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Starship Troopers Miniatures Game Supplement

New Units, Upgrades and New Army Lists

Even though the Starship Trooper Miniatures Game line has been discontinued, there are still many people out there that want a
continually supported game. In the absence of such justification, I have created an add-on to the game. I do not plan on making this for
money. Thank you. Now enjoy.

Rebel Colony Army List


You may field one platoon of Colony Rebels for every 1000pts of an army you have, a
single platoon may cost more than 1000pts you may not have more than one platoon per
1000pts. This is a more advanced version of the Rebel Colony List, although the older
one inside Signs and Portents is still perfectly usable.
1 Rebel Colony Lieutenant +80pts
0-2 Rebel Colony NCO +60pts
1-2 Rebel Colony Squads per Officer (minimum 2) +120pts
0-4 Colony Civilian Mobs +50pts
Priority Level One
Command
0-1 Colony per platoon +70pts
0-1 model per platoon may replace their Javelin Missile Launcher with a Rapier AA
Missile Launcher for +0pts
Air
0-3 Civil Landing Craft per Platoon +80pts
Priority Level Two
Command Assets
0-1 Power Suit Squad per platoon +220pts
0-2 Colony Spies per platoon +70pts
0-1 model per squad may replace their Javelin Missile Launcher with a Rapier AA
Missile Launcher for +0pts
Air
0-5 Civil Landing Craft per platoon +80pts
Priority Level Three
Command
0-2 Power Suit Squads per platoon +220pts
0-3 Colony Spies per platoon +70pts
Any model in the platoon may replace their Javelin Missile Launcher with a Rapier AA
Missile Launcher for +0pts
0-1 CDF-13A Armoured Fighting Tank per platoon +220pts
0-1 Pee-wee Atomic Warhead per platoon +300pts
Air
Any number of Civil Landing Craft per platoon +80pts

Colony Rebel Lieutenant........................................................................................80pts

Type
Colony Rebel Lieutenant

Size
1

Move
4"

Close
Combat
D6+2

Target
3+

Armour
5+/5+

Kill
5+

Traits
Independent

Weapons and Equipment: TW-102S Morita Carbine, Frag Grenades


Options: May purchase M1A4 Power suit for +40pts (this increases the Target to 4+,
Armour 4+/6+, Kill 7+ and Jump/12), may also purchase a Shock Stick for +5pts.
Go Career: The Colony Rebel Lieutenant may purchase up to +100pts of heroic traits,
qualities and talents.
True to our cause!: When a Colony Rebel Lieutenant is removed from the game you may
place a LZ(2) blast in his place any model caught in this LZ will suffer a 2d6
(piercing/1) damage roll.

Colony Rebel NCO..................................................................................................60pts


Type
Colony Rebel NCO

Size
1

Move
4"

Close
Combat
D6+1

Target
3+

Armour
5+/6+

Kill
5+

Traits
Independent

Weapons and Equipment: TW-102S Morita Carbine, Frag Grenades


Options: May purchase M1A4 Power Suit for +40pts (this increases the Target to 4+,
Armour 4+/6+, Kill 7+ and Jump/12), may also purchase a Shock stick for +5pts.
Go Career: The Colony Rebel Lieutenant may purchase up to +50pts of heroic traits.
True to our cause!: When a Colony Rebel NCO is removed from the game you may
place a LZ(2) blast in his place any model caught in this LZ will suffer a 2d6
(piercing/1) damage roll.

Colony Rebel Squad.........................................................................................120pts

Type
Colony Rebel Sergeant
Colony Rebel Corporal
Colony Rebel

Cost
60
40
15

Size
1
1
1

Move
4"
4"
4

Close
Combat
D6+1
D6
D6

Target
3+
3+
3+

Armour
5+/6+
5+/6+
5+/6+

Kill
5+
5+
5+

Unit size: 1 Colony Rebel Sergeant (unit leader), 4 Colony Rebels


Weapons and Equipment: TW-102S Morita Carbine, Frag Grenades
Options: You may purchase up to five extra models for the squad at +15pts each.
Any model may purchase a Shock stick for +5pts.
Two models may replace their TW-102S Morita Carbine with a weapon from the list
below;
TW-103L Morita Sniper Rifle with underslung grenade launcher for +5pts
Javelin Missile Launcher for +35pts
TW-105E Tactical Shotgun for +10pts
You may promote one Colony Rebel as Corporal for +25pts.
Go Career: The Colony Rebel Sergeant may purchase up to +25pts of Heroic Traits.
True to our cause!: When a Colony Rebel, Sergeant or Corporal is removed from the
game you may place a LZ(2) blast in his place any model caught in this LZ will suffer a
d6 (piercing/1) damage roll.

Traits

Colony Spy................................................................................................................70pts

Type
Colony Spy

Cost
70

Size
1

Move
6"

Close
Combat
D6+1

Target
4+

Armour
6+/5+

Kill
6+

Traits
Independent

Weapons and Equipment: TW-109-E Emancipator Heavy Pistol, Frag Grenades


Options: May purchase up to three Thermo-charges for +10pts each.
Go Career: May purchase up to +100pts of Heroic Traits (these may be Talents).
True to our cause!: When a Colony Spy is removed from the game you may place a
LZ(2) blast in his place any model caught in this LZ will suffer a 2d6 (piercing/1)
damage roll.

Colony Civilian Mob..............................................................................................50pts

Type
Civilian

Cost
5

Size
1

Move
4"

Close
Combat
D6-1

Target
3+

Armour
-

Kill
5+

Traits

Unit Size: 10 Civilians


Weapons and Equipment: Assorted Bunch of Small Fire Arms (see page x)
Options: May purchase up to 40 extra Civilians for +5pts each.
Mob Mentality: As long as there are still ten models in the mob, it will always count as
being in command. Any model may join the mob as long as they are within point blank
range of a member of the current mob. Also they may never split fire even with an
officer.

CDF-13A Ironshield Armoured Fighting Tank...............................................240pts

Type

Cost

Size

Move

Close
Combat

CDF-13A

220

7"

3xD10+1

Facing

Target

Armour

Kill

Front
Side
Rear

8+
8+
6+

3+
3+
3+

10+
10+
9+

Traits
Hits/5,
Multi-fire/2

Weapons and Equipment: Sixgun Rotary Cannon (FaF facing)


Options: May Purchase an Ironside Turret for +80pts, the Ironside Turret contains a
Bugbroom Laser Cannon.
May purchase an Ironstorm Turret for +40pts, the Ironside Turret contain a Derringer
Light Cannon or replace that with a Sixgun Rotary Cannon for +10pts.
May purchase an Ironwind Turret for +150pts, the Ironwind Turret contain four scatter
bombs. The Ironwind may purchase extra rockets from the following list;
Up to four extra Scatter Bombs for +50pts each
May replace up to eight scatter bombs with Firestorm bombs for +25pts each.
Up to one Pee-wee Atomic Rocket (count towards nuclear limit) for +300pts
Bug Proof: When the Ironshield is attacked by a Warrior Bug (includes only Warriors
and Tigers) unit all Piercing/x traits on the warrior bugs are half effectiveness.
Multi Purpose Transport: The Ironshield was first invented as a troop transporter
during the Road to Victory, but sooner found other uses such as a mobile command post
and an ultra-mobile rocket silo. The Ironshield may transport up to 15 size points of
models up to size 1.

Civil Landing Craft................................................................................................80pts


The Civil Landing Craft that Colony Rebels use to raid Mobile Infantry outposts are far more
susceptible to weapons fire than the Skyhook, although large space is required to transport the
amount of colony troops is dearly needed and the Skyhook are MIs, what you going to do.
The Civil Landing Craft comes in all shapes and sizes, there is no definite feature.

Type
Civil Landing
Craft

Cost

Size

Move

80

Loiter
Cruise

Close
Combat
2xD10

Facing

Target

Armour

Kill

Front
Side
Rear

6+
6+
4+

4+
4+
4+

8+
8+
7+

Weapons and Equipment: None


Options: May purchase two front mounted Derringer Light Cannon (FaF) for +60pts.
May also purchase an aft mounted Derringer Light Cannon (FaA) for +40pts.
Transport: The Civil Landing Craft may transport up to 30 size points of models up to a
maximum size of 1.
Unarmoured: When a Civil Landing Craft takes damage, roll a D6 on a roll of 4+ a
model being transported is hit as well, a model chosen by the controlling player is
removed. When the Civil Landing Craft is down to one hit, it may no longer take off (if
in the air it crashes on a roll of 6 on a D6) and counts as light cover to those transporting
inside.

Traits
Hits/4

New Mobile Infantry Add-ons


TW-105E Tactical Shotgun

The TW-105E Tactical Shotgun was a move from the Morita Weapons available to the
mobile infantry; it contained a large and powerful explosive shell which would almost
wipe out an Arachnid warrior bug in one shot. Dubbed the Puncher for its ability to
literally punch holes in test subjects, the TW-105E is a powerful weapon indeed.
Weapon

Range

Damage

Type

TW-105E Tactical Shotgun

15"

D10+1

Pack

Traits
Piercing/2,
LZ (1)

The TW-105E Tactical Shotgun is an addition to the mobile infantry arsenal and not yet
used in full by all forces in the MI. Any Power Suit Squad, Light Armoured Squad or
Pathfinder Squad may purchase a TW-105E Tactical Shotgun, the Shotgun counts
towards the Special Weapons limit the squad may have. The TW-105E Tactical Shotgun
cost +10pts per model.

Shredder Squad Support Cannon


The Shredder Squad Support Cannon may be used as detailed in The Pathfinder Army
book but available to Light Armoured Squads and Power Suit Squads at a cost of +20pts
per model, it counts towards the Special Weapons limit the squad has.

TW-109-E Emancipator Heavy Pistol


Used by SICON agents and Light Armoured Mobile Infantry high command these
powerful, but under ranged weapons are very concealable and effective at the right
target. They are powerful, but with a short amount of bullets (only 12 shots) these
weapons are the life-savers of SICON against smaller bugs like Control Bugs.
Weapon
TW-109-E Emancipator Heavy Pistol

Range
12"

Damage
D6+1

Type
Squad

Traits
Piercing/1

Small Clip: When the Emancipator acts in a reaction, a roll of 1 and 2 on the die counts
as Out of Ammo, but because of the ease of reloading it may be fired on the next
reaction or action.
Accurate at small targets: When this weapon is fired at a size 1 model it gains damage
D6+2 instead of D6+1.
The TW-109-E Emancipator Heavy Pistol and the Stock Stick can replace the morita rifle
for free per Officer. But a SICON agent and Fleet Landing Parties may purchase this
weapon instead of the Morita Carbine for free.

Jammers
The Arachnids work as a collected mind, when their brain bug is lost they are
temporarily thrown into confusion. Jammers repeat the frequency of a dead Brain Bug to
all Arachnid units, hoping to throw a unit into confusion.
When a Arachnid Unit is capable to react to a Mobile Infantry unit within the command
radius of a model with this equipment, roll a D6 for the Jammer carrying soldier. On a
roll of 5+ one Arachnid model (may only be a Warrior Species) looses their next reaction.
Models that do not react are out of command if they are left outside the command radius
of their unit leader.
Any Pathfinder Unit or Mobile Infantry Officer may purchase this equipment for +10pts
per model.

CDF-13A Ironshield Armoured Fighting Tank240pts


See Page Six for all the rules on the Ironshield.
In the mobile infantry the CDF-13A Ironshield is available as a 0-1 per platoon in PL1
and PL2 and available as a 0-2 per platoon in PL3.

XV-4 Scout Attack Speeder Squadron.180pts

Type
XV-4 Scout Attack
Speeder Sergeant
XV-4 Scout Attack
Speeder Corporal
XV-4 Scout Attack

Cost

Size

Move

Close
Combat

Target

Armour

Kill

180

8"

D10

6+

4+/5+

10+

165
140

2
2

8"
8"

D10
D10

6+
6+

4+/6+
4+/6+

10+
10+

Traits
Hits/3, Hover/18,
Retaliate
Hits/3, Hover/18,
Retaliate
Hits/3, Hover/18,

Speeder

Retaliate

Unit: One XV-4 Scout Attack Speeder Sergeant


Weapons and Equipment: 2 Derringer Light Rotary Cannons (FaF)
Options: May purchase up to three extra Scout Attack Speeders for +140pts each.
May promote one Scout Attack Speeder to a Corporal for +25pts.
Up to two Scout Attack Speeders (may be the Sergeant or Corporal) may replace their 2
Derringer Light Rotary Cannons with 2 Javelin Missile Launchers w/Holepunch
missiles for +40pts.
Go Career: The Sergeant may select Heroic Traits with a total value of up to +25pts.
These may not be ones that Marauders have no access to.
Long Distance XV-4 Command: The Command Radius for the Sergeant and the
Corporal in this squad is 12, this extension does not mean any other (Non-XV4) out of
command models may be placed into command by this squad. Although out of
command XV-4 may used the command range.
Rare Usage: In the Mobile Infantry up to one squad per platoon of either Marauders or
Power Suit Trooper may be removed and replaced with a XV-4 Scout Attack Squadron.
This is only allowed for PL2 and PL3, no XV-4 may be used in PL1.

Mobile Infantry Engineer Squad..270pts


Type
Power Suit Engineer
Power Suit Engineer Corporal
Power Suit Engineer Sergeant

Cost
40
65
110

Size
1
1
1

Move
4"
4"
4"

Close Combat
D6+1
D6+1
D6+1

Target
4+
4+
4+

Armour
4+
4+
4+/6+

Kill
7+
7+
7+

Unit: Power Suit Engineer Sergeant (unit leader), 4 Power Suit Engineers
Weapons and Equipment: Morita Assault Rifles w/underslung grenade launchers,
Jammers
Options: May purchase up to three extra Engineers for +40pts each.
Up to two Power Suit Engineers may purchase a weapon from the following list;
 Hel Infantry Flamer at +10pts
 Triple Thud Grenade Launcher at +20pts
 Shredder Squad Support Cannon at +20pts
 Ironclad Heavy Support Flamethrower at +35pts
One Trooper may be promoted to Corporal for +25pts.
Go Career: The Sergeant may purchase up to +25pts of heroic traits (may purchase
Engineer Corps for +10pts instead of +25pts).
Light Armour Engineers: For -140pts the entire squad may be replaced with LAMI
engineers. Each LAMI engineer has Close combat D6, Target 3+, Armour 6+ (6+/6+ for

Traits
Jump/12"
Jump/12"
Jump/12"

sergeant), Kill 5+ and no Jump/12. Although unlike normal LAMI these troopers have
access to all grenades in the Morita Under slung and no longer have Condensed
Training. LAMI Engineer Squads may be 12 models strong and cost +25pts for each
extra trooper.
Ironclad Heavy Support Flamethrower
This weapon is a weapon only allowed to the Engineer Corps. Many people do not
believe this weapon exists, but the reality is harsher, this weapon can burn the enemy
with up to 1400C of pure gas Termite. A weapon not even an arachnid can ignore!
Weapon
Ironclad Heavy Support Flamethrower

Range
20"

Damage
D10+2

Type
Pack

Traits
LZ (stream), Flame, Piercing/1

Engineer Corps: By taking a ready action a model with engineer corps can repair one hit
of a multi-hit model or structure within his point blank range on a D6 roll of 5+.

The Forth Army List

For Background on the Forth please relate to Signs and Portents # 47, # 45 and # 44, for
miniatures the best and easiest to get your hands on are the Tau Battlesuits (both the
large X-8 and the new stealth suits) for Warhammer 40k. The Spyder Battlesuit is
essentially an Arachnid Warrior Bugs legs with a dome on top.
The XV-8 Tau Battlesuit (left) is for the larger and
medium Fenris Battlesuits, while the XV-25 Tau
Stealthsuit (right) can be used for the more common
Fenos Battlesuits.
About the weapons systems; The Tau Burst Cannon is
the Cagnitus Chaingun. The Pulse Cannon is the
Chanklas Sniper Cannon. The Smart Missile System is
the Cyncas Missile Launcher. The Plasma Rifle is the Chermas Point Defence
weapon.
Unlike the Mobile Infantry the Forth do not have a command system, but
rather like the Skinnies Hegemony, the Army list is show with the amount of units each
can use.
The Forth may include the below for each 2000pts of any army they have.

Priority Level One


Unlimited amount of Fenos Battlesuits - 120pts (minimum 3 units per 2000pts)
0-2 Fenris Battlesuit - 250pts
Command Assets
1

Fenris Command Battlesuit per 2000pts- 300pts

Priority Level Two


Unlimited amount of Fenos Battlesuits - 120pts (minimum 3 units per 2000pts)
0-3 Fenris Battlesuits - 250pts
0-2 Spyder Battlesuits -150pts
Command
1-2 Fenris Command Battlesuits per 2000pts- 300pts

Priority Level Three


Unlimited amount of Fenos Battlesuits- 120pts (minimum 3 units per 2000pts)
0-5 Fenris Battlesuits- 250pts
0-3 Spyder Battlesuits-150pts
Command
1-3 Fenris Command Battlesuits per 2000pts- 300pts

Fenos Battlesuit...120pts

Type
Fenos Battlesuit

Cost
120

Size
2

Move
6"

Close Combat
D6

Target
5+

Armour
3+

Kill
9+

Traits
Hits/3

Unit: 1 Fenos Battlesuit


Weapons and Equipment: 2 Cagnitus Chainguns
Options: Any Fenos Battlesuit may replace their Cagnitus chainguns with a Chanklas
Sniper Cannon for +20pts each, a Cyncas Missile Launcher for +40pts each or a Chermas
Point Defence weapon for free. Any Fenos may have different weapons (for example it
may have a Chanklas and Cyncas, instead of 2 Cagnitus).
Loner: All Forth Battlesuits are capable of fighting on their own, and so all Forth have no
command radius, the sophisticated systems dont need it, there is no disadvantages of
no command radius for the Forth.

Lock and Load: As with the Marauder Suits of the MI, these weapons are heavily
sustained. All weapons count as Infinite weapons and may fire two weapons in a single
shoot action.

Fenris Battlesuit .....250pts

Type
Fenris Battlesuit

Cost
250

Size
3

Move
8"

Close Combat
D6+1

Target
8+

Armour
3+/5+

Kill
11+

Traits
Hits/5

Unit: 1 Fenris Battlesuit


Weapons and Equipment: 2 Cagnitus Chainguns
Options: Any Fenris Battlesuit may replace their Cagnitus chainguns with a Chanklas
Sniper Cannon for +20pts each, a Cyncas Missile Launcher for +40pts each or a Chermas
Point Defence weapon for free. Any Fenris may have different weapons (for example it
may have a Chanklas and Cyncas, instead of 2 Cagnitus).
The Fenris may also mount two additional weapons (one extra on each arm), the two
weapons may from the list below;
 Cagnitus Chaingun for +40pts each
 Chermas Point Defence Weapon for +40pts each
 Chanklas Sniper Cannon for +60pts each
 Cyncas Missile Launcher for +80pts each
Any Fenris Battlesuit may install a Self-destruct matrix for +20pts. With a Self-destruct
Matrix installed, the model may voluntarily self destruct after the last hit has been
removed from the model. Resolve 2xD6+2 damage rolls to models within the point
blank range.
Loner: All Forth Battlesuits are capable of fighting on their own, and so all Forth have no
command radius, the sophisticated systems dont need it, there is no disadvantages of
no command radius for the Forth.
Lock and Load: As with the Marauder Suits of the MI, these weapons are heavily
sustained. All weapons count as Infinite weapons and may fire two weapons in a single
shoot action.
Command variant: For +50pts one Fenris per 2000pts must be upgraded to command
Fenris. The command variant looses the options to mount more weapons and gains Coordinate see the Exosuit Captain or Arachnid Brain Bug for the rules for Co-ordinate.
The upgraded Fenris does not count towards the maximum number of Fenris Battlesuits

per 2000pts. So a 2000pts PL2 army may have three Fenris Battlesuits and one Command
Fenris.

Spyder Battlesuit.150pts

Type
Spyder Battlesuit

Cost
150

Size
2

Move
7"

Close Combat
D6+2

Target
5+

Armour
4+

Kill
9+

Traits
Hits/3

Unit: 1 Spyder Battlesuit


Weapons and Equipment: Mycainus Microwave Cannon (FaF) and Chermas Point
Defence weapon (FaF)
Options: Any Spyder Battlesuit may install a Self-destruct matrix for +20pts. With a Selfdestruct Matrix installed, the model may voluntarily self destruct after the last hit has
been removed from the model. Resolve 2xD6+2 damage rolls to models within the point
blank range.
Loner: All Forth Battlesuits are capable of fighting on their own, and so all Forth have no
command radius, the sophisticated systems dont need it, there is no disadvantages of
no command radius for the Forth.
Lock and Load: As with the Marauder Suits of the MI, these weapons are heavily
sustained. All weapons count as Infinite weapons and may fire two weapons in a single
shoot action.
Weapon
Cagnitus Chaingun
Chermas Point Defence weapon
Chanklas Sniper Cannon
Cyncas Missile Launcher
Mycainus Microwave Cannon

Range
35
18
40
60
15

Damage
3xD6+1
5xD6-1
2xD10
D10+3
D6+D10

Type
Squad
Squad
Squad
Pack
Pack

Traits
Auto, Piercing/1
Auto, Piercing/1
AA, Auto, Piercing/1, Accurate
AA, Accurate
Piercing/3, Killshot

Arachnid New Units


Scorpion Bug................................................................................................ 110pts
The Number of Scorpion bugs
depends on your Priority Level;
PL1- 0-1 Units
PL2- 0-3 Units
PL3- Unlimited

Type
Scorpion Bug

Cost
60

Size
3

Move
7"

Close Combat
2xD6+1 or D10+2

Target
6+

Armour
3+

Kill
8+

Traits
Hits/3, Piercing/2, Retaliate

Unit: 2 Scorpion Bugs


Weapons and Equipment: Scorpion Plasma Spit (see below)
Weapon
Scorpion Plasma Spit

Range
15"

Damage
2xD6+2

Type
Internal

Traits
Piercing/1, Persistent

Bombardier Bug........................................................................................................35pts
The Number of Scorpion bugs
depends on your Priority Level;
PL1- None
PL2- 0-5 Units
PL3- 0-10 Units

Type
Bombardier Bug

Cost
35

Size
1

Move
2"

Close Combat
D6-2

Target
4+

Armour
5+

Kill
6+

Traits
Jump/20"

Unit: Bombardier Bug


Weapons and Equipment: Self Destruct (see below)
Weapon
Self Destruct

Range
Special

Damage
3xD10+2

Type
Internal

Traits
LZ (4"), Killshot

Self Destruct: When a Bombardier Bug is destroyed or when the Arachnid player wants
it to, it may Self Destruct, you may automatically place a LZ (4) template centring the
bombardier bug. Remove the bombardier bug after all damage dice have been rolled.

Human Arachnid-controlled General................................................................ 180pts


When a Mobile Infantry General is sent onto the field by Arachnid or MI hands, the Arachnids
will spawn control bugs to take control on the General for Infiltration or Co-ordination reasons.
The amount of Human Arachnid-controlled Generals depends on the Priority Level;
PL1- None
PL2- None
PL3- 0-2 Units
Type
Human Arachnidcontrolled General

Cost
180

Size
1

Move
5"

Close Combat
D6+2

Target
5+

Armour
4+

Kill
8+

Traits
Hits/2, Jump/12",
Independent

Weapons and Equipment: Morita Assault rifle w/underslung grenade launcher


Go Career: The General may purchase up to +100pts of Mobile Infantry Heroic traits
including talents.
Co-ordinate: Each General generates a bonus action for the Arachnid player during their
turn. This action can be used by any one Arachnid unit on the tabletop during the turn,
enabling that unit to complete a total of three actions in a turn. The General does not
need to do anything special to generate the action; their mere presence is sufficient. Once
removed as a casualty, Co-ordinate no longer applies. Each unit may only benefit from
one bonus action per turn no matter how many Human Arachnid-controlled Generals,
Brain Bugs or Queen Bugs there are on the table. Air Units may benefit from Coordinate.
MI Infiltrator: The General may be deployed 10 closer than the other Arachnid Models.
As long as the general does not attack an MI unit or venture into the reaction range of an
MI unit then MI may not shoot at him.

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