kythera, Iordanis Lazaridis,
Danilo Moretti, Phil Renne, Chad
Sergesketter, Alejandro Villen, Dave
Wiggins, Kieran Yanner
Figure Painter
Adrian Walters
Sculptors
Shane Hoyle, Bobby Jackson,
Bob Naismith, Ben Saunders,
Steve Saunders
Miniatures Manager
Ian Barstow
Production Director
Alexander Fennell
Proofreader
Allyson Miller
CONTENTS
Introduction
The Mobile Infantry
The Threat to Humanity
Campaigns of the Mobile Infantry
Units of the Mobile Infantry
Hobby Section
Platoon Level Forces
Power Suit Platoons
Marauder Platoons
Exosuit Platoons
Auxiliary Units
Weapons List
Company Level Forces
Heroic Traits
Emplacement Assets
Mobile Infantry Reference Guide
2
3
4
5
7
11
20
22
28
35
40
48
53
55
58
60
Starship Troopers: Mobile Infantry Army Book TM & (C) 2006 TriStar Pictures Inc. All Rights
Reserved. Mongoose Publishing Ltd. Authorised User. Reproduction of any part of this work by any
means without the written permission of the publisher is expressly forbidden. Printed in China.
82.47.15
Introduction
INTRODUCTION
Today, mankind faces a battle for survival. In the
galaxy, there is a war among the species and there can now
only be one victor. The scourge of the Arachnids washes over
entire worlds and even the Skinnies are showing signs of full
mobilisation. There is only one force that can stand against
these threats and all the other dangers lurking in the universe.
The Mobile Infantry are the best trained and best equipped
troops in Earths history and they are all that stand between
the human race and oblivion.
Over the years, the Mobile Infantry has been trained to fight
insurgents, terrorists, disgruntled colonists and even the
extra-terrestrial onslaught of the Skinnies. Now the danger
has worsened and mankind looks to the Mobile Infantry for
security.
82.47.15
THE MOBILE
INFANTRY
The best-trained, best-equipped military force
mankind has ever deployed, the Mobile Infantry are the
culmination of thousands of years of warfare, technological
development and tactical innovation. Capable of dropping
into any warzone with extreme rapidity, troopers are encased
within power suits that provide protection against enemy
firepower and provide the mobility that gives the army its
name.
Even the basic trooper is equipped to deal with most threats
he is likely to encounter on the battlefield without having
recourse to call for heavy support. His power suit has jump
jets which allow him to soar from point to point, keeping the
enemy off balance. It also provides full life support assistance,
allowing a trooper to keep fighting even in the void of space,
and its visor-mounted tactical display gives him up-to-the
second tactical updates that show the ebb and flow of battle
in real time.
The troopers standard issue Morita rifle has the penetrating
power of early tripod-mounted machine guns but, tied into the
power suits targeting array, is far more accurate. It features an
underslung grenade launcher that increases its versatility with
a variety of selectable warheads, ranging from the simple but
effective flechette to the truly lethal bugshot.
Should a squad of troopers prove insufficient to counter a
tactical threat, a wide variety of options exist to upgrade their
combat effectiveness. Variant models of the Morita include
carbines for close-in fighting or long-barrelled sniper rifles that
can pick off an enemy from great distances. Heavier weaponry
appears in the form of Javelin missile launchers, Hel flamers
or Triple Thud grenade launchers, each of which enhances a
squads firepower to such an extent that a mere eight men can
be capable of stalling an entire Arachnid warrior bug swarm.
Heavier support options exist, for battling an enemy so
numerous that even power suit squads may prove insufficient.
The near-legendary Marauder suits define the Mobile Infantry
in the eyes of many citizens of the Federation. Encased within
a ten-foot armoured battle suit, a trooper driving a Marauder
gains the firepower of an entire squad and is easily the equal
of a several main battle tanks fielded by human armies in the
distant past. Retaining the jump jets of the much lighter power
82.47.15
THE THREAT TO
HUMANITY
While the Arachnids are undoubtedly
the most visible and terrifying threat facing the
Federation, they are not the only one, for the enemies
of peace are many. The Mobile Infantry are called to
fight, time and again, and must be trained to deal with
any enemy, from a massive Arachnid horde to a few
desperate colonists holding SICON officials hostage
in their outpost.
82.47.15
CAMPAIGNS OF THE
MOBILE INFANTRY
The Mobile Infantry have a long and noble
history defending Mankind against its own worst excesses.
Now, as the Federation reaches for the stars, alien races press
in from all sides and SICON finds itself in a constant state of
war. The encounter with the Arachnids on Pluto was just the
start of a series of campaigns that placed the entire Federation
on a war footing. Now, battles with other sentient races of the
galaxy erupt across many worlds throughout space as the war
for the species grows in intensity.
This section takes a look at some of the hardest won campaigns
the Mobile Infantry have been involved in, battles that cost
the lives of many troopers but, at the same time, accelerated
Mankinds hold on its tiny region of the galaxy.
82.47.15
Since then, both the Fleet and the Mobile Infantry have
reported several encounters with the Skinnies, both as friend
and foe. The exact motives of the Skinnies still remains
unclear to Military Intelligence but they have been classified
as an inconsequential threat, allowing more resources to be
moved to the frontline against the Arachnids.
82.47.15
UNITS OF THE
MOBILE INFANTRY
ARMOURED TROOPERS
Power Suits
Tailored to the individual trooper, the power suit is the mark of
the Mobile Infantry, the very essence of their existence. With
tactical systems geared to feed a trooper necessary battlefield
information instantly without overwhelming his senses, and
protective armoured layers that can deflect a bullet at short
range, a power suit complements the training of the Mobile
Infantry perfectly. From the standard M-1A4 suit worn by
troopers to the more specialised variants used by Pathfinder
and Engineer platoons, the power suit truns a trooper into a
force more powerful than any human soldier in history.
M8 Ape Marauder
M4A1 Grizzly Exosuit
82.47.15
M9 Chickenhawk Marauder
The main fire support platform of the Mobile Infantry,
Chickenhawk Marauders are just as likely to be found mixed
within power suit squads as their larger cousins, the M8
Apes. Capable of being fitted with a variety of weaponry,
the M9 is faster and more lightly armoured than the Ape
but has a considerably harder punch and at greater ranges.
A small squad of Chickenhawks will not simply hold off
an Arachnid swarmthey will drive it back and annihilate
every bug present, sparing only those smart enough to retreat
underground.
OTHER UNITS
CHAS
Becoming more common in the armies of the Mobile Infantry,
the CHAS has achieved an acceptance among troopers that
was slow in coming. The limitations of the CHAS have now
been found and accepted, allowing them to be incorporated
successfully into plans for battle. When deployed in this
fashion, the CHAS is a superb war machine, able to withstand
a great deal of punishment at the hands of the Arachnids
without risking the life of valuable troopers.
Drop Capsules
Launched from space and each containing a power suited
trooper or Marauder, a drop capsule is designed to get its
occupant down to the ground as quickly, if not as comfortably,
as possible. A steady and measured deployment of Mobile
Infantry will use Fleet drop boats and landing craft to create
perimeters, establish forward bases and place platoons exactly
where they are needed. However, this is not always possible
during war and the enemy is rarely so accommodating as to
allow a full deployment to proceed without attacking. In such
Neodogs
Neodogs have existed, in one form or another, for decades.
Originally, they were wolf/Alsatian hybrids, genetically
modified to produce a creature with heightened senses and
intelligence. Later incarnations, primarily those used by the
Pathfinders, incorporated a greater degree of cybernetics,
including sensory implants and an explosive charge which
would both cut short the suffering of any badly wounded
neodog and make one last deadly strike against nearby
enemies. Further refinements have been made with the
recently deployed Mk II neodogs, incorporating even more
sophisticated sensory implants plus, for the first time, exterior
armour and dedicated weaponry in the form of a laser mounted
in the skull.
Neodogs must be handled by troopers specially trained for the
task. This requires a caleb bond to be formed between man
and animal and this bond is firm indeed. The level of empathy
shared by bonded individuals is incredible and the death of
either dog or handler can easily lead to the complete mental
breakdown of the other.
Micro-support Weapons
When suitable locations for emplacements cannot be found,
Mobile Infantry squads will often deploy portable versions
of their smaller support weapons, lending a greater degree
82.47.15
TAC UAV
Placed under the control of a senior trooper, a TAC UAV
grants a squad a longer punch and better eyes. Circling above
the battlefield, this craft is capable of reconnoitering an area
and then lending support when the squad moves in. Twin Fifty
autocannon and two scatter bombs give the TAC UAV a punch
that cannot be underestimated and its ability to stay on station
for hours before retiring to the rear lines to rearm and refuel
enables a force to remain under its cover for entire missions.
THE FLEET
Flamberge Heavy Ground Attack Missile
The standard attack missile, launched by large gunships, the
Flamberge can accept scatter or firestorm warheads, allowing
it to be tailored for specific missions or enemies. It is often
used to support Mobile Infantry advances, with craft staying
on station miles away as they wait for an officer on the ground
to call in an air strike.
82.47.15
10
82.47.15
Hobby Section
HOBBY SECTION
MOBILE INFANTRY
STANDARD BEARER
The conversion for the standard bearer is very simple.
Construct an MI using the straight Shock Stick arm as
shown. Cut a piece of 1.5 to 2mm wire or brass rod to
approximately 75mm in length. Here we have used the
medium-sized printed flag. If you are using the other
flag sizes, the poles length will have to be adjusted to
suit. The flag has been attached with PVA glue; simply
fold the flag around the pole, and when the glue is
nearly dry bend the flag into the desired shape. The
glue will then set it in position.
11
82.47.15
Hobby Section
WASP Trooper
Morita Long
Chickenhawk
SICON Agent
Cap Trooper
MK1 Neodog
Standard Bearer
Pathfinder Neodog
Ape Marauder
CHAS
12
82.47.15
Hobby Section
A MANTIS
HUNTER BUG
MEETS ITS MATCH
AGAINST AN M8
MARAUDER
CAP TROOPERS
DEFEND AN
ABANDONED
HOMESTEAD AGAINST
BLISTER AND
BLASTER BUGS
13
82.47.15
Hobby Section
RELIANT GUN
PLATFORMS ARE
ASSAULTED FROM
ALL SIDES
THE REMAINS OF A
MOBILE INFANTRY
SQUAD ATTEMPT TO
RETAIN THE HIGH
GROUND
14
82.47.15
Hobby Section
THE MI DEFEND
AN OUTPOST FROM
THE ONSLAUGHT
OF THE ARACHNID
HORDE
15
82.47.15
Hobby Section
A BATTERED M8
MARAUDER MAKES
A VALIANT LAST
STAND AGAINST
OVERWHELMING
ODDS
A CHICKENHAWK
FINDS ITSELF
CORNERED BY
GUARD BUGS
16
82.47.15
Hobby Section
A CRACK SQUAD IS
ASSIGNED TO TAKE
OUT A PLASMA BUG
BATTERY
A THORNY TANKER
ADVANCES IN
THE FACE OF THE
MOBILE INFANTRYS
TREMENDOUS
FIREPOWER
17
82.47.15
Hobby Section
THE SKINNIES ARE ABOUT TO GET A BIG SURPRISEIN THE FORM OF A CHAS!
18
82.47.15
Hobby Section
19
82.47.15
PLATOON
LEVEL FORCES
This section gives you all the vital information you
need in order to recruit your own platoons before taking a stand
to defend mankind. You will have a great deal of flexibility in
the forces you can commit to battlemany types of units are
available, from power suit cap troopers through heavily armed
Marauder battle suits, up to air strikes and nuclear weapons.
It is up to you what kind of force you choose to field. Do you
want a simple lightly armed reconnaissance force or a full
drop of bug-smashing, nuke-toting Marauders? This army list
will guide you through the choices you can take.
Choice of Platoon
A Mobile Infantry player can choose to field many kinds of
platoon. Each has its own strengths and weaknesses which
make some preferable for specific tasks or missions.
This book contains full lists for three Mobile Infantry
platoonsPower Suit platoons, Marauder platoons and
Exosuit platoons. There are also other types of platoon which
can be used, such as Light Armour platoons and Pathfinder
platoons. These can be found in other supplements, though
all are presented in the same format and are subject to the
limitations presented here.
Choosing a Platoon
Before choosing which troops will make up your army, you
must choose what type of platoon you will field. Your army
may only include one platoon for every full 1,000 points in
the army. So, for example, a 2,000 point army could include
two platoons of MI and these could be of any combination
of platoon typestwo Power Suit platoons, one Power Suit
platoon and one Exosuit platoon and so on. You are also
permitted to combine the platoons here with those found in
other Starship Troopers supplements, such as the Pathfinders
or Light Armour troopers.
Once you have chosen which platoons to include in your army,
you can pick the individual units which will form the fighting
men and women you use in battle. You may only choose units
from the appropriate platoon type, so an Exosuit platoon
cannot include units chosen from the Power Suit platoon list,
for example. Certain other restrictions may apply, such as the
minimum or maximum number of squads of a certain type
Support Assets
Mobile Infantry cap troopers are extremely efficient
and extraordinarily effective on the ground but there are
limits to what they can accomplish alone. For battles more
complicated than a simple shooting match, it often becomes
necessary to deploy heavier levels of ordnance. The Mobile
Infantry has access to three kinds of asset: Fleet, Command
and Emplacement. The availability and flexibility of these
assets fluctuates according to the Priority Level of the Mobile
Infantry force. Emplacement assets are detailed on page 58.
Regardless of platoon type, tactics, overall points or Priority
Level, no Mobile Infantry army can spend more than 50% of
its points on assets.
Chain of Command
The Mobile Infantry are trained to understand and respect the
chain of command as if their lives depend on it, from Camp
Arthur Currie all the way to Klendathu. The following special
command rules apply to Mobile Infantry forces.
20
82.47.15
Higher Command
On the battlefield the steadying presence of a trusted officer
can keep men in the fight for longer or make them give up
hope if he falls. Officers have powers to help maintain the
chain of command, keeping men moving and fighting when
they become scattered or unit leaders are lost. Lieutenants
have access to the special Ready actions of Promote and
Retrieval Point.
21
82.47.15
POWER SUIT
PLATOONS
Considered to be the standard by which other
platoons measure themselves, there is little that a few squads
of power suited troopers cannot achieve. They have a tactical
flexibility that is second to none and access to the greatest
range of equipment and weapon options. If you are looking
for a solid force that can handle anything that the enemy
throws, then there is no better choice.
115 points
Your Power Suit Platoon may include up to one Power Suit Lieutenant.
Value
115
Size
1
Move
4
Save
4+/6+
Kill
7+
Traits
Independent, Jump/12
22
82.47.15
105 points
Your Power Suit Platoon may include one or two Power Suit NCOs.
Value
105
Size
1
Move
4
Close Combat
D6
Target
4+
Save
4+/6+
Kill
7+
Traits
Independent, Jump/12
23
82.47.15
195 points
Your Power Suit Platoon may include up to two Power Suit squads for every Mobile Infantry officer in the platoon (Lieutenant
or NCO). You must have a minimum of two squads in the platoon.
Value
25
50
95
Size
1
1
1
Move
4
4
4
Close Combat
D6
D6
D6
Target
4+
4+
4+
Save
4+
4+
4+/6+
Kill
7+
7+
7+
Traits
Jump/12
Jump/12
Jump/12
Options
Power Suit squads may purchase the following options.
9
9
9
9
9
9
9
Derringer
Spitball Rocket Launcher
Scythe Laser Cannon
+20 points.
+10 points.
+75 points.
24
82.47.15
125 points
01 per platoon.
195 points
01 per platoon.
50 points
01 per platoon.
150 points
300 points
01 per platoon.
250 points
01 per platoon.
50 points
01 per platoon.
125 points
100 points
01 per platoon.
300 points
03 per platoon.
250 points
04 per platoon.
25
82.47.15
Falcon Missiles
+20 points
+0 points
0-1 Javelin Missile Launcher can be replaced with a Rapier AA Missile Launcher.
0-1 Power Suit Squad may replace their underslung G/Ls with Trench Sweeper Lasers.
Falcon Missiles
+20 points
+0 points
Any Javelin Missile Launcher can be replaced with a Rapier AA Missile Launcher.
+300 points
01 model per platoon may be equipped with an Atomic Pee-Wee munition (only if a model
with Atomic Protocols is in the platoon).
80 points
01 per platoon.
CHAS Unit
175 points
TAC UAV
120 points
0-1 officer or unit leader may be designated with control of a single TAC UAV.
Heroic Traits
up to +25
points
01 model (may not be an officer) per platoon may purchase up to +25 points worth of
heroic traits.
26
82.47.15
Any Power Suit Squad may replace their underslung G/Ls with Trench
Sweeper Lasers.
Falcon Missiles
+20 points
+0 points
+300 points
Chem Grenades
+10 points
SICON Military
Intelligence Agent
80 points
01 per platoon.
CHAS Unit
175 points
Skinnie Advisor
100 points
Sprite Reconnaissance
Skimmers
+50 points
per model
TAC UAV
120 points
0-2 officers or unit leaders may be designated with control of a single TAC UAV each.
Heroic Traits
up to +25 points
01 model per Power Suit squad may purchase up to +25 points worth of heroic traits.
27
82.47.15
Marauder Platoons
MARAUDER
PLATOONS
When a mere power suit will not do, bring in the
Marauders. Each Marauder suit has the firepower of a tank but
lacks none of the flexibility of power suits on the battlefield.
Though they have fewer weapon and equipment options than
power suit platoons, each trooper is a force unto himself,
capable of destroying a huge amount of the enemys strength
before succumbing to incoming fire. If you are looking for
a force of brute strength that can rapidly whittle the enemy
down to size, then there is no better choice.
28
82.47.15
Marauder Platoons
Marauder Lieutenant
225 points
Your Marauder platoon may include up to one Marauder Lieutenant. The Lieutenant may be either an M8 Ape Marauder or
an M9 Chickenhawk Marauder but the platoon may only ever include a single Lieutenant. The more specialised Bigfoot and
Nighthawk Marauder suits are not available to Lieutenants.
Options
An M8 Marauder Lieutenant may purchase the following
options.
Special Rules
An M8 Marauder Lieutenant is subject to the following
special rules.
Autoloaders: All weapons mounted on an M8 Marauder
suit count as Infinite weapons.
Options
An M9 Marauder Lieutenant may purchase the following
options.
Go Career: A Lieutenant may be bought heroic traits up to
a total value of +100 points. These may not be Talents.
Drop Capsule: An M9 Marauder Lieutenant may have a
Drop Capsule for +25 points.
Weapon Options: An M9 Marauder Lieutenant may be
equipped with any of the weapons listed below.
9
9
29
82.47.15
Marauder Platoons
Marauder NCO
210 points
Your Marauder platoon may include one or two Marauder NCOs. These may be any combination of M9 Chickenhawk and
M8 Ape Marauders, but the total number of NCOs in the platoon may not exceed two. The more specialised Bigfoot and
Nighthawk Marauder suits are not available to NCOs.
Kill
10+
Traits
Hits/4, Independent, Jump/8, Piercing/1
Options
An M8 Marauder NCO may purchase the following
options.
Special Rules
An M8 Marauder NCO is subject to the following special
rules
Autoloaders: All weapons mounted on an M8 Marauder
suit count as Infinite weapons.
Kill
9+
Traits
Hits/3, Independent, Jump/10
Special Rules
An M9 Marauder NCO is subject to the following special
rules.
9
9
30
82.47.15
Marauder Platoons
Marauder Squad
400 points
Your Marauder platoon may include one Marauder squad for each officer in the platoon. There must be a minimum of one
squad in the platoon.
Unit Size: A Marauder squad consists of one cap trooper and
one sergeant. These may be any combination of M8 and M9
Marauders, though the cost remains the same. The weapons,
equipment, special rules and options depend on the type of
Marauder chosen, as shown below.
Special Rules
A Marauder squad is subject to the following special rules.
These special rules apply in addition to any other special
rules listed in the description of individual Marauder suits.
Autoloaders: All weapons (other than One-Shot!) mounted
on a Marauder suit count as Infinite weapons.
Lock and Load: Models in Marauder suits can fire two
weapons in a Shoot action.
Options
A Marauder Squad may purchase the following options.
Some Marauder suits have additional options available,
which may be purchased in addition to those listed here.
M8 Ape Marauder
Type
M8 Ape Cap Trooper
M8 Ape Corporal
M8 Ape Sergeant
Value
195
200
205
Size
3
3
3
Move
4
4
4
Close Combat
2xD10
2xD10
2xD10
Target
7+
7+
7+
Save
3+
3+
3+
Kill
10+
10+
10+
Traits
Hits/4, Jump/8, Piercing/1
Hits/4, Jump/8, Piercing/1
Hits/4, Jump/8, Piercing/1
Weapons/Equipment: An M8
Marauder is equipped with a Morita
Ape Special, a Hellseed Y-Rack, a
Derringer light rotary cannon, a Trip
Hammer mortar and a Lizard Line.
Flamers: An M8 Marauder may
replace its Morita Ape Special with
two Hel Infantry Flamers for no
extra cost.
31
82.47.15
Marauder Platoons
Bigfoot Marauder
+100 points
M8 Ape Marauders may be upgraded to M8C Bigfoot Marauders at a cost of +100 points, as described in the Marauder
squad entry. Any model so upgraded becomes the Bigfoot equivalent, so an M8 Ape cap trooper becomes an M8C Bigfoot
cap trooper, an M8 Ape Corporal becomes an M8C Bigfoot Corporal and so on. Bigfoot Marauders use the following profile,
weapons and special rules.
Value
295
300
305
Size
3
3
3
Move
4
4
4
Close Combat
2xD10
2xD10
2xD10
Target
7+
7+
7+
Save
3+
3+
3+
Kill
11+
11+
11+
Traits
Hits/4, Jump/8, Piercing/1
Hits/4, Jump/8, Piercing/1
Hits/4, Jump/8, Piercing/1
Weapons/Equipment: An M8C Marauder is equipped with a Hellseed Y-Rack, two Plasmatic cannon, a Hail Mary mortar
and Lizard Line.
M9 Chickenhawk Marauder
Type
M9 Chickenhawk Cap Trooper
M9 Chickenhawk Corporal
M9 Chickenhawk Sergeant
Value
195
200
205
Size
3
3
3
Move
5
5
5
Close Combat
D6
D6
D6
Target
6+
6+
6+
Save
3+
3+
3+
Kill
9+
9+
9+
Traits
Hits/3, Jump/10
Hits/3, Jump/10
Hits/3, Jump/10
32
82.47.15
Marauder Platoons
+50 points
M9 Chickenhawk Marauders may be upgraded to M9B Nighthawk Marauders at a cost of +50 points, as described in the
Marauder squad entry. Any model so upgraded becomes the Nighthawk equivalent, so an M9 Chickenhawk cap trooper
becomes an M9B Nighthawk cap trooper, an M9 Chickenhawk Corporal becomes an M9B Nighthawk Corporal and so on.
Nighthawk Marauders use the following profile, weapons and special rules.
Value
245
250
255
Size
3
3
3
Move
5
5
5
Close Combat
D6
D6
D6
Target
6+
6+
6+
Save
3+
3+
3+
Kill
9+
9+
9+
Traits
Hits/3, Jump/10
Hits/3, Jump/10
Hits/3, Jump/10
33
82.47.15
Marauder Platoons
50 points
01 per platoon.
100 points
01 per platoon.
300 points
03 per platoon.
250 points
03 per platoon.
+300 points
02 models per platoon may be equipped with an Atomic Pee-Wee munition (only if
model with Atomic Protocols is in the platoon).
CHAS Unit
175 points
Falcon Missiles
+20 points
TAC UAV
120 points
0-1 officer or unit leader may be designated with control of a single TAC UAV.
Heroic Traits
up to +25
points
01 model per squad may purchase up to +25 points worth of heroic traits. These may
not be Talents.
34
82.47.15
Exosuit Platoons
EXOSUIT
PLATOONS
One of the most specialised platoons found in the
Mobile Infantry, with a training regime that rivals that of the
Pathfinders, Exosuit troopers have access to the very latest
technologies from Earthside R&D. Their Exosuits are the
most heavily armed and armoured machines for their size,
possessing awesome potential on the battlefield. If you are
looking for a small, elite force that closely resembles the
35
82.47.15
Exosuit Platoons
Exosuit Lieutenant
1 per Platoon
160 points
Your Exosuit Platoon must include one Exosuit Lieutenant. He may be equipped with either a Cougar or Grizzly Exosuit.
Exosuit Lieutenant
Type
Value Size
Cougar Lieutenant 160
2
Kill
8+
8+
2xD10+1
Exosuit NCO
5+
2+
Traits
Hits/2, Independent, Jump/15,
Piercing/2
Hits/2, Independent, Jump/15
Options
An Exosuit Lieutenant may purchase the following options.
Go Career: An Exosuit Lieutenant may be bought heroic
traits up to a total value of +100 points.
Drop Capsule: An Exosuit Lieutenant may have a Drop
Capsule for +10 points.
Weapon Options: The Sixgun rotary cannon may be
replaced with a Firestorm missile system at a cost of +25
points per weapon.
145 points
Your Exosuit Platoon may include up to two Exosuit NCOs. These may be any combination of Cougar or Grizzly NCOs but
the total number in the platoon may not exceed two.
Exosuit NCO
Type
Cougar NCO
Grizzly NCO
Traits
Hits/2, Independent, Jump/15, Piercing /2
Hits/2, Independent, Jump/15
Options
An Exosuit NCO may purchase the following options.
Go Career: An Exosuit NCO may be bought heroic traits up
to a total value of +50 points.
Drop Capsule: An Exosuit NCO may have a Drop Capsule
for +10 points.
Weapon Options: The Sixgun rotary cannon may be
replaced with a Firestorm missile system at a cost of +25
points per weapon.
36
82.47.15
Exosuit Platoons
Exosuit Squad
325 points
Your Exosuit platoon may include up to two Exosuit squads for each officer in the platoon. You must include a minimum of one
squad in the platoon.
Unit Size: The unit consists of one Exosuit Sergeant and two
Exosuit Troopers. These may be any combination of Cougar
or Grizzly Exosuits. The weapons, equipment, special rules
and options depend on the type of Exosuit chosen, as shown
below.
Options
An Exosuit Squad may purchase the following options.
Some Exosuits have additional options available, which
may be purchased in addition to those listed here.
Go Career: The squad sergeant may be bought heroic traits
up to a total value of +25 points.
Cougar Exosuit
Type
Cougar Trooper
Cougar Corporal
Cougar Sergeant
Value
100
110
125
Size
2
2
2
Move
6
6
6
Close Combat
D10
D10
D10
Target
5+
5+
5+
Save
3+/6+
3+/6+
3+/6+
Kill
8+
8+
8+
Traits
Hits/2, Jump/15, Piercing /2
Hits/2, Jump/15, Piercing /2
Hits/2, Jump/15, Piercing /2
Options
Cougar Exosuits may choose from the following options, in
addition to those available to Exosuit squads.
Special Rules
Cougar squads are subject to the following special rules.
Git the Hell Out!: A Cougar trooper may re-roll any failed
dodge saves. Each save may only be re-rolled once.
Grizzly Exosuit
Type
Grizzly Trooper
Grizzly Corporal
Grizzly Sergeant
Value
100
110
125
Size
2
2
2
Move
6
6
6
Close Combat
D10
D10
D10
Target
5+
5+
5+
Save
2+
2+
2+
Kill
8+
8+
8+
Traits
Hits/2, Jump/15
Hits/2, Jump/15
Hits/2, Jump/15
Options
Grizzly Exosuits may choose from the following options, in
addition to those available to Exosuit squads.
37
82.47.15
Exosuit Platoons
300 points
50 points
02 per platoon.
300 points
02 per platoon.
250 points
50 points
03 per platoon.
100 points
02 per platoon.
300 points
03 per platoon.
250 points
04 per platoon.
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82.47.15
Exosuit Platoons
+300 points
CHAS Unit
175 points
TAC UAV
120 points
0-1 officer or unit leader may be designated with control of a single TAC
UAV.
Heroic Traits
up to +25
points
+300 points
CHAS Unit
175 points
TAC UAV
120 points
0-5 officers or unit leaders may be designated with control of a single TAC UAV
each.
Heroic Traits
up to +25 points
01 model per squad may purchase up to +25 points worth of heroic traits.
39
82.47.15
Auxiliary Units
AUXILIARY
UNITS
CHAS Unit
Type
CHAS
Value
175
Size
2
Move
8
Close Combat
D10+D6
Target
8+
Save
6+
Kill
10+
Traits
Hits/3, Jump/12, Retaliate
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Auxiliary Units
Drop Capsule
Type
Drop Capsule
Value
Special
Size
+1
Move
Burn
Close Combat
Special Rules
Drop Capsules are subject to the following special rules.
Aero-Braking: Drop capsule units can opt to delay their
entry onto the battlefield by firing early brake thrusters or
requesting over-delays in their drop patterns. This is not
without its problemsaltering drop ratios and orbital passes
can severely delay the arrival of drop capsule units if this
option is taken. As such, every drop capsule unit may use
either of the two entry times stated below:
1.
2.
Target
6+
Save
3+/5+
Kill
9+
Traits
No Flinch
Value
50
Size
3
Move
Burn Cruise
Special Rules
Flamberge missiles are subject to the following special
rules.
Close Combat
2xD10
Target
6+
Save
5+
Kill
8+
Traits
Hits/2
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Auxiliary Units
Fleet Landing Party
125 points
Type
Ensign
Value
20
Size
1
Move
4
Close Combat
D6
Target
3+
Save
5+
Kill
6+
Senior Ensign
45
D6
3+
5+/6+
6+
Fleet Lieutenant
90
D6
3+
5+/6+
6+
Traits
Fleet Liason
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Auxiliary Units
Sarissa Space Combat Missile
Type
Sarissa Missile
Value
100
Size
4
Move
Burn
Close Combat
4xD10
Special Rules
Sarissa Space Combat Missiles are subject to the following
special rules.
Target
8+
Save
4+
Kill
10+
Traits
Hits/4
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Auxiliary Units
Skinnie Advisor
Type
Skinnie Advisor
Value
100
Size
1
Move
5
Close Combat
D6+1
Target
4+
Save
4+/5+
Kill
6+
Traits
Climb/5, Jump/12
Value
125
Size
5
Move
Loiter, V/STOL
Save
5+
Kill
9+
Traits
Hits/6
Special Rules
A Skyhook Retrieval Boat is subject to the following special
rules.
44
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Auxiliary Units
Slingshot Drop Boat
Type
Slingshot Drop Boat
Value
300
Size
6
Move
Cruise, Loiter, V/STOL
Special Rules
A Slingshot Drop Boat is subject to the following special
rules.
Close Combat
4xD10
Target
8+
Save
4+/5+
Kill
12+
Traits
Hits/8
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Auxiliary Units
TAC UAV
Type
TAC UAV
Value
120
Size
3
Move
Loiter, V/STOL
Save
5+
Kill
10+
Traits
Hits/3
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Auxiliary Units
Thunderbolt TAC Fighter
Type
Thunderbolt TAC Fighter
Value
250
Size
5
Move
Close Combat
Burn, Cruise 3xD10
Target
7+
Save
5+/4+
Kill
10+
Traits
Hits/5
Value
195
Size
7
Move
Loiter, V/STOL
Close Combat
4xD10
Target
7+
Save
5+
Kill
10+
Traits
Hits/8
Weapons/Equipment:
The
Viking Landing Boat is
armed with two Twin Fifty
autocannon.
Special Rules
The Viking Landing Boat is
subject to the following special
rules.
Air Transport: A Viking can
carry up to 30 Size points of
models (maximum individual
model Size 2). Due to extensive
stocks of ammunition, any allied
models within the point blank
range of a Viking may ignore
the ammo rules.
47
82.47.15
Weapons List
WEAPONS LIST
Squad Weapons
Name
Hel Infantry Flamer
Morita Carbine
Morita Sniper Rifle
Morita Assault Rifle
Underslung Grenade Launcher
~ Flechette Grenade
~ Frag Grenade
~ Bugshot Grenade
Trench Sweeper Laser
Morita Ape Special
Range
10
15
30
20
8
15
10
6
20
Damage
D10+2
2xD6
D6
2xD6
D6+1
D6
D6+2
D10+1
2xD6+1
Type
Squad
Squad
Squad
Squad
Pack
Pack
Pack
Pack
Squad
Traits
Flame, LZ (Stream), Retaliate
Auto
Accurate
Auto
Underslung
LZ (2), Underslung
Ready , Underslung
LZ (Stream), Underslung
Auto
Range
Close combat
Close combat
Damage
As user
2x as user
Type
Traits
Parry, Piercing/1
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Weapons List
Support Weapons
Name
Hellseed Y-Rack
Range
Special
Damage
D6
Type
Pack
Traits
See Description
36
D6+2
Pack
LZ (2), Ready
60
D10+2
Pack
LZ (3), Ready
Spitball R/L
12
2xD10
Pack
Piercing/1
15
3xD10
Pack
Piercing/1
12
2xD10+2
Pack
Thermic Lance
D10+D6
Pack
Flame, Piercing/2
Plasmatic Cannon
12
D10+D6
Pack
Flame, Piercing/3
Range
60
60
60
60
60
48
Damage
3xD6
D10
D10
D10
2xD10
2xD10
Type
Pack
Pack
Pack
Pack
One-Shot!
Pack
Traits
LZ (2)
Accurate, LZ (1), Piercing/2
AA, LZ (1)
49
82.47.15
Weapons List
powerful weapon but its blasts are not precise and it cannot
be used on crowded battlefields where a stray explosive round
could spell the end of a misplaced troopers career. Casual use
of a Javelin launcher is punishable by court martial; heavy
weapons troopers should always remain conscious of where
their ammunition goes. An SW-404 comes with Firecracker
and Holepunch missiles as standard.
Rapier AA Missile Launcher: The Rapier AA missile
launch system is an air assets worst nightmare. These missile
launchers are specifically designed to fire the M-780A5
Birdbolt missile, though rumours of other warheads shortly
to be distributed are popular. The Birdbolt is the primary
armament of the Rapier. It is specifically designed for a
high in-flight speed and carries a penetrating nose charge to
bring down even the toughest air assets. While not especially
effective against ground targets, Birdbolts can be used against
them in an emergency.
Autocannon
Name
Derringer Light Rotary Cannon
Sixgun Rotary Cannon
Twin Fifty Autocannon
Range
20
30
30
Damage
4xD6
3xD6+1
4xD6+1
Type
Squad
Squad
Crew
Traits
AA, Auto
AA, Auto, Piercing/1
AA, Auto, Piercing/1
Derringer Light
Rotary Cannon
Twin Fifty
Autocannon
Sixgun
Rotary Cannon
50
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Weapons List
Lasers
Name
Bugbroom Support Laser
Scythe Laser Cannon
Range
40
36
Damage
3xD6+2
D10+3
Type
Pack
Pack
Traits
LZ (Stream), Piercing/1, Ready
LZ (Stream), Piercing/2, Ready
Hand Grenades
Name
M-902F Frag Grenade
Range
10
Damage
D10
Type
Pack
Traits
LZ (1)
because of the gas charge that ignites along with its small
payload. For a few brief but critical seconds, the M-902F Frag
gives a unit the chance to retreat from close quarters combat
in relative cover. Frag Grenades may only be used in Direct
Fire mode.
Munitions
Name
M-918 Scatter Bomb
M-908P Plasma Munition
Range
Dropped
Placed, Thrown 10
Damage
3xD6
2xD10
Type
One-Shot!
One-Shot!
One-Shot!
One-Shot!
One-Shot!
Traits
LZ (3)
Flame, LZ (2), Persistent,
Piercing/3, (Remote if Placed)
Flame, LZ (4)
Flame, Killshot, LZ (5),
Multihit, (Remote if Placed)
Flame, Killshot, LZ (7),
Multihit, (Remote if Placed)
51
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Weapons List
LA-50 Sprite Personal Skimmer
Type
LA-50 Sprite
Reconnaissance Skimmer
Value
Size Move Close Combat Target Save
Kill Traits
As rider +50 2
6
As rider +1
6+
As rider/5+ 8+ Hover/18, Retaliate
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COMPANY
LEVEL FORCES
In battle, a single platoon of Mobile Infantry is
53
82.47.15
Special
Your army may include a single Mobile Infantry Captain, as long as the army includes at least two platoons (and is therefore
considered company level). You may only ever include a single Mobile Infantry Captain. The Captain may be a Light Armour
Captain, Power Suit Captain, Exosuit Captain or Marauder Captain as you choose, but only one may be included (not one
of each type!).
The choice of Captain available depends on the platoons in your army. You must include at least one platoon of the same type
as the desired Captain. So, for example, if you wish to take a Marauder Captain, you must also have at least one Marauder
platoon in your army.
Value
90
140
185
185
245
Size
1
1
2
2
3
Move
4
4
6
6
4
Close
Combat
2xD6
2xD6+1
3xD10+1
3xD10+1
3xD10
Target
3+
4+
5+
5+
7+
Save
6+/5+
4+/5+
3+/4+
2+
3+
Kill
6+
8+
9+
9+
11+
245
2xD6+1
6+
3+
Traits
Independent
Independent, Jump/12
Hits/2, Independent, Jump/15, Piercing/2
Hits/2, Independent, Jump/15
Hits/4, Independent, Jump/8, Piercing/1
54
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Heroic Traits
HEROIC TRAITS
The average trooper in the Mobile Infantry
is far better trained than any other soldier in Earths history.
However, joining the Mobile Infantry is not about being
average and there will always be some exceptional individuals
who remain far ahead of the curve. These brave men and
women are represented by the use of traits in the Starship
Troopers miniatures game.
QUALITIES
55
82.47.15
Heroic Traits
having to get by without being told what to do. When out of
command due to the death of a unit leader, a unit containing
this model may still take one action of its choice per turn as
the experienced member guides his nervous squad mates.
TALENTS
Unless noted otherwise, Talents work automatically, require
no line of sight and do not take an action to use. In addition,
Talents cannot be used by or against models that are
underground and may never affect units moving in the Air
Phase, unless otherwise stated.
Some individuals show greater capability than others. Certain
Talents can be enhanced for an additional cost to represent
this. Models paying the extra cost gain the option to use the
Enhanced version of the Talent.
TRAINING
56
82.47.15
Heroic Traits
one hit of damage on a Multihit model within his point blank
range on a D6 roll of 4+.
2-3
The patient needs more care and may not take actions.
If the game ends with a model in this state and the
medic still in contact with it, the model does not
count as a casualty. If the medic takes any actions the
patient is removed as a casualty.
4-6
K9 Corps Neodog
Type
Neodog
Mk II Neodog
Value
15
30
Size
1
1
Move
6
8
Close Combat
D6+1
2xD6+1
Target
3+
4+
Save
/2+
5+/2+
Kill
4+
6+
Traits
Retaliate
57
82.47.15
Emplacement Assets
EMPLACEMENT
ASSETS
Though not as expensive or rare as Command assets,
nor as directly effective as Fleet resources, Emplacement
assets are nonetheless a tremendous advantage for those forces
willing to commit part of their combat budget to them.
MI Emplacement Assets
Ammo Dump
Forward supply has become a serious challenge in the fastmoving battles on Arachnid and Federation worlds. The
troopers on the ground are usually fighting far from what might
remotely be called civilisation, or any form of infrastructure,
so they frequently rely on drops of stores at pre-designated
58
82.47.15
Emplacement Assets
Size
4
6
4
6
2
4
Target
6+
9+
9+
9+
6+
6+
Kill
10+
12+
12+
12+
10+
8+
Hits
4
9
6
9
3
4
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MI Reference Guide
MOBILE INFANTRY
REFERENCE GUIDE
Power Suit Lieutenant
Type
Power Suit Lieutenant
Value
115
Size
1
Move
4
Save Kill
4+/6+ 7+
Traits
Independent, Jump/12
Size
1
Move
4
Save Kill
4+/6+ 7+
Traits
Independent, Jump/12
Size
1
1
1
Move
4
4
4
Close Combat
D6
D6
D6
Save
4+
4+
4+/6+
Kill
7+
7+
7+
Traits
Jump/12
Jump/12
Jump/12
Save
3+
Kill
10+
Traits
Hits/4, Independent, Jump/8,
Piercing/1
Value
105
Value
25
50
95
Target
4+
4+
4+
MARAUDER PLATOONS
M8 Ape Marauder Suit Lieutenant
Type
M8 Ape Lieutenant
Value
225
Size
3
Move
4
Value
225
Size
3
Move
5
Save
3+
Kill
9+
Traits
Hits/3, Independent, Jump/10
Move
4
Save
3+
Kill
10+
Traits
Hits/4, Independent, Jump/8,
Piercing/1
Value
210
Size
3
Size
3
Move
5
Save
3+
Kill
9+
Traits
Hits/3, Independent, Jump/10
Size
3
3
3
Move
4
4
4
Close Combat
2xD10
2xD10
2xD10
Target
7+
7+
7+
Save
3+
3+
3+
Kill
10+
10+
10+
Traits
Hits/4, Jump/8, Piercing/1
Hits/4, Jump/8, Piercing/1
Hits/4, Jump/8, Piercing/1
M8 Ape Marauder
Type
M8 Ape Cap Trooper
M8 Ape Corporal
M8 Ape Sergeant
Value
195
200
205
Value
295
Size
3
Move
4
Save
3+
Kill
11+
Traits
Hits/4, Jump/8, Piercing/1
300
305
3
3
4
4
2xD10
2xD10
3+
3+
11+
11+
7+
7+
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MI Reference Guide
M9 Chickenhawk Marauder
Type
M9 Chickenhawk Cap
Trooper
M9 Chickenhawk
Corporal
M9 Chickenhawk
Sergeant
Value
195
Size
3
Move
5
Save
3+
Kill
9+
Traits
Hits/3, Jump/10
200
D6
6+
3+
9+
Hits/3, Jump/10
205
D6
6+
3+
9+
Hits/3, Jump/10
Value
245
Size
3
Move
5
Save
3+
Kill
9+
Traits
Hits/3, Jump/10
250
D6
6+
3+
9+
Hits/3, Jump/10
255
D6
6+
3+
9+
Hits/3, Jump/10
EXOSUIT PLATOONS
Exosuit Lieutenant
Type
Cougar Lieutenant
Value
160
Size
2
Move
6
Save Kill
3+/5+ 8+
Grizzly Lieutenant
160
2xD10+1
2+
Type
Cougar NCO
Value
145
Size
2
Move
6
Save Kill
3+/5+ 8+
Grizzly NCO
145
D10+1
5+
2+
8+
Traits
Hits/2, Independent, Jump/15,
Piercing /2
Hits/2, Independent, Jump/15
Size
2
2
2
Move
6
6
6
Close Combat
D10
D10
D10
Target
5+
5+
5+
Save
3+/6+
3+/6+
3+/6+
Kill
8+
8+
8+
Traits
Hits/2, Jump/15, Piercing /2
Hits/2, Jump/15, Piercing /2
Hits/2, Jump/15, Piercing /2
Size
2
2
2
Move
6
6
6
Close Combat
D10
D10
D10
Target
5+
5+
5+
Save
2+
2+
2+
Kill
8+
8+
8+
Traits
Hits/2, Jump/15
Hits/2, Jump/15
Hits/2, Jump/15
Kill
10+
Traits
Hits/3, Jump/12, Retaliate
5+
8+
Traits
Hits/2, Independent, Jump/15,
Piercing/2
Hits/2, Independent, Jump/15
Exosuit NCO
Cougar Exosuit
Type
Cougar Trooper
Cougar Corporal
Cougar Sergeant
Value
100
110
125
Grizzly Exosuit
Type
Grizzly Trooper
Grizzly Corporal
Grizzly Sergeant
Value
100
110
125
AUXILIARY UNITS
CHAS Unit
Type
CHAS
Value
175
Size
2
Move
8
Save
6+
Value Size
Special +1
Move
Burn
6+
Save Kill
3+/5+ 9+
Drop Capsule
Type
Drop Capsule
Traits
No Flinch
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MI Reference Guide
Flamberge Heavy Ground Attack Missile
Type
Flamberge Missile
Value
50
Size
3
Kill
8+
Traits
Hits/2
Kill
6+
Traits
Value
20
Size
1
Move
4
Save
5+
Senior Ensign
45
D6
3+
5+/6+ 6+
Fleet Lieutenant
90
D6
3+
5+/6+ 6+
Fleet Liason
Value
100
Size
4
Move
Burn
Kill
10+
Traits
Hits/4
Value
80
Size
1
Move
5
Traits
Independent, No Flinch
Size
1
Move
5
Traits
Climb/5, Jump/12
Skinnie Advisor
Type
Skinnie Advisor
Value
100
Save Kill
4+/5+ 6+
Size
5
Move
Close Combat Target Save
Loiter, 2xD10
6+
5+
V/STOL
Kill
9+
Traits
Hits/6
Value
300
Size
6
Move
Close Combat Target Save Kill
Cruise, 4xD10
8+
4+/5+ 12+
Loiter,
V/STOL
Traits
Hits/8
Value
120
Size
3
Move
Close Combat Target Save Kill
Loiter,
2xD6
7+
5+
10+
V/STOL
Traits
Hits/3
Size
5
Traits
Hits/5
Size
7
Move
Close Combat Target Save Kill
Loiter, 4xD10
7+
5+
10+
V/STOL
TAC UAV
Type
TAC UAV
Value
250
Save Kill
5+/4+ 10+
Value
195
Traits
Hits/8
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MI Reference Guide
Range
10
15
30
20
8
15
10
6
20
Damage
D10+2
2xD6
D6
2xD6
D6+1
D6
D6+2
D10+1
2xD6+1
Type
Squad
Squad
Squad
Squad
Pack
Pack
Pack
Pack
Squad
Traits
Flame, LZ (Stream), Retaliate
Auto
Accurate
Auto
Underslung
LZ (2), Underslung
Ready , Underslung
LZ (Stream), Underslung
Auto
Range
Close combat
Close combat
Damage
As user
2x as user
Type
Traits
Parry, Piercing/1
Name
Hellseed Y-Rack
Range
Special
Damage
D6
Type
Pack
Traits
See Description
36
D6+2
Pack
LZ (2), Ready
60
D10+2
Pack
LZ (3), Ready
Spitball R/L
Triple Thud G/L
12
15
2xD10
3xD10
Pack
Pack
Piercing/1
Piercing/1
12
2xD10+2
Pack
Thermic Lance
D10+D6
Pack
Flame, Piercing/2
Plasmatic Cannon
12
D10+D6
Pack
Flame, Piercing/3
Damage
3xD6
D10
D10
D10
2xD10
2xD10
Type
Pack
Pack
Pack
Pack
One-Shot!
Pack
Traits
LZ (2)
Accurate, LZ (1), Piercing/2
AA, LZ (1)
Type
Squad
Squad
Crew
Traits
AA, Auto
AA, Auto, Piercing/1
AA, Auto, Piercing/1
Support Weapons
Range
60
60
60
60
60
48
Autocannon
Name
Derringer Light Rotary Cannon
Sixgun Rotary Cannon
Twin Fifty Autocannon
Range
20
30
30
Damage
4xD6
3xD6+1
4xD6+1
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MI Reference Guide
Lasers
Name
Bugbroom Support Laser
Scythe Laser Cannon
Range
40
36
Damage
3xD6+2
D10+3
Type
Pack
Pack
Traits
LZ (Stream), Piercing/1, Ready
LZ (Stream), Piercing/2, Ready
Range
10
Damage
D10
Type
Pack
Traits
LZ (1)
Damage
3xD6
2xD10
Type
One-Shot!
One-Shot!
2xD10+2
3xD10+4
One-Shot!
One-Shot!
Traits
LZ (3)
Flame, LZ (2), Persistent, Piercing/3,
(Remote if Placed)
Flame, LZ (4)
Flame, Killshot, LZ (5), Multihit, (Remote
if Placed)
3xD10+4
One-Shot!
Hand Grenades
Name
M-902F Frag Grenade
Munitions
Name
M-918 Scatter Bomb
M-908P Plasma Munition
Range
Dropped
Placed,
Thrown 10
M-997 Firestorm Bomb
Dropped
M-998A1 Atomic Pee-Wee
Dropped,
Munition
Launched 60,
Placed
M-999A2 Atomic Ajax Munition Dropped,
Placed
Value
As
rider
+50
Size
2
Move
6
Traits
Hover/18, Retaliate
64
82.47.15