Professional Documents
Culture Documents
1
Introduction
INTRODUCTION
Today, mankind faces a battle for survival. In the
galaxy, there is a war among the species and there can now
The Mobile Infantry Army Book
This army book provides a full update to the Mobile Infantry
only be one victor. The scourge of the Arachnids washes over lists found in the main Starship Troopers rulebook. Here
entire worlds and even the Skinnies are showing signs of full you will nd all the tools you will require when ghting the
mobilisation. There is only one force that can stand against Arachnids, Skinnies and new alien menaces soon to make
these threats and all the other dangers lurking in the universe. their presence known.
The Mobile Infantry are the best trained and best equipped
troops in Earths history and they are all that stand between The Mobile Infantry Army Book contains the following
the human race and oblivion. sections.
Over the years, the Mobile Infantry has been trained to ght Forces of the Federation: Overview of the military within the
insurgents, terrorists, disgruntled colonists and even the United Citizens Federation, including some of their famous
extra-terrestrial onslaught of the Skinnies. Now the danger campaigns and most dangerous foes.
has worsened and mankind looks to the Mobile Infantry for
security. Army List: The complete Mobile Infantry army list, allowing
you to use all the units, equipment and vehicles in the Starship
Ready to deploy on any world of the known universe, even the Troopers miniatures game.
far reaches of Klendathu itself, the Mobile Infantry can take
on any foe of any size or shape. Utilising the latest military Hobby Section: Packed with photographs of gorgeously
hardware developed by SICON and trained to the peak of painted Mobile Infantry models, these pages contain tips on
human endurance there is no mission the versatile troopers painting, colour schemes and markings.
cannot accomplish.
2
The Mobile Infantry
THE MOBILE
INFANTRY
The best-trained, best-equipped military force suits, Marauders keep the mobility necessary for a trooper to
mankind has ever deployed, the Mobile Infantry are the ght effectively but provide him with much larger weapons. A
culmination of thousands of years of warfare, technological single Marauder will stall a swarm of warrior bugs but a squad
development and tactical innovation. Capable of dropping of them will drive the Arachnids straight back into their holes
into any warzone with extreme rapidity, troopers are encased and many are powerful enough to engage even the largest
within power suits that provide protection against enemy alien creatures such as the dreaded plasma and tanker bugs.
repower and provide the mobility that gives the army its
name. Even an organisation such as the Mobile Infantry cannot ght
alone, no matter how well-equipped its soldiers. Forming
Even the basic trooper is equipped to deal with most threats just one military arm of SICON (the Strategically Integrated
he is likely to encounter on the battleeld without having Coalition of Nations), the Mobile Infantry can rely on the
recourse to call for heavy support. His power suit has jump support of the Fleet and of Military Intelligence.
jets which allow him to soar from point to point, keeping the
enemy off balance. It also provides full life support assistance, The Fleet controls the space lanes of the Federation and is
allowing a trooper to keep ghting even in the void of space, responsible for ferrying Mobile Infantry companies from one
and its visor-mounted tactical display gives him up-to-the warzone to another. In battle, troopers can rely on the Fleet
second tactical updates that show the ebb and ow of battle providing them with air cover with TAC Fighters and a quick
in real time. egress with shuttles and drop boats should their positions
threaten to be overwhelmed. The ofcers of the Fleet do not
The troopers standard issue Morita rie has the penetrating always see eye to eye with the ordinary trooper but both are
power of early tripod-mounted machine guns but, tied into the reliant on the other if they are to achieve victory in war.
power suits targeting array, is far more accurate. It features an
underslung grenade launcher that increases its versatility with Military Intelligence is a more mysterious organisation, its
a variety of selectable warheads, ranging from the simple but members commanding great respect among both Fleet ofcers
effective echette to the truly lethal bugshot. and the Infantry. Specialists can harness incredible psychic
talent, allowing them to track the movements of tunnelling
Should a squad of troopers prove insufcient to counter a Arachnids or drain a captive Skinnie of vital intelligence.
tactical threat, a wide variety of options exist to upgrade their Others are skilled at analysis and spend thousands of man-
combat effectiveness. Variant models of the Morita include hours planning each invasion of a new world in minute
carbines for close-in ghting or long-barrelled sniper ries that detail.
can pick off an enemy from great distances. Heavier weaponry
appears in the form of Javelin missile launchers, Hel amers Together, the Fleet, Mobile Infantry and Military Intelligence
or Triple Thud grenade launchers, each of which enhances a form the backbone that protects humanity from the dangers
squads repower to such an extent that a mere eight men can of the galaxy. However, it is the Mobile Infantry that remains
be capable of stalling an entire Arachnid warrior bug swarm. at the frontline, the rst to respond to threats and the last to
retreat from a world that lost to alien invaders. They are both
Heavier support options exist, for battling an enemy so the surgeons knife that targets an enemy where it is most
numerous that even power suit squads may prove insufcient. vulnerable and the hammer that can smash entire armies apart.
The near-legendary Marauder suits dene the Mobile Infantry The greatest war machine humanity has ever created is now
in the eyes of many citizens of the Federation. Encased within the tool for its very survival.
a ten-foot armoured battle suit, a trooper driving a Marauder
gains the repower of an entire squad and is easily the equal
of a several main battle tanks elded by human armies in the
distant past. Retaining the jump jets of the much lighter power
3
The Threat to Humanity
THE THREAT TO
HUMANITY
While the Arachnids are undoubtedly worlds and hundreds of outposts that combine to
the most visible and terrifying threat facing the make the Federation is a near impossible task and
Federation, they are not the only one, for the enemies many move towards independence for no reason
of peace are many. The Mobile Infantry are called to other than a feeling of neglect. Other rebellions
ght, time and again, and must be trained to deal with are more purposeful, with political dissenters
any enemy, from a massive Arachnid horde to a few resisting Federation rule or greedy and ambitious
desperate colonists holding SICON ofcials hostage governors seeking to take a bigger share of power
in their outpost. for themselves. In a two-tier system of civilian and
citizen, it is perhaps inevitable that inequality would
give rise to distrust and disobedience.
The Trouble With Skinnies
Initially encountered as a race enslaved by the
Regardless of its root causes, rebellion is always
Arachnids, the Skinnies are an enigma. They are often
put down ruthlessly by the Mobile Infantry. In a
encountered as raiders, attacking opportunistically
galaxy where mankind is under attack from a threat
whenever human activity strays too close to their
as terrifying and alien as the Arachnids, it may
own colonies, though they have also aided the Mobile
seem insane to send the Mobile Infantry to ght
Infantry when the Arachnids are close. Recently, the
other humans but without the strong backbone of
Skinnies have proven to be rather more of a threat
the Federation there would be little left to defend
than was initially believed.
and so its integrity must be maintained at all times,
no matter the cost. Since all voting citizens have
Recent attacks on human colonies in the Udora and
performed military service, public support for any
Memphis systems have been blamed on Skinnie
action against insurrectionists is every bit as high
soldiers, rather than the more humble raiders and
as support for action against the Arachnids, and so
militia normally encountered. SICON analysts
long as citizens remain in control of the Federation,
considered these attacks to be part of a co-ordinated
dissent will simply not be tolerated.
campaign rather than just small scale raids, suggesting
that the raiding parties of the past are by no means the
only Skinnie forces at large in the galaxy. The Threat to Survival
Since the discovery of the Arachnids on Pluto, this
Until more information can be gathered, Military race has grown from a mere nuisance to a threat
Intelligence has refused to declare denitively large enough to threaten mankinds very hold on
whether a genuine campaign is being waged by the the galaxy. Without exception, contact between
Skinnies but it seems possible and some in SICON human and Arachnid has been marked by violence.
talk openly of a war on two fronts, with the Federation Arachnids attack humans on sight and their appetite
caught between Arachnids and Skinnies. for bloodshed seems insatiable. While this threat
remains, the Mobile Infantry adopt the same vigorous
tactics and aggressively root out all Arachnids. While
The Constant Threat so much as a single Arachnid survives, mankind is
Traitors and Rebels in danger and so the threat must be exterminated
Before the attack on Buenos Aires, the Mobile utterly. The Arachnids must be removed from the
Infantrys greatest threat was from within. Seldom galaxy and, ultimately, that is the job the Mobile
acknowledged on FedNet or via ofcial SICON Infantry remains dedicated to completing, no matter
channels, insurrection is by no means uncommon the challenge.
in the Federation. Holding together the dozens of
4
Campaigns of the Mobile Infantry
CAMPAIGNS OF THE
MOBILE INFANTRY
The Mobile Infantry have a long and noble After this, a broad front was created at the very limits of
history defending Mankind against its own worst excesses. Federation space, where SICON would target a small number
Now, as the Federation reaches for the stars, alien races press of worlds for assault. Each would then be attacked by a
in from all sides and SICON nds itself in a constant state of separate task force, with the aim of destroying any Arachnid
war. The encounter with the Arachnids on Pluto was just the infestation before setting up a new colony. This would then
start of a series of campaigns that placed the entire Federation serve as a launch pad for a fresh assault yet further from the
on a war footing. Now, battles with other sentient races of the core of the Federation.
galaxy erupt across many worlds throughout space as the war
for the species grows in intensity. Though the Federation had to provide some heavy incentives
to nd enough people willing to create a new life in a colony
This section takes a look at some of the hardest won campaigns so close to the Arachnids (including offering Citizenship at
the Mobile Infantry have been involved in, battles that cost one point, though this was quickly vetoed), it has so far proved
the lives of many troopers but, at the same time, accelerated a solid strategy. The primary aim is to destroy the Arachnid
Mankinds hold on its tiny region of the galaxy. threat once and for all, taking many years to reclaim worlds
one by one until humanity, once again, stands on the threshold
of Klendathu, ready this time to deliver a nal assault that will
The Aftermath of the Road to Victory smash the bugs forever. However, SICON has a longer strategic
Klendathu was a watershed, not just for the Mobile Infantry
aim that will surpass the lifetime of any human alive today.
who bore the greatest losses that day, but for the Federation
By building new colony worlds slowly and steadily, SICON
as a whole. Until the invasion, there had never been any doubt
ensures that not only will the new territory be resistant to
in the mind of citizen and civilian alike that victory was
counter-attacks from alien forces but that when the Arachnids
inevitable. After all, the three military arms of SICON had
are nally destroyed, mankind will have a productive empire
never yet failed and so there was no reason to believe that
that will stretch across an almost unimaginable region of the
mere animals such as the Arachnids could pose any signicant
galaxy. From such a position, it is assumed mankind will
threat. The destruction of Buenos Aires fuelled a desire for
nally be unassailable, with no threat in the galaxy able to
revenge that, in retrospect, led to a swelling pride begging to
challenge his position of ultimate authority and strength.
be brought low.
Interest in the Alpha Hydrae system that contained the The Tophet Campaign
Arachnids homeworld of Klendathu persisted a while Skinnies had been seen on the borders of Federation space for
after the aborted invasion as various plans to ght the bugs, many years but it was left to a campaign on Tophet to uncover
capture brains and employ new technologies were tried. hard scientic evidence of their capabilities and intentions. A
Some operations were successful. Many were not. However, routine patrol including the legendary Roughnecks was made
mankinds hold on the system, linked to a thin supply line with a view to using the planet as a staging post in the ongoing
that stretched back to Federation space (the so-called Road to Road to Victory.
Victory), was too tenuous to maintain for long. The military
forces were gradually pulled back to more civilised regions Initial reconnaissance on a planet within the Tophet system
of the galaxy. revealed the presence of the apparently indigenous Skinnies
and rst contact was made. Initially, the aliens appeared
The new strategy, initiated by Sky Marshal Keats and friendly, or at least non-hostile, and the Mobile Infantry
continued by Sky Marshal Natonga after his predecessor fell continued their patrol without further regard for the Skinnies.
out of favour, was aimed at strengthening the defences of the That was the Mobile Infantrys rst mistake
colony worlds. Already, Arachnid forces were beginning to
push at the edges of the Federation and the Mobile Infantry Having lulled the Mobile Infantry into a false sense of security,
were immediately deployed to rescue colonists who had been the Skinnies unleashed dozens of ambushes, cutting off their
cut off by these thrusts and retake their homes. patrols and throwing the entire Tophet mission into chaos.
Arachnid activity on the planet suddenly increased, leaving
5
Campaigns of the Mobile Infantry
the beleaguered Mobile Infantry in a dire situation indeed. It begun to come to terms with the military intelligence of the
would prove to be the Roughnecks themselves who held the bugs after the disaster on Klendathu.
key to defeating the Skinnies. In the process, they made a most
unexpected discovery. The Roughnecks captured TPhai, an With the Federation on the back foot, the Mobile Infantry
important Skinnie leader and, nding all normal interrogation could do little more than aid in the evacuation of Kolai back to
methods insufcient, subjected TPhai to psychic scrutiny at Gobicahn and other nearby systems, while the world of Kolai
the hands of a telepathic trooper, Private Carl Jenkins. itself was effectively surrendered to the bugs.
What Jenkins discovered was a revelation. TPhais psyche The Arachnids, present in incalculable numbers, also made
revealed two voicesthe Skinnies own and a second, more the journey to Gobicahn aboard colossal transport bugs. They
alien one. Further investigation revealed the presence of a fell hungrily on Gobicahns populated worlds and months of
small control bug, a tiny Arachnid creature which had hidden conict with the Mobile Infantry ensued. Commitments to
itself on TPhais body and taken control of his mind. With the other military efforts on the borders of the Federation, along
removal of the control bug, TPhai became not only cooperative with Gobicahns isolated location, meant that in the initial
but friendly and with his assistance the Mobile Infantry were phases of the campaign, the Mobile Infantry found themselves
able to form a temporary alliance with the Skinnies, removing stretched perilously thin. Brave resistance actions, notably by
control bugs from many of them and thus turning the tide of the 18th Battalion Mad Dogs and the reserve platoons of the
battle against the Arachnids on this world. White Khans, bought the time needed for reinforcements to
arrive.
Since then, both the Fleet and the Mobile Infantry have
reported several encounters with the Skinnies, both as friend Though less heralded than Klendathu and covered only briey
and foe. The exact motives of the Skinnies still remains on FedNet, Gobicahn was in fact the greater success of the
unclear to Military Intelligence but they have been classied two and the arriving reinforcements led a highly effective
as an inconsequential threat, allowing more resources to be campaign of extermination, eventually driving the Arachnids
moved to the frontline against the Arachnids. out of the system entirely. Still, the population had been
decimated and the suffering of the survivors meant that the
The Gobicahn Campaign once ourishing colonies of Gobicahn quickly withered away.
Settlement missions rst ventured to the Gobicahn system, Nowadays, Gobicahn is nothing more than another dangerous
approximately twelve light years to the galactic east of Earth. frontier of the Federation, one patrolled all the more now the
This was a region of space that hung unusually far beneath reach of the Arachnids is known.
the galactic disk to create the spectacle of an almost
pure black sky above the systems worlds. Separate
colonies were founded on three different worlds,
and over a two year period more than three hundred
thousand settlers populated Gobicahn.
6
Units of the Mobile Infantry
UNITS OF THE
MOBILE INFANTRY
ARMOURED TROOPERS behind the shoulders when not in use. Despite this incredible
array of weaponry and heavy armour, the Grizzly still retains
Power Suits the powerful jump jets common to other suits, not suffering
Tailored to the individual trooper, the power suit is the mark of from lack of speed for all its bulk.
the Mobile Infantry, the very essence of their existence. With
tactical systems geared to feed a trooper necessary battleeld
information instantly without overwhelming his senses, and
M4A2 Cougar Exosuit
The Cougar is the lighter of the two M4 Exosuits and it is
protective armoured layers that can deect a bullet at short
a common misapprehension that it was developed rst, as it
range, a power suit complements the training of the Mobile
was the Grizzly that became the original M4. The Grizzlys
Infantry perfectly. From the standard M-1A4 suit worn by
array of weaponry was considered excessive in some tactical
troopers to the more specialised variants used by Pathnder
situations, as well as being expensive to maintain at a platoon
and Engineer platoons, the power suit truns a trooper into a
level, and so the Cougar was developed as an alternative,
force more powerful than any human soldier in history.
sacricing the Grizzlys Atlas Rig and heavy weaponry in
return for increased mobility.
M8 Ape Marauder
The most common version of the Marauder, the M8 Ape is
easily recognised by its massive presence, elongated arms and
loping gait. A single trooper within an Ape can hold off an
M4A1 Grizzly Exosuit entire swarm of Arachnid warrior bugs, laying down a hail of
Designated the M4A1, the Grizzly was the original exosuit, re to steel an advance of troopers or to cover their escape.
though it came into service later than the Cougar. The Grizzly The Ape Morita Specials, mounted in the suits forearms,
is the largest true armoured suit a trooper can wear, with any serve as a general purpose assault weapon, ably assisted by
larger designs instead being classied as piloted vehicles, the shoulder-mounted Derringer rotary cannon. For longer-
such as the Marauders. The Grizzly is identical to the Cougar ranged punch, the Trip Hammer mortar provides a tactical
except for the mounted Atlas Riga collection of suspensory artillery capability that rounds out the versatility of the Ape.
gears, armour plates and hydraulic systems tted over the
shoulders and chest that brace the wearer, allowing him to
hold and re two huge weapons at the same time. M8C Bigfoot Marauder
A variant Marauder based on the Ape, the Bigfoot was named
It is this devastating repower for which the Grizzly is because of its particularly large feet, an innovation allowing it
renowned and feared. The Atlas Rig allows one weapon to be to mount levels of repower that would aw lesser vehicles.
mounted on each arm, though they can be retracted to cradles The colossal Hail Mary mortar mounted on the Bigfoots back
7
Units of the Mobile Infantry
often gives the impression of a true artillery piece as it far cases or where operations must be conducted in enemy held
outweighs the Trip Hammer but the Bigfoot truly excels at territory, the drop capsule is used.
closer ranges. With the Plasmatic Cannon replacing the Morita
guns in the forearms, the Bigfoot has the potential to create a Light Armour Troopers
veritable restorm around itself, shredding enemies within its Created specically for the invasion of Klendathu, the light
reach while the Marauders own tough armour holds rm. armour troopers are still present in huge numbers, ensuring
their use for many years to come. With less sophisticated
M9 Chickenhawk Marauder weaponry and training at their disposal, these troopers are
The main re support platform of the Mobile Infantry, deployed in massed formations, using Skyhooks and Vikings
Chickenhawk Marauders are just as likely to be found mixed to remain mobile in the face of marauding Arachnid swarms.
within power suit squads as their larger cousins, the M8 They do, however, enjoy an advantage in numbers, as well
Apes. Capable of being tted with a variety of weaponry, as access to high-ranking SICON support and battleeld
the M9 is faster and more lightly armoured than the Ape atomics.
but has a considerably harder punch and at greater ranges.
A small squad of Chickenhawks will not simply hold off Neodogs
an Arachnid swarmthey will drive it back and annihilate Neodogs have existed, in one form or another, for decades.
every bug present, sparing only those smart enough to retreat Originally, they were wolf/Alsatian hybrids, genetically
underground. modied to produce a creature with heightened senses and
intelligence. Later incarnations, primarily those used by the
M9B Nighthawk Marauder Pathnders, incorporated a greater degree of cybernetics,
Mounting powerful sensory arrays, the specialised M9B including sensory implants and an explosive charge which
Nighthawk is a superb anti-aircraft platform, fully capable of would both cut short the suffering of any badly wounded
denying the skies to Arachnid forces even if no TAC Fighters neodog and make one last deadly strike against nearby
are present to support it. Best suited to a supporting role, the enemies. Further renements have been made with the
Nighthawk is not built to engage the enemy up close. While recently deployed Mk II neodogs, incorporating even more
maintaining positions of tactical advantage such as high bluffs sophisticated sensory implants plus, for the rst time, exterior
or other natural emplacements, the Nighthawk can become armour and dedicated weaponry in the form of a laser mounted
isolated and vulnerable to a cunning enemy, using anking in the skull.
manoeuvres to attack them. For this sort of emergency, the
Nighthawk mounts a Y-rack and, like all Marauders, is more Neodogs must be handled by troopers specially trained for the
than capable of looking after itself in tactical situations. task. This requires a caleb bond to be formed between man
and animal and this bond is rm indeed. The level of empathy
shared by bonded individuals is incredible and the death of
OTHER UNITS either dog or handler can easily lead to the complete mental
CHAS breakdown of the other.
Becoming more common in the armies of the Mobile Infantry,
the CHAS has achieved an acceptance among troopers that Reliant Gun Platform
was slow in coming. The limitations of the CHAS have now Fully air transportable, Reliants have proven to be a key
been found and accepted, allowing them to be incorporated asset in the ght against the bugs. Troopers can place a line
successfully into plans for battle. When deployed in this of platforms in under twenty minutes, allowing the Mobile
fashion, the CHAS is a superb war machine, able to withstand Infantry to quickly establish a fortied perimeter around
a great deal of punishment at the hands of the Arachnids landing elds, base facilities or potential breakthrough zones.
without risking the life of valuable troopers. The Reliants themselves are considered disposable and will
usually be stripped of armament and abandoned when the
Drop Capsules ghting moves on. The Reliant Emplacement can accept a
Launched from space and each containing a power suited wide range of armaments, such as the Twin Fifty autocannon,
trooper or Marauder, a drop capsule is designed to get its Inferno support amer, Javelin missile launcher, Rapier AA
occupant down to the ground as quickly, if not as comfortably, missile launcher, Bugbroom support laser or Scythe laser
as possible. A steady and measured deployment of Mobile cannon.
Infantry will use Fleet drop boats and landing craft to create
perimeters, establish forward bases and place platoons exactly Micro-support Weapons
where they are needed. However, this is not always possible When suitable locations for emplacements cannot be found,
during war and the enemy is rarely so accommodating as to Mobile Infantry squads will often deploy portable versions
allow a full deployment to proceed without attacking. In such of their smaller support weapons, lending a greater degree
8
Units of the Mobile Infantry
of repower to their squads. They are cumbersome but are TAC UAV
preferable to going without such support. Placed under the control of a senior trooper, a TAC UAV
grants a squad a longer punch and better eyes. Circling above
Micro-support weapons are usually mounted on tripods, often the battleeld, this craft is capable of reconnoitering an area
carried by one member of the team while a second carries the and then lending support when the squad moves in. Twin Fifty
weapon itself, and offer the choice of Spitball rocket launchers, autocannon and two scatter bombs give the TAC UAV a punch
Derringer rotary cannon or Scythe laser cannon. The weapons that cannot be underestimated and its ability to stay on station
may lack the devastating punch of those found on the Reliant for hours before retiring to the rear lines to rearm and refuel
but they do nonetheless add considerable weight to a single enables a force to remain under its cover for entire missions.
squads armament, with the added advantage that they can
be used in virtually any situation, increasing the squads
exibility considerably. THE FLEET
Flamberge Heavy Ground Attack Missile
SICON Military Intelligence Agent The standard attack missile, launched by large gunships, the
Easily distinguished on the battleeld by their long, owing Flamberge can accept scatter or restorm warheads, allowing
coats and jackboots, these agents are the Military Intelligence it to be tailored for specic missions or enemies. It is often
personnel most commonly encountered by troopers. Though used to support Mobile Infantry advances, with craft staying
usually found giving high-level briengs for critical missions, on station miles away as they wait for an ofcer on the ground
these agents can also be found on the battleeld, taking a to call in an air strike.
personal interest in operations they have crafted themselves.
This is often a comfort to the troopers they ght alongside, for
while Military Intelligence has not garnered a good reputation
Fleet Landing Party
While it is often said that the Fleet does the ying, MI does
for accuracy among the Mobile Infantry, few seriously believe
the dying, there are numerous ghting men and women
that these agents will willingly put themselves in harms way if
within the Fleet itself. All Fleet ofcers are combat trained
another platoon of Mobile Infantry can be sent along instead.
and a few even specialise in it, forming boarding and landing
parties. Such missions often involve making rst contact with
Stalwart Bug Field Generators colonies feared to be under attack. Fleet assets can arrive
Bug Field Generators are a defensive
measure, designed to protect Mobile
Infantry positions and emplacements.
They consist of a relay of eld emitters,
portable metal pillars approximately
twice the height of a man. These
generate a powerful electrical charge
covering the area between each pillar
and so can be used to form a perimeter
or defensive line. The Arachnids
sensitive antennae can detect the eld
and nd its frequency particularly
unpleasant and so generally stay away.
However, in a frenzy the Arachnids
will still attack the elds. Contact
with the eld converts its charge
to an explosive shock, incinerating
bugs as they hurl themselves at the
line. Notable weaknesses of the
Stalwart include the lack of protection
underground, leaving positions
vulnerable to tunnelling attacks, but
particularly strong tanker sub-species
have also been known to pass through
the eld unharmed.
9
Units of the Mobile Infantry
much quicker than the Mobile Infantry, and landing parties Slingshot Drop Boat
can be sent to the planets surface to assess the situation. One of the most advanced landing craft ever developed by
Fleet engineers, the Slingshot is the perfect counterpart to
Although the Mobile Infantry are clearly preferred for power suit platoons and is even large enough to carry a limited
planetside missions, Fleet Landing Parties cannot be number of Marauders. Armed with a variety of weaponry, the
underestimated. All are ofcers, trained to act on their own Slingshot can not only clear a landing zone of hostile forces,
initiativea vital asset when the rst on the scene. It is often it can take off once more and engage in repeated attack runs to
the Fleet Landing Parties who are responsible for gathering support troopers on the ground. Despite any enmity that may
information on an emerging threat, assessing its nature and linger between the Mobile Infantry and Fleet, there are many
providing the intelligence needed to plan the early stages of a troopers who gladly welcome the sight of a Slingshot when
counter-invasion. the Arachnids threaten to overwhelm their position.
10
Hobby Section
HOBBY SECTION
MOBILE INFANTRY
STANDARD BEARER
The conversion for the standard bearer is very simple.
11
Hobby Section
12
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
Hobby Section
RELIANT GUN
PLATFORMS ARE
ASSAULTED FROM
ALL SIDES
THE REMAINS OF A
MOBILE INFANTRY
SQUAD ATTEMPT TO
RETAIN THE HIGH
GROUND
14
Hobby Section
THE MI DEFEND
AN OUTPOST FROM
THE ONSLAUGHT
OF THE ARACHNID
HORDE
15
Hobby Section
A BATTERED M8
MARAUDER MAKES
A VALIANT LAST
STAND AGAINST
OVERWHELMING
ODDS
A CHICKENHAWK
FINDS ITSELF
CORNERED BY
GUARD BUGS
16
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
Hobby Section
THE SKINNIES ARE ABOUT TO GET A BIG SURPRISEIN THE FORM OF A CHAS!
18
Hobby Section
19
Platoon Level Forces
PLATOON
LEVEL FORCES
This section gives you all the vital information you that can be included in a platoon. Where appropriate, these
need in order to recruit your own platoons before taking a stand restrictions are noted in the platoon lists.
to defend mankind. You will have a great deal of exibility in
the forces you can commit to battlemany types of units are Every platoon within a Mobile Infantry army may have a
available, from power suit cap troopers through heavily armed different Priority Level. However, the Priority Level of the
Marauder battle suits, up to air strikes and nuclear weapons. entire force, for the purposes of scenarios and engagements,
It is up to you what kind of force you choose to eld. Do you will be that of the highest Priority Level platoon.
want a simple lightly armed reconnaissance force or a full
drop of bug-smashing, nuke-toting Marauders? This army list Support Assets
will guide you through the choices you can take. Mobile Infantry cap troopers are extremely efcient
and extraordinarily effective on the ground but there are
Choice of Platoon limits to what they can accomplish alone. For battles more
A Mobile Infantry player can choose to eld many kinds of complicated than a simple shooting match, it often becomes
platoon. Each has its own strengths and weaknesses which necessary to deploy heavier levels of ordnance. The Mobile
make some preferable for specic tasks or missions. Infantry has access to three kinds of asset: Fleet, Command
and Emplacement. The availability and exibility of these
This book contains full lists for three Mobile Infantry assets uctuates according to the Priority Level of the Mobile
platoonsPower Suit platoons, Marauder platoons and Infantry force. Emplacement assets are detailed on page 58.
Exosuit platoons. There are also other types of platoon which
can be used, such as Light Armour platoons and Pathnder Regardless of platoon type, tactics, overall points or Priority
platoons. These can be found in other supplements, though Level, no Mobile Infantry army can spend more than 50% of
all are presented in the same format and are subject to the its points on assets.
limitations presented here.
Choosing a Platoon
MOBILE INFANTRY SPECIAL RULES
The following special rules apply to all Mobile Infantry,
Before choosing which troops will make up your army, you regardless of platoon type.
must choose what type of platoon you will eld. 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 Chain of Command
two platoons of MI and these could be of any combination The Mobile Infantry are trained to understand and respect the
of platoon typestwo Power Suit platoons, one Power Suit chain of command as if their lives depend on it, from Camp
platoon and one Exosuit platoon and so on. You are also Arthur Currie all the way to Klendathu. The following special
permitted to combine the platoons here with those found in command rules apply to Mobile Infantry forces.
other Starship Troopers supplements, such as the Pathnders
or Light Armour troopers. Mobile Infantry Unit Leaders
In the Mobile Infantry every unit has a designated unit leader,
Once you have chosen which platoons to include in your army, usually a sergeant or corporal. They command a unit until
you can pick the individual units which will form the ghting they are removed as a casualty. It is quite possible for a squad
men and women you use in battle. You may only choose units to contain both a sergeant and a corporal. In this case, the
from the appropriate platoon type, so an Exosuit platoon sergeant is the unit leaderbut should he die, the corporal
cannot include units chosen from the Power Suit platoon list, immediately steps up and becomes unit leader. A Mobile
for example. Certain other restrictions may apply, such as the Infantry squad that loses its sergeant and has no corporal to
minimum or maximum number of squads of a certain type command them falls into Alert Status until an ofcer takes
command or a new unit leader is promoted by a lieutenant.
20
Platoon Level Forces
Mobile Infantry have ve ranks of noteprivate, corporal, marker. Models already under control of a unit leader ignore
sergeant, NCO (occasionally referred to as Senior Sergeant) Retrieval Points.
and lieutenant. SICON Military Intelligence agents also have
the ability to command Mobile Infantry units. Mobile Infantry Alert Status Reactions
Mobile Infantry models on Alert Status can use the Beat
9 Sergeants are unit leaders. Feet or Stand By reactions in addition to the default Shoot
9 Corporals are unit leaders if there is no sergeant present in reaction.
a squad.
9 NCOs and lieutenants can be unit leaders in certain
circumstances (see the main rulebook for details). Beat Feet (special Mobile Infantry
9 NCOs, lieutenants and SICON Military Intelligence Move reaction)
Agents are considered ofcers. Any Mobile Infantry model on Alert Status can take a single
Move reaction when an enemy unit completes an action within
Mobile Infantry Command Range 10. Turn the model around after moving to signify that it
Mobile Infantry command range is the standard 6 unless cannot make any further reactions for the rest of the player
all ofcers in the Mobile Infantry force have been killed, in turn. Models that are readied can use a special movement
which case it becomes 3. mode when making a Beat Feet reaction if desired.
21
Power Suit Platoons
POWER SUIT
PLATOONS
Considered to be the standard by which other A power suit platoon in the Starship Troopers miniatures game
platoons measure themselves, there is little that a few squads contains two or more Power Suit Squads and a commanding
of power suited troopers cannot achieve. They have a tactical Power Suit NCO, though they can swell to include another
exibility that is second to none and access to the greatest NCO, a Lieutenant and an additional four squads.
range of equipment and weapon options. If you are looking
for a solid force that can handle anything that the enemy Remember, you must decide which platoons to use before
throws, then there is no better choice. choosing any forces. See page 20 for details.
Unit Size: A Power Suit Lieutenant is an independent Equipment Options: A Power Suit Lieutenant can be
model. equipped with a WASP pack or Drop Capsule for +10
points.
Weapons/Equipment: A Power Suit Lieutenant is equipped
with a Morita Assault Rie with underslung G/L and a For an additional +45 points a Power Suit Lieutenant may
Lizard Line. upgrade to an Exosuit Lieutenant if he does not choose any
other options. See page 36 for details on options available to
Options Exosuit Lieutenants.
A Power Suit Lieutenant may purchase the following
options. For an additional +110 points a Power Suit Lieutenant may
upgrade to a Marauder Lieutenant if he does not choose any
Go Career: A Lieutenant may be bought heroic traits up to other options. See page 29 for details on options available to
a total value of +100 points. Marauder Lieutenants.
22
Power Suit Platoons
Unit Size: A Power Suit NCO is an independent model. For an additional +40 points a Power Suit NCO may upgrade
to an Exosuit NCO if he does not choose any other options.
Weapons/Equipment: A Power Suit NCO is equipped with See page 36 for details on options available to Exosuit
a Morita Assault Rie with underslung G/L and a Lizard NCOs.
Line.
For an additional +105 points a Power Suit NCO may
Options upgrade to a Marauder NCO if he does not choose any
A Power Suit NCO may purchase the following options. other options. See page 30 for details on options available
to Marauder NCOs.
Go Career: An NCO may be bought heroic traits up to a
total value of +50 points.
23
Power Suit Platoons
Unit Size: A Power Suit squad consists of four cap troopers Up to two models may replace their Morita Assault Rie with
and a sergeant. underslung G/L with one of the weapon choices below:
Weapons/Equipment: Each squad member is equipped 9 Morita Sniper Rie with underslung G/L for +5
with a Morita Assault Rie with underslung G/L and a points.
Lizard Line. 9 Hel Infantry Flamer for +10 points.
9 Triple Thud Grenade Launcher for +20 points.
Options 9 Javelin Missile Launcher for +40 points.
Power Suit squads may purchase the following options. 9 M8 Marauder suit for +170 points (see page 31 for
options).
Go Career: The squad sergeant may be bought heroic traits 9 M9 Marauder suit for +170 points (see page 32 for
up to a total value of +25 points. options).
Unit Options: One cap trooper may be promoted to corporal The squad may also include a single Micro-support platform,
for +25 points. carried by one model in the squad. The Micro-support
platform may be armed with one of the following weapons
Weapon Options: A Power Suit Squad can be equipped at the cost shown. The platform itself is free.
with any of the weapons listed below:
9 Derringer +20 points.
9 Shock Sticks for +5 points per model. 9 Spitball Rocket Launcher +10 points.
9 Frag grenades for +5 points per model. 9 Scythe Laser Cannon +75 points.
24
Power Suit Platoons
POWER SUIT PLATOON SUPPORT
25
Power Suit Platoons
COMMAND ASSETS LIST
Priority Level One
At Priority Level One, you may choose from the following Command assets:
26
Power Suit Platoons
Priority Level Three
At Priority Level Three, you may choose from the following Command assets:
27
Marauder Platoons
MARAUDER
PLATOONS
When a mere power suit will not do, bring in the A Marauder platoon in the Starship Troopers miniatures game
Marauders. Each Marauder suit has the repower of a tank but contains one or more Marauder Suit Squads and a commanding
lacks none of the exibility of power suits on the battleeld. Marauder Suit NCO, though they can swell to include another
Though they have fewer weapon and equipment options than NCO, a Marauder Suit Lieutenant and a further two units.
power suit platoons, each trooper is a force unto himself,
capable of destroying a huge amount of the enemys strength Marauder platoons are always considered to be Priority Level
before succumbing to incoming re. If you are looking for Two.
a force of brute strength that can rapidly whittle the enemy
down to size, then there is no better choice. Remember, you must decide which platoons to use before
choosing any forces. See page 20 for details.
28
Marauder Platoons
Unit Size: An M8 Marauder Lieutenant is an independent Lock and Load: Models in M8 Marauder suits can re two
model. weapons in a Shoot action.
29
Marauder Platoons
Unit Size: An M9 Marauder NCO is an independent Drop Capsule: An M9 Marauder NCO may have a Drop
model. Capsule for +25 points.
Weapons/Equipment: An M9 Marauder NCO is equipped Weapon Options: An M9 Marauder NCO may be equipped
with a Javelin missile launcher, a Sixgun rotary cannon and with any of the weapons listed below.
a Lizard Line.
9 Blizzard Missile Pack for +30 points.
Special Rules 9 Inferno Support Flamer for +20 points or Twin
An M9 Marauder NCO is subject to the following special Fifty autocannon & Utility Claws for +20 points.
rules.
Options
A Marauder M9 Chickenhawk NCO may purchase the
following options.
30
Marauder Platoons
Options The entire squad may be given Drop Capsules for +25 points
A Marauder Squad may purchase the following options. per model.
Some Marauder suits have additional options available,
which may be purchased in addition to those listed here.
M8 Ape Marauder
Type Value Size Move Close Combat Target Save Kill Traits
M8 Ape Cap Trooper 195 3 4 2xD10 7+ 3+ 10+ Hits/4, Jump/8, Piercing/1
M8 Ape Corporal 200 3 4 2xD10 7+ 3+ 10+ Hits/4, Jump/8, Piercing/1
M8 Ape Sergeant 205 3 4 2xD10 7+ 3+ 10+ Hits/4, Jump/8, Piercing/1
Weapons/Equipment: An 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.
31
Marauder Platoons
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 Value Size Move Close Combat Target Save Kill Traits
M9 Chickenhawk Cap Trooper 195 3 5 D6 6+ 3+ 9+ Hits/3, Jump/10
M9 Chickenhawk Corporal 200 3 5 D6 6+ 3+ 9+ Hits/3, Jump/10
M9 Chickenhawk Sergeant 205 3 5 D6 6+ 3+ 9+ Hits/3, Jump/10
Special Rules
An M9 Marauder is subject to the following special rules,
in addition to those for Marauder Squads.
Options
An M9 Marauder may purchase the following options.
32
Marauder Platoons
Special Rules
An M9B Marauder is subject to the following
special rules, in addition to those presented
for Marauder Squads.
33
Marauder Platoons
MARAUDER PLATOON SUPPORT
34
Exosuit Platoons
EXOSUIT
PLATOONS
One of the most specialised platoons found in the Mobile Infantry of Heinleins original novel, then there is no
Mobile Infantry, with a training regime that rivals that of the better choice.
Pathnders, Exosuit troopers have access to the very latest
technologies from Earthside R&D. Their Exosuits are the An Exosuit platoon in the Starship Troopers miniatures game
most heavily armed and armoured machines for their size, contains one or more Exosuit Squads and a commanding
possessing awesome potential on the battleeld. If you are Exosuit Lieutenant, though they can swell to include two
looking for a small, elite force that closely resembles the NCOs, and an additional ve units.
35
Exosuit Platoons
Exosuit Lieutenant
Type Value Size Move Close Combat Target Save Kill Traits
Cougar Lieutenant 160 2 6 2xD10+1 5+ 3+/5+ 8+ Hits/2, Independent, Jump/15,
Piercing/2
Grizzly Lieutenant 160 2 6 2xD10+1 5+ 2+ 8+ Hits/2, Independent, Jump/15
Exosuit NCO
Type Value Size Move Close Combat Target Save Kill Traits
Cougar NCO 145 2 6 D10+1 5+ 3+/5+ 8+ Hits/2, Independent, Jump/15, Piercing /2
Grizzly NCO 145 2 6 D10+1 5+ 2+ 8+ Hits/2, Independent, Jump/15
36
Exosuit Platoons
Unit Size: The unit consists of one Exosuit Sergeant and two Unit Options: Up to three extra troopers may be added to
Exosuit Troopers. These may be any combination of Cougar the squad at a cost of +100 points per model. These may be
or Grizzly Exosuits. The weapons, equipment, special rules either Cougar or Grizzly troopers, or any combination of the
and options depend on the type of Exosuit chosen, as shown two.
below.
One Exosuit trooper may be promoted to corporal for
Options +10 points. A model promoted in this way becomes the
An Exosuit Squad may purchase the following options. appropriate Exosuit corporal, so a Cougar Trooper becomes
Some Exosuits have additional options available, which a Cougar Corporal and so on.
may be purchased in addition to those listed here.
The entire squad may be given Drop Capsules for +10 points
Go Career: The squad sergeant may be bought heroic traits per model.
up to a total value of +25 points.
Cougar Exosuit
Type Value Size Move Close Combat Target Save Kill Traits
Cougar Trooper 100 2 6 D10 5+ 3+/6+ 8+ Hits/2, Jump/15, Piercing /2
Cougar Corporal 110 2 6 D10 5+ 3+/6+ 8+ Hits/2, Jump/15, Piercing /2
Cougar Sergeant 125 2 6 D10 5+ 3+/6+ 8+ Hits/2, Jump/15, Piercing /2
Grizzly Exosuit
Type Value Size Move Close Combat Target Save Kill Traits
Grizzly Trooper 100 2 6 D10 5+ 2+ 8+ Hits/2, Jump/15
Grizzly Corporal 110 2 6 D10 5+ 2+ 8+ Hits/2, Jump/15
Grizzly Sergeant 125 2 6 D10 5+ 2+ 8+ Hits/2, Jump/15
Weapons/Equipment: Grizzlies are equipped with two Weapon Options: Any number of Grizzly Exosuits may
Sixgun rotary cannon, a Hellseed Y-rack, and a Lizard replace one or both of their Sixgun rotary cannon with the
Line. following.
37
Exosuit Platoons
EXOSUIT PLATOON SUPPORT
38
Exosuit Platoons
COMMAND ASSETS LIST
Priority Level One
At Priority Level One, Command assets are unavailable.
39
Auxiliary Units
AUXILIARY
CHAS Unit
UNITS
Type Value Size Move Close Combat Target Save Kill Traits
CHAS 175 2 8 D10+D6 8+ 6+ 10+ Hits/3, Jump/12, Retaliate
Weapons/Equipment: A CHAS is
equipped with a Morita Ape Special, a Hel
infantry amer, a Javelin missile launcher
and a Trip Hammer mortar.
Special Rules
A CHAS unit is subject to the following
special rules.
40
Auxiliary Units
Drop Capsule
Type Value Size Move Close Combat Target Save Kill Traits
Drop Capsule Special +1 Burn 6+ 3+/5+ 9+ No Flinch
Special Rules Quick Delivery: Drop capsule models must Move (Fly)
Drop Capsules are subject to the following special rules. onto the battleeld as their rst action. Their second action
must be a Move (Land) action. Should the drop capsule be
Aero-Braking: Drop capsule units can opt to delay their destroyed before the end of the Air phase, the model inside
entry onto the battleeld by ring early brake thrusters or is automatically a casualty and removed from the table.
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:
Special Rules Note that a model with Atomic Protocols must be present in
Flamberge missiles are subject to the following special the force in order to purchase the Atomic Pee-Wee warhead.
rules.
Options
A Flamberge heavy ground attack missile may choose from
the following options:
41
Auxiliary Units
Special Rules
Fleet Landing Parties are subject to the
following special rules.
Options
A Fleet Landing Party may choose from
the following options.
42
Auxiliary Units
Sarissa Space Combat Missile
Type Value Size Move Close Combat Target Save Kill Traits
Sarissa Missile 100 4 Burn 4xD10 8+ 4+ 10+ Hits/4
Special Rules Note that a model with Atomic Protocols must be present in
Sarissa Space Combat Missiles are subject to the following the force in order to purchase the Atomic Pee-Wee or Ajax
special rules. warheads.
Special Rules
The SICON Military Intelligence Agent is subject to the
following special rules.
43
Auxiliary Units
Skinnie Advisor
Type Value Size Move Close Combat Target Save Kill Traits
Skinnie Advisor 100 1 5 D6+1 4+ 4+/5+ 6+ Climb/5, Jump/12
Weapons/Equipment: The Skinnie Advisor is armed with Attached: A Skinnie Advisor must be attached to a Mobile
a Constrictor Rie. Infantry unit at the start of the game. The Advisor counts as
part of the unit but Mobile Infantry prejudice means it may
Special Rules never become unit leader.
The Skinnie Advisor is subject to the following special
rules. Partially Exothermic: The Skinnie Advisor does not lose
his dodge save when targeted by weapons with the Flame
Ambush: This ability can be used by Mobile Infantry forces trait.
including a Skinnie Advisor. A Power Suit Squad the Skinnie
Advisor is attached to can be concealed in an area of terrain Options
within the Mobile Infantry deployment area. Write down the The Skinnie Advisor may choose from the following
location of the ambushing unit before any other models are options.
deployed on the tabletop. The Mobile Infantry player can
reveal the ambush and place the unit on the tabletop at any Weapon Options: The Skinnie Advisor may replace his
time. Constrictor Rie with a Morita Assault Rie and Underslung
Grenade Launcher at no cost.
Weapons/Equipment: The Skyhook Retrieval Boat is Air Transport: A Skyhook can carry up to 12 Size points of
armed with two Twin Fifty autocannon. models (maximum individual model Size 1).
Special Rules
A Skyhook Retrieval Boat is subject to the following special
rules.
44
Auxiliary Units
Slingshot Drop Boat
Type Value Size Move Close Combat Target Save Kill Traits
Slingshot Drop Boat 300 6 Cruise, Loiter, V/STOL 4xD10 8+ 4+/5+ 12+ Hits/8
Special Rules Heavenly Mercy (+0 points): If the Mobile Infantry
A Slingshot Drop Boat is subject to the following special player has a functional Heavenly Mercy Rescue Tender in
rules. his force at the end of a game where it has landed on the
battleeld, he reduces his total casualties by D6+6 power
Air Transport: A Slingshot can carry up to 20 Size points suit equipped models of his choosing (any power suit model
of models (maximum individual model Size 4). Due to may be chosen, including Pathnders). The Heavenly Mercy
extensive stocks of ammunition, any allied models within must have landed for two consecutive turns at any point in
the point blank range of a Slingshot may ignore the ammo the game to take advantage of this rule. Heavenly Mercy
rules. variants lose the Air Transport special rule.
Countermeasures: A Slingshots dodge save against all Standard Air Transport (+0 points): The Slingshot Drop
missile weapons is 4+ rather than the usual 5+. Boat gains the following weaponry:
Linked Ordnance Deployment: A Slingshot may deploy 9 Derringer light rotary cannon
up to two ordnance munitions in a single Shoot (Bomb)
action. Tactical (+100 points): The Slingshot Drop Boat gains the
following weaponry:
Choose one of the following payload options.
9 Five Scatter bombs
Ground Support (+100 points): The Slingshot Drop Boat 9 Two Blizzard missile packs
gains the following weaponry: 9 Derringer light rotary cannon
45
Auxiliary Units
TAC UAV
Type Value Size Move Close Combat Target Save Kill Traits
TAC UAV 120 3 Loiter, V/STOL 2xD6 7+ 5+ 10+ Hits/3
Weapons/Equipment: The TAC UAV is armed with a Twin However, if the controlling model also has the Fleet Liaison
Fifty autocannon and two Scatter Bombs. trait and is readied during the Air Phase, he is able to upload
additional scanner and sensor information to the TAC UAV,
Special Rules greatly enhancing its accuracy. The TAC UAV may re-roll
The TAC UAV is subject to the following special rules. each missed shooting dice once so long as the controlling
model model remains readied.
Drone Flight: A TAC UAV is unmanned and only semi-
intelligent. As such, it is reliant upon directions from the Lock and Load: The TAC UAV can re three weapons in a
ground for its optimal course in battle. Designate one Shoot action but cannot create separate re zones.
independent model or unit leader as the TAC UAVs
controller. If this model is killed or otherwise removed from
the battleeld, the TAC UAV may take only a single action
during the Air Phase.
46
Auxiliary Units
Thunderbolt TAC Fighter
Type Value Size Move Close Combat Target Save Kill Traits
Thunderbolt TAC Fighter 250 5 Burn, Cruise 3xD10 7+ 5+/4+ 10+ Hits/5
Weapons/Equipment: The Thunderbolt TAC ghter is Ground Support (+100 points): The TAC ghter gains the
armed with a Sixgun rotary cannon and two Rapier AA following weaponry:
missile launchers.
9 Three Firestorm bombs
Special Rules 9 Four Scatter bombs
The Thunderbolt TAC ghter is subject to the following
special rules. Tactical (+100 points): The TAC ghter gains the following
weaponry:
Linked Ordnance Deployment: A TAC ghter may deploy
up to four ordnance munitions in a single Shoot (Bomb) 9 Two Scatter bombs
action. 9 Two Blizzard missile packs
Options In addition, the Tactical TAC ghter has Modular Drop Tanks,
TAC ghters are always congured to their role. Choose which allow the ghter to use the Loiter ight speed.
one of the following congurations. The TAC ghter gains
any new weapons, equipment or special rules listed for Atomic (+500 points): A model with Atomic Protocols
the conguration, in addition to the standard weapons and must be present in the force in order to purchase the Atomic
special rules above, which are common to all congurations Payload. If purchased, the TAC ghter gains the following
of TAC ghter. You may not choose more than one of the weaponry:
following congurations for each TAC ghter.
9 One Atomic Ajax munition
Air Superiority (+0 points): The TAC ghter uses the
weapons, equipment and special rules listed above in the
main entry with no additions.
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.
47
Weapons List
WEAPONS LIST
Squad Weapons
Name Range Damage Type Traits
Hel Infantry Flamer 10 D10+2 Squad Flame, LZ (Stream), Retaliate
Morita Carbine 15 2xD6 Squad Auto
Morita Sniper Rie 30 D6 Squad Accurate
Morita Assault Rie 20 2xD6 Squad Auto
Underslung Grenade Launcher
~ Flechette Grenade 8 D6+1 Pack Underslung
~ Frag Grenade 15 D6 Pack LZ (2), Underslung
~ Bugshot Grenade 10 D6+2 Pack Ready , Underslung
Trench Sweeper Laser 6 D10+1 Pack LZ (Stream), Underslung
Morita Ape Special 20 2xD6+1 Squad Auto
Underslung Grenade Launcher: An underslung option for 9 Frag: Fragmentation grenades work on much the same
the Morita that attaches to the bottom of the ries barrel and principles as echette rounds. The only real difference
is operated with one hand, the XW-110-G1 grenade launcher is that fragmentation rounds travel to the target before
can chamber several different forms of ordnance. This makes exploding into deadly shards. This forms a lethal area
the addition very tactically diverse and allows the Mobile around the point of impact and can take out a number
Infantry to tailor their Morita assault ries to the mission at of enemies instead of concentrating on one target. This
hand. While rarely as powerful as a normal squad weapon, the spread does make them somewhat less effective than a
XW-110-G1 underslung launcher is the perfect complement to echette round; the area of effect is usually worth the
an already excellent rearm. A XW-110-G1 grenade launcher loss.
can use any of the following three ammunition types.
9 Bugshot: A specialised form of grenade that res several
9 Flechette: Flechette rounds are narrow slivers of hardened hundred steel pellets at an incredible rate, these rounds
steel bound in a grenade casing. When red, the casing have been shown to have great effect against the chitinous
is discarded while the rounds travel at ballistic speeds carapaces of Arachnid targets. The multiple impacts in
towards a target. They have excellent penetration and a conned space effectively punch through an enemy,
can slice through chitin and armour plate with very little leaving behind a crater or hole. These rounds are slower
effort. to chamber, making them less useful in a close-in reght
than some other grenades.
48
Weapons List
Support Weapons
Name Range Damage Type Traits
Hellseed Y-Rack Special D6 Pack See Description
Trip Hammer Mortar 36 D6+2 Pack LZ (2), Ready
Hail Mary Mortar 60 D10+2 Pack LZ (3), Ready
Spitball R/L 12 2xD10 Pack Piercing/1
Triple Thud G/L 15 3xD10 Pack Piercing/1
Inferno Support Flamer 12 2xD10+2 Pack Flame, LZ (Stream), Retaliate
Thermic Lance 8 D10+D6 Pack Flame, Piercing/2
Plasmatic Cannon 12 D10+D6 Pack Flame, Piercing/3
Hellseed Y-Rack: These weapons are built into advanced Thermic Lance: Employed exclusively by the Grizzly
armoured suits, often using sliding doors to conceal themselves Exosuit, the Thermic Lance is one of the more devastating
when not in use. Hellseed Y-racks are normally used during weapons in SICONs arsenal. It consists of a volatile metallic
a Jump action, making them a fatal surprise for any foe core, superheated and suspended in an array of magnetic
assuming the trooper to be vulnerable while in mid-air. The elds inside the weapons slender barrel. The heat from
Hellseed Y-Rack generates a 4 Lethal Zone centred on the this core can be unleashed in a devastating blast, propelled
ring models centre point when used. There is no deviation. by magnetic suspension techniques to deliver a superheated
The Y-Rack may not be red in direct re mode. The model charge, capable of punching through almost any armour. The
need not be readied to re the Hellseed Y-Rack (unlike regular incredible temperature of the blast means that, if hit, a target
Artillery re weapons). will likely be vaporised in an instant.
Hail Mary Mortar: The Hail Mary is a huge, immensely Plasmatic Cannon: The Plasmatic Cannon is an advancement
destructive mortar found on Bigfoot Marauders. It is one of on the Thermic Lance and is used exclusively by Bigfoot
the few genuinely long-ranged weapons found in Marauder Marauders. Rather than relying on the metallic core of the
platoons and is typically employed as an opening barrage Thermic Lance, the Plasmatic Cannon draws its supercharged
before the Bigfoot and accompanying Marauders close blast from a reservoir of plasma stored within the Bigfoots
with the enemy. As a means of softening up the enemy, few reinforced carapace. Smaller suits simply could not contain
weapons surpass the Hail Mary in destructive potential. such a powerful substance without incinerating the pilot and
even the Bigfoot can be a notoriously dangerous machine to
operate.
Missiles and Rockets
Name Range Damage Type Traits
Javelin Missile Launcher
~ Firecracker HE Missile 60 3xD6 Pack LZ (2)
~ Holepunch HEAP Missile 60 D10 Pack Accurate, LZ (1), Piercing/2
~ Falcon AA Missile 60 D10 Pack AA, LZ (1)
Rapier AA Missile Launcher
~ AA Birdbolt Missile 60 D10 Pack AA, Accurate, LZ (2), Piercing/1, Ready
Blizzard Missile Pack 60 2xD10 One-Shot! LZ (3), Ready
Firestorm Missile System 48 2xD10 Pack LZ (1), Piercing/1
Falcon AA Missile: The huge numbers of hopper bugs present Birdbolt warhead, the Falcon can still provide a squad with a
throughout the Road to Victory campaign convinced SICON measure of anti-aircraft cover.
that dedicated Rapiers, while having their place, did not
grant the versatility individual squads required when facing Javelin Missile Launcher: When nothing else will do the
an Arachnid swarm comprising multiple species. The Falcon job, a missile is a troopers last and best option. The SW-
was designed to be a smaller warhead that could be used in 404 Javelin is a heavy weapon system with a top-feeding
a standard Javelin with minimal extra training. Though it magazine and an integral targeting computer that links to
lacks the guidance capabilities and hard punch of the Rapiers the tactical display in a troopers helmet. The Javelin is a
49
Weapons List
powerful weapon but its blasts are not precise and it cannot Firestorm Missile System: The Firestorm missile system
be used on crowded battleelds where a stray explosive round is an advanced multiple rocket launcher used by the Cougar
could spell the end of a misplaced troopers career. Casual use and Grizzly Exosuits. Its multiple launch barrels allow a
of a Javelin launcher is punishable by court martial; heavy barrage of miniature rockets to be unleashed in a single shot.
weapons troopers should always remain conscious of where Sophisticated tracking equipment is used to produce carefully
their ammunition goes. An SW-404 comes with Firecracker plotted ring patterns whereby an initial rocket will report its
and Holepunch missiles as standard. accuracy to those following, meaning that a single successful
hit is often enough to draw in many following rockets, quickly
Rapier AA Missile Launcher: The Rapier AA missile smothering the target in a withering volley of explosive
launch system is an air assets worst nightmare. These missile warheads.
launchers are specically designed to re the M-780A5
Birdbolt missile, though rumours of other warheads shortly The re patterns employed by the Firestorm mean that second
to be distributed are popular. The Birdbolt is the primary and subsequent hits from the weapon are increasingly deadly.
armament of the Rapier. It is specically designed for a As such, if both dice from the weapon score a hit, both hits
high in-ight speed and carries a penetrating nose charge to acquire the Piercing/2 and Multihit traits. In the case of a
bring down even the toughest air assets. While not especially Grizzly armed with two Firestorms, these are red as a single
effective against ground targets, Birdbolts can be used against weapon, rolling four dice, and the above bonus is applied if
them in an emergency. any two or more dice score a hit.
Derringer Light
Rotary Cannon
Sixgun
Twin Fifty Rotary Cannon
Autocannon
50
Weapons List
Lasers
Name Range Damage Type Traits
Bugbroom Support Laser 40 3xD6+2 Pack LZ (Stream), Piercing/1, Ready
Scythe Laser Cannon 36 D10+3 Pack LZ (Stream), Piercing/2, Ready
Hand Grenades
Name Range Damage Type Traits
M-902F Frag Grenade 10 D10 Pack LZ (1)
Frag Grenade: Intended as a defensive weapon with a great because of the gas charge that ignites along with its small
deal of killing potential, the fragmentation grenade operates payload. For a few brief but critical seconds, the M-902F Frag
perfectly in that role. A munition that bursts into a dense gives a unit the chance to retreat from close quarters combat
shower of edged metal, these grenades not only assault any in relative cover. Frag Grenades may only be used in Direct
model in their area of effect but also make it difcult to see Fire mode.
Munitions
Name Range Damage Type Traits
M-918 Scatter Bomb Dropped 3xD6 One-Shot! LZ (3)
M-908P Plasma Munition Placed, Thrown 10 2xD10 One-Shot! Flame, LZ (2), Persistent,
Piercing/3, (Remote if Placed)
M-997 Firestorm Bomb Dropped 2xD10+2 One-Shot! Flame, LZ (4)
M-998A1 Atomic Pee-Wee Munition Dropped, Launched 60, 3xD10+4 One-Shot! Flame, Killshot, LZ (5),
Placed Multihit, (Remote if Placed)
M-999A2 Atomic Ajax Munition Dropped, Placed 3xD10+4 One-Shot! Flame, Killshot, LZ (7),
Multihit, (Remote if Placed)
General Issue Equipment A Sprite is an upgrade for power suit models and modies
Sprite Reconnaissance Skimmer: Few Mobile Infantry their characteristics shown on the prole. Models that upgrade
troopers fail to appreciate the speed and manoeuvrability of remain mounted for the whole game and may not dismount.
a Sprite skimmer, a ground-effect vehicle with a set of three Models mounted on Sprites may not use any form of special
thrusters that maintain a height of two feet over the terrain movement mode other than Hover. The Sprite is armed with
below at all times. While many ofcers dream of mounting a Spitball Rocket Launcher. The rider may shoot a Squad
their entire squad on these incredibly quick and well-armed weapon instead of the Spitball if desired.
vehicles, their cost does not make this feasible for any but the
most decorated or deserving.
51
Weapons List
LA-50 Sprite Personal Skimmer
Type Value Size Move Close Combat Target Save Kill Traits
LA-50 Sprite As rider +50 2 6 As rider +1 6+ As rider/5+ 8+ Hover/18, Retaliate
Reconnaissance Skimmer
Lizard Line: One of the most ubiquitous pieces of Mobile Micro-Support Platforms: Micro-support platforms are
Infantry equipment, lizard lines are a common upgrade to all small, man-portable tripods that allow a squad to make use
kinds of unit. Consisting of 20 metres of compound polymer of weapons much larger than a lone trooper could ordinarily
rope, a shock-deployed grapnel and a ring unit, the common carry. Typically, two members of the squad will operate the
lizard line has been produced as a grapnel gun, a belt device weapon, one acting as gunner, the other as loader. When the
and an underslung attachment to the Morita rie. Lizard lines squad moves, the gunner will hastily remove and carry the
grant the Climb/6 trait. weaponry while the gunner carries the tripod, allowing the
support platform to be disassembled, moved and reassembled
WASP Pack: Tactically lying between an ordinary cap in seconds.
troopers jump jets and the Sprite skimmers hover thrusters
is the WASP pack. Replacing the normal combat backpack Any weapon mounted on a micro-support platform changes
of an M-1A4 cap trooper, these packs contain an extra jump its type to Crew regardless of the actual weapon. A Ready
jet and expanded fuel reservoir, as well as a pair of ip-out action must be used to set it up before it can be red. If the
stabilisation wings. These provide the cap trooper wearing model moves after the micro-support platform has been set
the pack with more time airborne between jumps and much up, another Ready action must be used before it is ready to
greater control and precision while jumping. re again.
52
Company Level Forces
COMPANY
LEVEL FORCES
In battle, a single platoon of Mobile Infantry is Choosing a Company Level Force
capable of dealing with any threat and will be deployed under Earlier in the book weve described how to choose a
the command of their own Lieutenant. More rarely, large platoon level force. A company level force is an army that
forces will be needed and whole companies will be deployed consists of more than one platoon. These can be any mix of
to combat a particularly serious threat. In these situations, a platoonstwo of the same type, one Power Suit platoon and
more senior ofcera Captain of the Mobile Infantrymay one Marauder platoon, two Power Suit Platoons, two Exosuit
take personal command of the army. Platoons and a Marauder platoon or any other possible
combination. In large armies, you might well have three or
even more different platoon types within the
armythis is all perfectly permissible as
long as you remember that you may include
no more than one platoon per 1,000 points
in the army. For this reason, company level
forces are always worth a minimum of 2,000
points. Any army which contains two or
more platoons is considered company level,
regardless of how many platoons it actually
has, so an army of two, three, four or even
half a dozen platoons will all be considered
company level.
53
Company Level Forces
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.
Special Rules
A Mobile Infantry Captain is subject to the same special
rules as a Lieutenant of his type. In addition, the following
special rules also apply.
Options
A Mobile Infantry Captain has access to the same options as
a Lieutenant of his type. In addition, he may also purchase
the following.
54
Heroic Traits
HEROIC TRAITS
The average trooper in the Mobile Infantry Fire King* (+100 points)
is far better trained than any other soldier in Earths history. The model excels in fast, accurate direction of re. Any
However, joining the Mobile Infantry is not about being member of the models unit (including the model) within
average and there will always be some exceptional individuals command range can re-roll their damage dice during a Shoot
who remain far ahead of the curve. These brave men and action.
women are represented by the use of traits in the Starship
Troopers miniatures game. Heroic Surge!* (+30 points)
The model can draw on superhuman reserves of determination,
Qualities: This is the realm of natural aptitude, the kind of giving his all when it would seem impossible he has any more
raw talent a soldier is born with and perhaps only discovers to give. Once per game, the model can take one extra action in
when he is up to his waist in blood and guts. its players turn (for a total of three actions). Other models do
not join him in taking this extra action.
Talents: Capabilities of the mind, psychic manipulation or
preternatural senses. Such abilities, and the telepaths capable Jumpball Player!* (+20 points)
of them, are the subject of much scrutiny within SICON. A popular sport won by speed, aggression and agility, jumpball
makes good training for any soldier. Once per game the model
Training: These are aptitudes that can be learned but are in can add +2 to any dodge saves he has to make for the duration
addition to the normal training expected of combatants of any turn. If a dodge save is made successfully, the model
many of these abilities form part of the training regime of can be immediately moved in any direction up to 6. This free
elite units. movement may only be performed once in a turn.
Any heroic trait marked with an asterisk (*) may not be Protagonist! (+20 points)
taken by models in Marauder suits. Those marked with an The model has enough good sense to save his best until its
exclamation mark (!) may only be used once per battle. needed the most. Once per game, the model can make any
action or reaction as if he had taken a ready action, allowing
The traits in this section are only available to Mobile Infantry special move modes or ready weapons to be used, for
armies and replace those in the main rulebook. Light Armour example.
and Pathnder platoons must now use the traits listed here.
Rallying Cry (+10 points)
QUALITIES The model has a tremendous presence on the battleeld.
Daredevil (+20 points) His men will not give an inch in combat and would rather
The model is well accustomed to performing daredevil antics die where they stand. All models within his command range
when the situation demands it, often opening re perilously may choose to ignore inch results, at the controlling players
close to friends. When creating a re zone, this model may option.
ignore any friendly model for the purpose of allocating
damage diceno dice at all are placed on friendly models as Stay Frosty (+25 points)
the daredevils shots just whistle straight past. This trait may The model has an uncanny sense of when and where the
not be used with atomic weapons. enemy will strike next. The hero can react on Alert Status if
an enemy unit completes an action within 12 of him rather
Dirty Fighter (+15 points) than the usual 10.
Whether skilled in martial arts or just mean as hell, the model
is a end in close combat, skilfully avoiding the attacks of his True Grit* (+50 points)
enemies to launch his own lethal counters. The model gains The model is as tough as nails. Increase the models Target
the Parry trait. and Kill values by one (so a model with Target 4+ and Kill 7+
would become Target 5+ and Kill 8+).
Fast Mover (+15 points)
Part of being a hero is getting to the right place at the right Veteran Trooper (+10 points)
time. The hero gains +1 to his Move characteristic and any The model has seen his comrades gunned down a thousand
special movement mode he is capable of. times and lived to tell the tale. He is a veteran, familiar with
55
Heroic Traits
having to get by without being told what to do. When out of Sense Presence (+40 points)
command due to the death of a unit leader, a unit containing The model can react on Alert Status if an enemy unit completes
this model may still take one action of its choice per turn as an action within 10+D6 of him. Make a roll for the models
the experienced member guides his nervous squad mates. sensing distance each time a reaction could be triggered (for
example, an enemy completes an action within 16). If the
TALENTS model can react, any friendly models within its command
Unless noted otherwise, Talents work automatically, require range can react too.
no line of sight and do not take an action to use. In addition,
Talents cannot be used by or against models that are Enhanced (+20 points): Re-roll the D6 if desired.
underground and may never affect units moving in the Air
Phase, unless otherwise stated. Tremor (+40 points)
The model creates a resonant harmonic in the ground,
Some individuals show greater capability than others. Certain dislodging opponents and potentially damaging tunnelling
Talents can be enhanced for an additional cost to represent creatures. The model must take a Ready action to release
this. Models paying the extra cost gain the option to use the the Tremor. Any model within 6 must inch away from the
Enhanced version of the Talent. model using this talent. Any models represented by Tunnel
Markers within 12 suffer D6 damage (as if the Marker itself
Alertness (+20 points) had suffered a hit).
The telepath conveys a sense of danger to nearby units,
warning them of attack. Nominate one friendly unit within Enhanced (+20 points): Re-roll one or more D6 if desired.
command range after the model has completed any actions.
That unit may react to enemies completing actions within 12, Warning (+40 points)
rather than the normal 10 until the Mobile Infantrys next Add +1 to any saves (armour or dodge) that are made by the
turn. model.
Block Psychic Talent (+50 Points) Enhanced (+10 points): The model may apply this bonus
Summoning great reserves of mental power, the model to any friendly models within his command range if desired.
attempts to befuddle the mind of enemy psychics, causing Every time the model uses this option he must roll a D6. On a
their talents to go awry. This power may be used as a reaction roll of a 4 or more, the psychic model takes a hit, representing
whenever an enemy model within 24 uses a Talent. Both the additional risk and mental strain the model is undertaking
players roll a D10. If the Mobile Infantry player rolls higher when trying to protect others.
than his opponent, then the Talent is completely nullied and
has no effect. TRAINING
Armourer (+25 points)
Enhanced (+25 Points): Re-roll the Mobile Infantry players Dull hours spent learning about weapons, ammunition and
D10. how they function mean that the model and his unit ignore the
ammo rules when on Alert Status.
Conceal (+30 points)
The model can attempt to lull the senses and distract enemies Artillery Corps (+30 points)
so that they miss the obvious. The model and the unit he is Days spent learning about trajectories, muzzle velocities and
within only trigger Alert Status reactions if they complete an wind effects can pay off surprisingly on the battleeld. The
action within 8 of an enemy model instead of 10. model and any models from the unit he is with can re-roll one
of the deviation D6 for scatter when using Artillery re.
Confuse (+30 points)
One of the most dangerous Talents yet developed, the telepath Close Combat Expert (+15 points)
enters the mind of the bug menace, disrupting their distributed Having drilled long and hard in combat training, the model is
intelligence and disorienting the creatures. As a Ready action, a force to be reckoned with when ghting at close quarters.
nominate a tunnel entrance anywhere on the board. The model He may re-roll his Close Combat damage dice when he takes
confuses the Arachnids into losing their way, or thinking the a Charge action.
connecting tunnels are much narrower than they are, or that
they are no longer open. The tunnel entrance in question has Engineer* (+25 points)
the maximum number and size of models that may exit the With the technical advancement of modern weaponry and
tunnel halved (rounding down) until the Mobile Infantrys armour, some basic training in engineering principles is
next turn. essential for even the lowliest grunt. Even more specialised
training is often a prerequisite for command. By taking a
Ready action, a model with Engineer Training can repair
56
Heroic Traits
one hit of damage on a Multihit model within his point blank keep it in play. Models about to be removed for other reasons
range on a D6 roll of 4+. (such as having their Kill score beaten by an attack) may
not be rescued in this way. The medic and his patient may
Demolitions* (+20 points) not move or take actions. Roll a D6 at the beginning of each
It is all about knowing the right spots to hit. A model with subsequent player turn.
Demolitions Training who plants a Remote weapon may re-
roll any damage dice rolled when it is triggered. 1 Despite the medics best efforts, the model is
removed as a casualty.
Fleet Liaison (+20 points)
The model has undergone some level of training with Fleet. He 2-3 The patient needs more care and may not take actions.
knows how to speak their language and talk them accurately If the game ends with a model in this state and the
on to a target. During the Air phase, if there is a hero with medic still in contact with it, the model does not
Fleet Liaison Training on the tabletop, he can assist Air units. count as a casualty. If the medic takes any actions the
Instead of rolling off to determine who selects a unit to use patient is removed as a casualty.
rst at the beginning of the Air phase, you can always choose
to go rst or second. If both players have this trait, roll a die 4-6 The medic stabilises the patient to the point where he
every turnthe highest roller chooses whether to go rst or can function fully (for game purposes anyway). Both
second. models can take actions again.
57
Emplacement Assets
EMPLACEMENT
ASSETS
Though not as expensive or rare as Command assets, 9 Replace Twin Fifty autocannon with Inferno support
nor as directly effective as Fleet resources, Emplacement amer at no extra cost.
assets are nonetheless a tremendous advantage for those forces 9 Replace Twin Fifty autocannon with Javelin missile
willing to commit part of their combat budget to them. launcher at +30 points.
9 Replace Twin Fifty autocannon with Rapier AA missile
Using Emplacement Assets launcher at +30 points.
Emplacements are universally available to Mobile Infantry 9 Replace Twin Fifty autocannon with Bugbroom support
forcesthey do not uctuate according to Priority Level. With laser at +80 points.
the many benets troops gain by occupying an emplacement, 9 Replace Twin Fifty autocannon with Scythe laser cannon
structures can become a valuable or even indispensable asset at +80 points.
for the Mobile Infantry, especially during Hold engagements.
0-8 Stalwart Bug Field Generators for 25 points each.
If a Mobile Infantry force chooses Emplacement assets it may
only deploy them if using defend tactics for the engagement. Note that Light Armour platoons can double the number
of assets they take. See page 17 of the Klendathu Invasion
supplement for details. Pathnder platoons may never
Emplacement Assets List purchase Emplacement assets.
0-4 Ammo Dumps per platoon, for 50 points each.
0-2 Bunkers per platoon, for 100 points each. MI Emplacement Assets
0-6 Outpost Wall Sections for 30 points each. Ammo Dump
Forward supply has become a serious challenge in the fast-
0-4 Outpost Platforms for 50 points each. moving battles on Arachnid and Federation worlds. The
troopers on the ground are usually ghting far from what might
0-4 Reliant Emplacements per platoon, armed with a Twin remotely be called civilisation, or any form of infrastructure,
Fifty autocannon for 60 points each. so they frequently rely on drops of stores at pre-designated
58
Emplacement Assets
locations for supply. Any MI unit which has a model in Reliant Weapon Emplacement: Any weapon mounted
contact with an Ammo Dump treats all of its weapons (other on a Reliant Emplacement has the Fire Arc: F trait added.
than One-Shot! weapons) as Squad weapons and ignores the Note that Reliant Emplacements do not re themselvesa
ammo rules. Models with One-Shot! weapons can replenish Mobile Infantry model in a power suit, exosuit or marauder
them when in contact with an Ammo Dump by taking a Ready armour must be touching the emplacement in its Rear arc. A
action (Atomics may not be replenished). An Ammo Dump model doing this may use the Reliant instead of his personal
that is destroyed rolls 2xD10 damage when it collapses and weaponry. A Reliant Emplacements weapons are always
its point blank range is considered to be 6. considered Crew weapons, replacing the original type.
59
MI Reference Guide
MOBILE INFANTRY
REFERENCE GUIDE POWER SUIT PLATOONS
Power Suit Lieutenant
Type Value Size Move Close Combat Target Save Kill Traits
Power Suit Lieutenant 115 1 4 D6+1 4+ 4+/6+ 7+ Independent, Jump/12
Power Suit NCO
Type Value Size Move Close Combat Target Save Kill Traits
Power Suit NCO 105 1 4 D6 4+ 4+/6+ 7+ Independent, Jump/12
Power Suit Squad
Type Value Size Move Close Combat Target Save Kill Traits
Cap Trooper 25 1 4 D6 4+ 4+ 7+ Jump/12
Corporal 50 1 4 D6 4+ 4+ 7+ Jump/12
Sergeant 95 1 4 D6 4+ 4+/6+ 7+ Jump/12
MARAUDER PLATOONS
M8 Ape Marauder Suit Lieutenant
Type Value Size Move Close Combat Target Save Kill Traits
M8 Ape Lieutenant 225 3 4 2xD10+1 7+ 3+ 10+ Hits/4, Independent, Jump/8,
Piercing/1
Chickenhawk Marauder Lieutenant
Type Value Size Move Close Combat Target Save Kill Traits
M9 Chickenhawk 225 3 5 D6+1 6+ 3+ 9+ Hits/3, Independent, Jump/10
Lieutenant
M8 Ape Marauder NCO
Type Value Size Move Close Combat Target Save Kill Traits
M8 Ape NCO 210 3 4 2xD10 7+ 3+ 10+ Hits/4, Independent, Jump/8,
Piercing/1
M9 Chickenhawk Marauder NCO
Type Value Size Move Close Combat Target Save Kill Traits
M9 Chickenhawk NCO 225 3 5 D6+1 6+ 3+ 9+ Hits/3, Independent, Jump/10
M8 Ape Marauder
Type Value Size Move Close Combat Target Save Kill Traits
M8 Ape Cap Trooper 195 3 4 2xD10 7+ 3+ 10+ Hits/4, Jump/8, Piercing/1
M8 Ape Corporal 200 3 4 2xD10 7+ 3+ 10+ Hits/4, Jump/8, Piercing/1
M8 Ape Sergeant 205 3 4 2xD10 7+ 3+ 10+ Hits/4, Jump/8, Piercing/1
M8C Bigfoot Marauder
Type Value Size Move Close Combat Target Save Kill Traits
M8C Bigfoot Cap 295 3 4 2xD10 7+ 3+ 11+ Hits/4, Jump/8, Piercing/1
Trooper
M8C Bigfoot Corporal 300 3 4 2xD10 7+ 3+ 11+ Hits/4, Jump/8, Piercing/1
M8C Bigfoot Sergeant 305 3 4 2xD10 7+ 3+ 11+ Hits/4, Jump/8, Piercing/1
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MI Reference Guide
M9 Chickenhawk Marauder
Type Value Size Move Close Combat Target Save Kill Traits
M9 Chickenhawk Cap 195 3 5 D6 6+ 3+ 9+ Hits/3, Jump/10
Trooper
M9 Chickenhawk 200 3 5 D6 6+ 3+ 9+ Hits/3, Jump/10
Corporal
M9 Chickenhawk 205 3 5 D6 6+ 3+ 9+ Hits/3, Jump/10
Sergeant
M9B Nighthawk Marauder
Type Value Size Move Close Combat Target Save Kill Traits
M9B Nighthawk Cap 245 3 5 D6 6+ 3+ 9+ Hits/3, Jump/10
Trooper
M9B Nighthawk 250 3 5 D6 6+ 3+ 9+ Hits/3, Jump/10
Corporal
M9B Nighthawk 255 3 5 D6 6+ 3+ 9+ Hits/3, Jump/10
Sergeant
EXOSUIT PLATOONS
Exosuit Lieutenant
Type Value Size Move Close Combat Target Save Kill Traits
Cougar Lieutenant 160 2 6 2xD10+1 5+ 3+/5+ 8+ Hits/2, Independent, Jump/15,
Piercing/2
Grizzly Lieutenant 160 2 6 2xD10+1 5+ 2+ 8+ Hits/2, Independent, Jump/15
Exosuit NCO
Type Value Size Move Close Combat Target Save Kill Traits
Cougar NCO 145 2 6 D10+1 5+ 3+/5+ 8+ Hits/2, Independent, Jump/15,
Piercing /2
Grizzly NCO 145 2 6 D10+1 5+ 2+ 8+ Hits/2, Independent, Jump/15
Cougar Exosuit
Type Value Size Move Close Combat Target Save Kill Traits
Cougar Trooper 100 2 6 D10 5+ 3+/6+ 8+ Hits/2, Jump/15, Piercing /2
Cougar Corporal 110 2 6 D10 5+ 3+/6+ 8+ Hits/2, Jump/15, Piercing /2
Cougar Sergeant 125 2 6 D10 5+ 3+/6+ 8+ Hits/2, Jump/15, Piercing /2
Grizzly Exosuit
Type Value Size Move Close Combat Target Save Kill Traits
Grizzly Trooper 100 2 6 D10 5+ 2+ 8+ Hits/2, Jump/15
Grizzly Corporal 110 2 6 D10 5+ 2+ 8+ Hits/2, Jump/15
Grizzly Sergeant 125 2 6 D10 5+ 2+ 8+ Hits/2, Jump/15
AUXILIARY UNITS
CHAS Unit
Type Value Size Move Close Combat Target Save Kill Traits
CHAS 175 2 8 D10+D6 8+ 6+ 10+ Hits/3, Jump/12, Retaliate
Drop Capsule
Type Value Size Move Close Combat Target Save Kill Traits
Drop Capsule Special +1 Burn 6+ 3+/5+ 9+ No Flinch
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MI Reference Guide
Flamberge Heavy Ground Attack Missile
Type Value Size Move Close Combat Target Save Kill Traits
Flamberge Missile 50 3 Burn 2xD10 6+ 5+ 8+ Hits/2
Cruise
Fleet Landing Party
Type Value Size Move Close Combat Target Save Kill Traits
Ensign 20 1 4 D6 3+ 5+ 6+
Senior Ensign 45 1 4 D6 3+ 5+/6+ 6+
Fleet Lieutenant 90 1 4 D6 3+ 5+/6+ 6+ Fleet Liason
Skinnie Advisor
Type Value Size Move Close Combat Target Save Kill Traits
Skinnie Advisor 100 1 5 D6+1 4+ 4+/5+ 6+ Climb/5, Jump/12
Skyhook Retrieval Boat
Type Value Size Move Close Combat Target Save Kill Traits
Skyhook Retrieval Boat 125 5 Loiter, 2xD10 6+ 5+ 9+ Hits/6
V/STOL
Slingshot Drop Boat
Type Value Size Move Close Combat Target Save Kill Traits
Slingshot Drop Boat 300 6 Cruise, 4xD10 8+ 4+/5+ 12+ Hits/8
Loiter,
V/STOL
TAC UAV
Type Value Size Move Close Combat Target Save Kill Traits
TAC UAV 120 3 Loiter, 2xD6 7+ 5+ 10+ Hits/3
V/STOL
Thunderbolt TAC Fighter
Type Value Size Move Close Combat Target Save Kill Traits
Thunderbolt TAC 250 5 Burn, 3xD10 7+ 5+/4+ 10+ Hits/5
Fighter Cruise
Viking Landing Boat
Type Value Size Move Close Combat Target Save Kill Traits
Viking Landing Boat 195 7 Loiter, 4xD10 7+ 5+ 10+ Hits/8
V/STOL
62
MI Reference Guide
WEAPONS & GENERAL ISSUE EQUIPMENT
Squad Weapons
Name Range Damage Type Traits
Hel Infantry Flamer 10 D10+2 Squad Flame, LZ (Stream), Retaliate
Morita Carbine 15 2xD6 Squad Auto
Morita Sniper Rie 30 D6 Squad Accurate
Morita Assault Rie 20 2xD6 Squad Auto
Underslung Grenade Launcher
~ Flechette Grenade 8 D6+1 Pack Underslung
~ Frag Grenade 15 D6 Pack LZ (2), Underslung
~ Bugshot Grenade 10 D6+2 Pack Ready , Underslung
Trench Sweeper Laser 6 D10+1 Pack LZ (Stream), Underslung
Morita Ape Special 20 2xD6+1 Squad Auto
Autocannon
Name Range Damage Type Traits
Derringer Light Rotary Cannon 20 4xD6 Squad AA, Auto
Sixgun Rotary Cannon 30 3xD6+1 Squad AA, Auto, Piercing/1
Twin Fifty Autocannon 30 4xD6+1 Crew AA, Auto, Piercing/1
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MI Reference Guide
Lasers
Name Range Damage Type Traits
Bugbroom Support Laser 40 3xD6+2 Pack LZ (Stream), Piercing/1, Ready
Scythe Laser Cannon 36 D10+3 Pack LZ (Stream), Piercing/2, Ready
Hand Grenades
Name Range Damage Type Traits
M-902F Frag Grenade 10 D10 Pack LZ (1)
Munitions
Name Range Damage Type Traits
M-918 Scatter Bomb Dropped 3xD6 One-Shot! LZ (3)
M-908P Plasma Munition Placed, 2xD10 One-Shot! Flame, LZ (2), Persistent, Piercing/3,
Thrown 10 (Remote if Placed)
M-997 Firestorm Bomb Dropped 2xD10+2 One-Shot! Flame, LZ (4)
M-998A1 Atomic Pee-Wee Dropped, 3xD10+4 One-Shot! Flame, Killshot, LZ (5), Multihit, (Remote
Munition Launched 60, if Placed)
Placed
M-999A2 Atomic Ajax Munition Dropped, 3xD10+4 One-Shot! Flame, Killshot, LZ (7), Multihit, (Remote
Placed if Placed)
64