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Credits and Contents

PATHFINDERS ARMY BOOK


CREDITS
Author
Matthew Sprange

CONTENTS
Introduction Selection to Special Ops Hobby Section Pathnder Armoury Pathnder Platoons Tip of the Spear Pathnder Reference 2 3 7 14 16 24 30

Additional Text
Matthew Keefe

Editor
Richard Ford

Cover Art
Kieran Yanner

Internal Art
David Esbri Molinas, Danilo Moretti, Dave Wiggins

Figure Painter
Adrian Walters

Miniatures Manager
Ian Barstow

Production Director
Alexander Fennell

Proofreader
Ted Chang

Starship Troopers: Pathnders Army Book TM & (C) 2005 TriStar Pictures Inc. All Rights Reserved. Mongoose Publishing Ltd. Authorised User. Reproduction of any part of this work by any means without the written permission of the publishier is expressly forbidden. Printed in China.

Introduction

Ready to join the elite, Trooper? This book details

INTRODUCTION

the Pathnder platoons, widely regarded by SICON Military Intelligence as the elite forces of the Mobile Infantry. All troopers of the Mobile Infantry have the respect and gratitude of the civilians and citizens of the Federation. Despite the destruction of Buenos Aires that marked the true beginning of the Arachnid War, Earth remains a peaceful and prosperous place and its inhabitants know they have the Mobile Infantry and Mighty Fleet to thank for that. On colony worlds where clashes

with the Arachnids come with alarming regularity, support for the military forces of the Federation tends to be much stronger. The Pathnders are a cut above the average trooper, even though few civilians or citizens are aware of their existence. They are the troopers that other troopers look up to, the highly trained elite. It is the Pathnders that reconnoitre important strategic positions behind the Arachnid line. They are the troopers tasked with extracting squads cut off by swarms of warrior bugs or entering bug holes to assassinate a potent brain bug. They are granted the best equipment and training the Federation can provide but in return are expected to complete missions that other forces within the Mobile Infantry would deem suicidal.

SNIPER TEAM, ZERO IN PUT THAT BUG ON ITS KNEES!


The Pathnder Army Book has the following sections, detailing this new Mobile Infantry force. Army List: The complete Pathnder army list, allowing you to use these elite troopers in games of Starship Troopers as either a complete army or part of a much larger force. Hobby Section: A section packed with gorgeous photographs of painted Pathnders bravely battling the enemies of Mankind. Includes a complete painting guide designed to get your Pathnders onto the table as quickly as possible. The Pathnder Armoury: The Pathnders have access to the most advanced equipment and weaponry available to the Mobile Infantry, some of it still ofcially classied as experimental. This section contains all the rules you will need to use this equipment in your army. The Tip of the Spear: Additional background and gaming information for players using the Pathnders in the Starship Troopers Miniatures Game.

BY THE TIME YOU LEAVE THIS CAMP, BY THE TIME YOU JOIN YOUR NEW PLATOON, YOU WILL BE A WEAPON, A PATHFINDER, A MINISTER OF DEATH, PRAYING FOR WAR!
2

SELECTION TO SPECIAL OPS


The official role of the Pathnders is to conduct
special reconnaissance, unconventional warfare and, in theory, counter-terrorism missions throughout the Federation. Unofcially, this can simply be boiled down to performing missions that even cap troopers nd impossible. Washout rates during Selection and training are high, and casualty rates among Pathnder units can be terrible. However, they remain among the best humanity has to offer on the modern battleeld and members are extremely well-equipped to complete their assigned tasks.

Selection to Special Ops

of tness required to make it through the rst stages of selection is incredibly high and it has been estimated that only 5% of all Mobile Infantry troopers meet this standard. The purpose of the whole selection process is to whittle this 5% down to a mere few hundred. The bureaucratic hurdles of getting past commanding ofcers and SICON analysts on the basis of past military record and physical tness are by no means easy to accomplish. Any infraction on a troopers record can mean instant dismissal from the process. It is often assumed that the Pathnders are looking for absolute heroes of the highest loyalty and intelligence while at the peak of their physical tness. While such candidates are gratefully received, some troopers are surprised when accepted, as any trooper who has served for any great length of time normally has at least one secret they are none too proud of. Once accepted to the rst stages of selection, the troopers nightmares really begin. Designed by General Malcolm Barrett, the course has changed very little over the years, being aimed at weeding out those who are unsuitable and pushing to the limit those who make the grade. Fatalities are not unknown and little has been done to enhance safety though Pathnder instructors are wary about wasting good troopers needlessly. Selection is long and tough. It begins with a build-up week on the Pathnders assault course in the Yukon, followed by the legendary Endurance March across the Canadian Rockies. The physical requirements of this combination alone weeds out 90% of the applicants and the rest of the wash-outs will fail during the examination process that comes after. This consists of multiple tests covering history, philosophy, mathematics, tactics and a variety of other disciplines. If this were not enough, Military Intelligence then swings in with numerous psych-evaluations that are designed to probe for the weaknesses in a troopers personality. If a trooper can pass all these tests with ying colours, he stands a good chance of being selected for Pathnder training. However, simply passing is not sufcient, as there are limited places available in existing Pathnder platoons and only the top few percent will be accepted. That said, more places have been opened since the start of the Arachnid War.

SELECTION
Rumours, legends and even myths surround the selection process troopers must undertake to be accepted into a Pathnders platoon. Tales are told of exceptionally high casualty rates, brutal Military Intelligence interrogations and suicidal missions. There is truth in some of this but the Pathnders have always been a little mysterious in how they are selected and their true role within the Mobile Infantry. In theory, all a trooper has to do in order to begin the selection process is inform his commanding ofcer of his wish and then await the next recruitment period. In practice, whether a trooper gets put forward or not is very much down to the desires of this ofcer and he may be refused for any number of reasons. It is not unknown for an ofcer to simply not pass on a request because he values a troopers contribution to his platoon, but most recruits are turned down due to a failure to meet physical and mental guidelines dictated by SICON. The level

The deadliest weapon in the galaxy is a Pathnder and his Morita. It is your killer instinct which must be harnessed if you expect to survive in combat. Your rie is only a tool. It is a hard heart that kills. If your killer instincts are not clean and strong you will hesitate at the moment of truth. You will not kill. You will become dead Pathnders and then youll be in hell because Pathnders are not allowed to die without permission. Do you maggots understand?

Selection to Special Ops

PATHFINDER TRAINING
It has been said that if selection was tough, then training for a Pathnder platoon is ten times harder. In truth, troopers at this stage are expected to excel at every opportunity make no mistake, the men and women who make it this far are dedicated individuals, determined to succeed at everything they attempt and utterly loyal to the Federation. A more patriotic group of troopers is hard to nd. Pathnder training takes another sixteen weeks and covers Standard Operating Procedures, tunnel ghting tactics and familiarisation on all the specialist equipment available to the platoons. The Combat and Survival Phase ends with an escape and evasion exercise, in which candidates are released into a variety of terrain types and expected to avoid capture by a qualied Pathnder platoon. Irrespective of capture (and virtually all trainees are captured), all troopers are put through intensive SICON interrogation training. This is the source of many of the rumours about Pathnder selection but though it can seem brutal to the participants, no one has yet died from over-powered probes from psychics. While psychics are indeed used to gauge mental resilience, the procedures concentrate more on sleep and sensory deprivation, starvation and psychological tricks aimed at lowering a troopers resistance to questioning. Those who pass this phase will then undergo terrain specialisation and low-level drop training. Though rarely performed against Arachnid forces, low level drops using M2 capsules

are sometimes used to evade detection when deploying in a battle zone. A Slingshot drop boat ies at high speeds and low altitudes, dropping its platoon within seconds before continuing on its ight path or rocketing back up to orbit. This is a highly dangerous manoeuvre as the drop capsules have very little time to re their braking rockets and locate a suitable landing spot. This requires very quick reexes on the part of the trooper and any casualties are always fatal. Even after all this, there is still one hurdle for troopers to cross. They are required to swim 2 miles in armour that has its power reduced, carrying a Morita. Only after this will the trooper receive his coveted winged spear badge and be assigned to an active Pathnder platoon.

MISSIONS
Ostensibly, Pathnders are used in a variety of small scale missions that require special skills, highly trained troopers and diverse equipment. In the past this has meant high-risk reconnaissance, hostage rescue, assassinations, sabotage and the like. With the coming of the Arachnid War, the Pathnders have become a lot more specialised as the enemy they face now is a far cry from the usual colony rebels and alien raiders they have fought in the past. The missions the Pathnders have recently become renowned for are those where they descend into bug holes to full their objectives. Fighting on the Arachnids home ground is perhaps

Selection to Special Ops


the most dangerous duty any Mobile Infantry trooper can perform and even among the highly trained Pathnders, casualty rates can be high. These missions are never undertaken lightly and have specic targets, be they the elimination of a brain bug detected in the sector, a sweep of tunnels clustered around a critical objective or a surprise attack on an important surface target. Pathnders prepped for these missions are usually armed with a high proportion of amer weapons in order to stall the inevitable bug attacks. The heavy Shredder support cannon also nds favour in this environment, as its heavy weight of repower can allow a single trooper to hold a tunnel by himself if he is required to. High-risk reconnaissance remains an important task for the Pathnders and they are often the rst into a battle zone to forge a path for other Mobile Infantry platoons. In larger scale actions, they are sometimes deployed in conjunction with power suit and Marauder companies in search and destroy missions, locating specic targets such as brain and plasma bugs, using their expertise to annihilate threats to the larger force before they can be brought to bear in battle. In protracted campaigns, Pathnder platoons sometimes gain the reputation for aloofness and keeping to themselves, especially on long voyages aboard a Fleet ship. While there are certainly Pathnders who enjoy their elite status it is usually the reputation these troopers possess that causes others to keep their distance. Most, however proud they may be to have made it past selection and training, see themselves as troopers rst and Pathnders second. Once befriended, many in the Mobile Infantry are surprised at the camaraderie expressed by the Pathnders. Secreting their atomic charges within the walls of large bug chambers, the Pathnders began their retreat, only to nd their exit route blocked by swarms of warrior and blister bugs. Concerted assaults on the bug line were repulsed and casualties among the Pathnders began to mount as troopers fell to claw and acid blast. On the surface, cap troopers began to pound bug holes with missile and plasma re in an effort to seal the warrior bugs within their colony and halt the ow towards their own lines in accordance with the pre-scheduled timeline of battle. For their part, the Pathnders had explored the surrounding territory of the tunnel network leading out of the colony, only to nd that the Arachnids had successfully boxed them in, no doubt directed by a brain bug that had detected their intrusion earlier. The Pathnders commanding ofcer, aware that the colonys destruction was vital for the outpost world and that communications to surface units were being jammed by the Arachnids, activated the atomic countdown remotely and detailed his command squad to adopt a defensive position at a nexus of tunnels. The rest of this force he sent forward as a spear to penetrate the Arachnid swarms and make their way to the surface. At such close ranges, the Arachnids were able to inict horrendous casualties on the escaping Pathnders but the ofcer and his squad destroyed enough warrior bugs to compel reinforcements to converge on his position. The ofcer, whose name has still not been released to the Federation as a whole, never re-emerged from the Arachnid colony and it is presumed he and his men were eventually overwhelmed by ever increasing numbers of warrior bugs charging from multiple tunnels. However, their sacrice allowed the other Pathnder units to escape relatively intact and once a combination of explosive charges and Fleet attacks had closed the bug holes in the vicinity, the atomics they had prepared detonated, shaking the ground for miles around and utterly vaporising every Arachnid still underground. After this, the battle moved on to the smaller colonies on Huy but the back of the Arachnid strength had been broken on this world with the destruction of this important colony.

Operation Total Closure


As the Road to Victory began to crumble, bug activity sprung up across dozens of outpost systems, threatening to sever the lifeline of logistical support to frontline units. One such uprising occurred in the Huy system but a full Mobile Infantry division on transfer to Federation space was fortunately present on the world to eliminate the new infestation. Among them were two platoons of Pathnders who were duly tasked to inltrate a major bug colony, plant atomics and then seal the tunnel system before detonating the charges. A full assault was staged by the Mobile Infantry on several carefully selected bug holes to draw the main strength of warrior bugs into prepared re lanes. This diverted attention away from the Pathnder teams who entered the colony from more distant locations. Navigating their way through the entry tunnel network, the Pathnders encountered light resistance and overcame all Arachnid ambushes and traps while sustaining little more than light injuries. As cap troopers fought several miles away under ever-growing waves of warriors, the Pathnders began to penetrate the rst chambers of the colony, reaching depths that few active units had ever reached before.

Operation Orange Dawn


After the ill-fated Klendathu Invasion, Sky Marshal Maru announced that the Tancred system would serve as an important strategic staging post for continued operations in Klendathus system. Arachnid presence was high but the combination of the systems galactic position and the fourth planets natural resources made it a prime consideration for a major colony and Fleet base. A Pathnder platoon still known only by its codename, Bravo, was inserted and individual squads dispersed to hunt down plasma bug concentrations before the Fleet took position in orbit. The aim was to annihilate any threat to the main invasion force, thus avoiding the fate so many transports and cruisers faced in orbit above Klendathu.

Selection to Special Ops


Of the six squads that were inserted, only one returned. Dropping into Plasma Alley carrying heavy weapons and remote bombs, the Pathnders soon found themselves surrounded by warrior bugs. Their communications were quickly disrupted and a major storm had begun to stir across the entire world the mission was a disaster from the start. In the nal analysis, no plasma bugs were found by the Pathnders, much less destroyed and the invasion was delayed by a week until the planetary storm died down to sufcient levels to permit drops. During this time, squads were slaughtered by Arachnid swarms and only a single squad led by Lieutenant Jayne Daxson survived for rendezvous with a Slingshot. They trekked across more than two hundred miles to avoid Arachnid patrols and locate high ground that was free from the high winds of the storm.

Operation Anaconda
During the Arachnid assault on Janus VII, several Pathnder platoons were used in special operations, typically armed reconnaissance sweeps used to locate high concentrations of bug swarms for attack by massed Fleet assets. Much of this was initially done by illuminating key Arachnid swarms with pulsing infrared marker beams which were invisible to the naked eye but detectable by TAC Fighters and Bombers. However, repeated attacks upon Pathnder positions soon revealed that the bugs had their own methods of detection. Later missions involved Pathnder squads passing on co-ordinates to Fleet craft and then remaining in the area to make corrections as the Arachnids moved. This was a decidedly low-tech approach but it proved successful, with the Pathnders often sweeping the area after an attack to mop up any surviving bugs. One squad often proved the equal to a whole platoon of regular Mobile Infantry in these ad hoc missions and enabled Military Intelligence to condently declare sectors clear after attack. The operation proved remarkably successful until the reconnaissance sweeps moved into more mountainous sectors where extensive tunnel networks allowed the Arachnids to avoid Fleet bombardment and air attack with virtual impunity. At this point, the entire campaign changed in nature with the Mobile Infantry massing its strength and digging in for a protracted battle. The Pathnders still had a role to play and many were

tasked with highly dangerous missions to seek out and destroy brain and overseer bugs within the tunnels. Casualties were high but after two months of constant ghting, the Arachnid command structure had been sufciently weakened to allow the Mobile Infantry to begin having an impact upon the swarms. It would take another six months for the Arachnid infestation to be completely wiped out but, by this time, the bugs were effectively neutralised as a ghting force capable of hindering the colony growing on Janus VII.

Hobby Section

HOBBY SECTION

The Pathnder Army Book introduces a new set of Pathnder miniatures for you to include in your MI army.

In addition, there is the Pathnder K9 unit, which includes a brand new range of Neodogs.

Hobby Section

PATHFINDER PAINTING GUIDE


The following is a guide to painting your Pathnders. This is the basic colour scheme for a standard platoon but feel free to explore a range of different colours and camouage schemes suitable for different terrains. All paints referenced are from the Testors Fantasy Figure Colours range.

Stage 3
The undersuit is now painted with Dinosaur Grey. Apply paint only to the upper parts. Hobgoblin Grey should be left in the sculpted creases.

Stage 4
The undersuit is now highlighted with Djinni Light Grey. Now apply paint to the upper parts of the Dinosaur Grey.

Stage 1
The models parts have been removed from the sprue and have had all the mould lines removed. This is best done with a hobby knife or a small le. The parts were then assembled with cyanoacrylate glue (Superglue) and then undercoated with a black acrylic spray paint.

Stage 5
Being careful not to get paint on the undersuit, drybrush the rest of the model with Hobgoblin Grey.

Stage 2
The undersuit has been painted rst in Hobgoblin Grey. Be neat at this stage.

Stage 6
Now drybrush (being careful again) with Dinosaur Grey, concentrating on the areas that face upwards like the tops of the kneepads and the corners of the armour pouches.

Stage 1

Stage 2

Stage 3

Stage 4

Stage 5

Stage 6

Hobby Section
Stage 7
Paint all the metal parts in Gunmetal.

Stage 10
PVA glue was used to stick sand to the base. This was then painted and drybrushed.

Stage 8
By thinning down some Dragon Black I have made a thin paint mixture that will run into the cracks and detail in the model. This shades the metal giving the illusion of depth. On the gun itself I have added a dark blue to the black mix, giving the look of Blued Steel very appropriate on this covert special forces type soldier.

Modelling Tip
An interesting look to achieve on lenses, glass and gems is to simulate shine. This is much easier to do than it looks. First paint the part in a darker shade, so, if the gem is to be red, basecoat the area with a dark red rst. The gem or lens should stay dark at the top and get lighter towards the bottom. On a red gem it could progress dark red, red, orange, yellow and white. The yellow would be a very small amount at the bottom of the gem followed by an even smaller speck of white. Consequently a green lens would be dark green, green, yellow green, yellow, white. The shine comes from a small dot of pure white applied to the top of the gem or lens at the darkest point.

Stage 9
All thats left to do is pick out the lenses on the goggles and the buttons on the backpack. I have gone for red on the monolens (infrared) and green for the binocular lenses.

Stage 7

Stage 8

Stage 9

Lens Tip 1

Stage 10

Lens Tip 2

Lens Guide

Hobby Section

A PATHFINDER SQUAD ADVANCES BY THE NUMBERS

URBAN WARFARE!

10

Hobby Section

THE EVER VIGILANT PATHFINDER K9 SQUAD

PATHFINDER AND NEODOG TRACK A BRAIN BUG BACK TO ITS LAIR

11

Hobby Section

PATHFINDERS AND THEIR K9 COMPANIONS STAND AGAINST OVERWHELMING ODDS

THE PATHFINDERS OF THE 1ST FORGED SPEAR POSE FOR A RARE PHOTOGRAPH

12

Hobby Section

THE PATHFINDERS ARE ACCUSTOMED TO TAKING ON WHATEVER IS THROWN AT THEM

13

The Pathfinder Armoury

THE PATHFINDER ARMOURY


The Pathfinders enjoy the nest equipment the
Federation has to offer, with the latest experimental weapons and most advanced power suits being common throughout their squads. Their extensive training allows them to adapt to new equipment and become type-certied, on average, in half the time normally expected of Mobile Infantry troopers. This is a summary of the weapons used by Pathnder platoons, along with the new equipment unique to their forces. can put a strain on ammunition reserves with the Shredder falling silent just as the bugs close in. However, Pathnder troopers are well trained in the use of this weapon and have the discipline required to use it effectively on the battleeld. M-781A1 Falcon AA Missile: The huge numbers of hopper bugs present throughout the Road to Victory campaign convinced SICON that dedicated Rapiers, while having their place, did not grant the versatility to individual squads required when facing an Arachnid swarm of multiple sub-species. The Falcon was designed to be a smaller warhead that could be used in a standard Javelin with minimal extra training. Though it lacks the guidance capabilities and hard punch of the Rapiers Birdbolt warhead, the Falcon can still provide a squad with a measure of anti-aircraft cover. M-791A1 Reaver HEAT Missile: An experimental warhead combining a short-burn plasma charge with a hardened penetrating core, this missile is capable of punching through the thickest armour before detonating inside its target. Due to the

WEAPONS
SW-408 Shredder Squad Support Cannon: Technically classied as an experimental weapon, the Shredder has found great popularity among the Pathnders who often lack the heavier equipment taken for granted by most of the Mobile Infantry. A water-cooled barrel permits an impressive ring rate, and the Shredder is becoming renowned for the hail of re it can unleash into an Arachnid swarm. Though magazines are capacious by any standard, the sheer weight of re this weapon is capable of

14

The Pathfinder Armoury


Pathfinder Weapons
Weapon Squad Weapons Hel Infantry Flamer Morita Assault Rie Morita Carbine Morita Sniper Rie Grenade Launcher Flechette Grenade Frag Grenade Bugshot Grenade Trench Sweeper Laser Support Weapons Shredder Squad Support Cannon Triple Thud Grenade Launcher Missiles and Rockets Javelin Missile Launcher Falcon AA Missile Firecracker HE Missile Holepunch HEAP Missile Reaver HEAT Missile Rapier AA Missile Launcher AA Birdbolt Missile Munitions Frag Grenade Chem Grenade Plasma Munition Thermo Charge Close Combat Weapons ER Shock Stick Range 10 20 15 30 8 15 10 6 20 15 60 60 60 60 60 8 8 Launched 60, Placed, Thrown 6 Placed Close combat Damage Type D10+2 2xD6 2xD6 D6 D6+1 D6 D6+2 D10+1 3xD6 3xD10 D10 3xD6 D10 D10+1 D10 D10 3xD6 2xD10 3xD10 As user Squad Squad Squad Squad Pack Pack Pack Pack Squad Pack Pack Pack Pack Pack Pack Pack Pack One-Shot! One-Shot! Traits Flame, LZ (Stream), Retaliate Auto Auto Accurate Underslung Underslung LZ (2), Underslung LZ (Stream), Underslung Auto, Piercing/1 Piercing/1 AA, LZ (1) LZ (2) Accurate, LZ (1), Piercing/2 Accurate, Killshot, LZ (1) AA, Accurate, LZ (2), Piercing/1, Ready LZ (1) LZ (2), Persistent Flame, Killshot, LZ (3), Persistent, (Remote if placed) LZ (1), Piercing/2, Remote Parry, Piercing/1

great expense involved in its production, only elite units among the Mobile Infantry have been granted permission to stock the warhead in their armouries, though rumours abound of political wrangling that have seen Fleet admirals hoarding large quantities of these weapons for use in their new generation of TAC Fighters. M-905T Thermo Charge: Designed to concentrate the destructive force of a modied thermo-based charge into a small area, the thermo charge is typical of the explosive devices carried by the Pathnders who are tasked with destroying key enemy facilities and positions. A Thermo Charge may be placed on any model of size 3 or greater with a Charge action. The placing model must make a normal close combat attack and hit the victims Target score.

visor, giving him only the information he needs to know at any given time. More powerful sensors also alert him to incoming attacks seconds before they would register on standard M-1A4 power suits. Troopers equipped with M-1A6 power suits may react to enemies that complete an action within 12 rather than the normal 10 (if they have the Stay Frosty trait, this is increased to 14). Pathnder Neodog: In common with much of the other equipment used by the Pathnders, the Neodogs of these platoons are tted with experimental modules and are genetically enhanced through specialised breeding programmes to be stronger, quicker and tougher vital for the missions they often face alongside their Pathnder masters. Rumoured to be the forerunners of a Mk II Neodog to be made available throughout the Mobile Infantry, each Pathnder Neodog also carries a powerful explosive charge, ensuring that it has a good chance of a nal strike against any enemies and also that it does not suffer greatly if mortally wounded.

GENERAL ISSUE EQUIPMENT


M-1A6 Power Suit: The advanced systems of the Pathnders power suits give them many advantages in the eld. Constantly updated battle data is ltered and displayed on the troopers

15

Pathfinder Platoons

PATHFINDER PLATOONS
The following pages contain everything you need
to eld Pathnder platoons in the Starship Troopers miniatures game. There are many such platoons within the Mobile Infantry, spread across every war zone humanity engages in, so you can create as rich and diverse a background for this elite force as you can your power suit platoons. You have the choice to use the Pathnders either as a complete army in their own right or a single platoon in a much larger force also comprising power suit, light armour and Marauder platoons, utilising the skills of the Pathnders to give your existing Mobile Infantry nal victory.

Tunnel Fighters: Some of the most hazardous missions undertaken by the Pathnders are underground, where they explore Arachnid tunnel networks and exterminate high value targets otherwise unreachable by other Mobile Infantry squads. Though Pathnders do not have the Tunnel special movement mode, they are not treated in the same way as other non-tunnelling units. Putting the Pathnders unique mix of intuition, tracking skills and specialised equipment to use is represented by a Ready action. After taking a Ready action, underground Pathnders will gain certain benets depending on which action they have readied themselves for, as follows.

PATHFINDER PLATOONS
A Pathnder platoon in the Starship Troopers miniatures game is two or more Pathnder Squads and a commanding Pathnder NCO, though it can swell to include two more ofcers and seven more squads. You must decide which platoons to use before choosing any forces. You cannot choose to eld more than one platoon for every 1,000 points of your entire army. For example, a Mobile Infantry army in a 2,000 point battle may eld either one or two platoons. You are free to mix different types of platoon in larger games, so in a 2,000 point game you may use two Pathnder platoons or a single Pathnder platoon supported by either a power suit or Marauder platoon. Pathnder platoons use all the rules detailed in the MI Army List, found on pages 68-71 (pages 78-81 of the hardback rulebook) of the main Starship Troopers rulebook. The one exception is the use of Emplacement Assets. Pathnder platoons tend to rely on mobility and a strong offensive nature in the war zone, rather than thick walls of concrete and steel. A Pathnder platoon may never choose any Emplacement Assets, though they may use any bought for another platoon freely.

9 If a Pathnder squad takes a Ready action before moving, they may then take Move actions freely towards any Tunnel Entry Point or Tunnelling Marker without rolling for a random direction. A Pathnder squad may only enter or leave the tunnel network through an existing Tunnel Entry Point they may not create their own. 9 If a Pathnder squad takes a Ready action before shooting, they may then freely target any enemy Tunnelling Marker within 12 as part of a normal Shoot action. The opposing player may choose which models are lost as casualties (Lethal Zone weapons will affect just one model represented by the Tunnelling Marker, while Stream weapons will affect D3 models). If an enemy Tunnelling Marker is in contact with the Pathnders marker, resolve combat as described on page 126 of the main Starship Troopers rulebook. Enemy Tunnelling Markers can react against this Shoot action only. No other action taken by the Pathnders will trigger a reaction. 9 If a Pathnder squad takes a Ready action and then takes no other action, or takes a Ready action as their last action for the turn, they may then react against approaching markers normally. This effect will last until the Pathnders next take an action.

PATHFINDER TRAINING
Where indicated in the army list, some models in Pathnder platoons gain the following special rules. Surprise Attack: The model will never trigger Alert Status reactions in the rst game turn. Duck and Cover: Pathnders are trained to use the terrain they ght in, turning the smallest amount of cover into a greater advantage. The model may re-roll any failed armour saves from shooting attacks so long as it is in cover.

Officers
In the Mobile Infantry Army List, only NCOs, Lieutenants and SICON Military Intelligence Agents are considered to be ofcers.

16

Pathfinder Platoons
0-1 PER PLATOON Pathnder Lieutenant You may include one Pathnder Lieutenant in your Pathnder platoon. 125 POINTS

Pathfinder Lieutenant
Type Pathnder Lieutenant Value 125 Size 1 Move 4 Close Combat 2xD6+1 Target 4+ Save 4+/5+ Kill 7+ Traits Independent Jump/12

Weapons and Equipment: A Pathnder Lieutenant is equipped with an M-1A6 Power Suit, Morita Assault Rie with underslung G/L, and Lizard Line.

Special Rules
A Pathnder Lieutenant is subject to the following special rules. Pathnder Training: The special rules for Pathnder Training, as described on p16, apply to this model.

Options
A Pathnder Lieutenant may purchase the following options. Go Career: The Pathnder Lieutenant may be bought heroic traits up to a total value of +100 points. Weapon Options: Frag Grenades for +5 points, a Shock Stick for +5 points and/or a Thermo Charge for +10 points.

Pathnder NCO 1-2 PER PLATOON You must include one Pathnder NCO in your Pathnder platoon and may have two.
Pathfinder NCO
Type Pathnder NCO Value 110 Size 1 Move 4 Close Combat D6+1 Target 4+ Save 4+/5+

110 POINTS

Kill 7+

Traits Independent Jump/12

Weapons and Equipment: A Pathnder NCO is equipped with an M-1A6 Power Suit, Morita Assault Rie with underslung G/L, and Lizard Line.

Special Rules
A Pathnder NCO is subject to the following special rules. Pathnder Training: The special rules for Pathnder Training, as described on p16, apply to this model.

Options
A Pathnder NCO may purchase the following options. Go Career: The Pathnder NCO may be bought heroic traits up to a total value of +50 points. Weapon Options: Frag Grenades for +5 points, a Shock Stick for +5 points and/or a Thermo Charge for +10 points.

17

Pathfinder Platoons
Pathnder Squad 1-2 PER OFFICER (MIN. 2 PER PLATOON) 245 POINTS You must have at least one Pathnder Squad for every ofcer in the platoon, with a minimum of two squads in the platoon as a whole. Your platoon may include more than this if you wish, up to a maximum of two squads per ofcer.
Pathfinder Squad
Type Pathnder Trooper Pathnder Corporal Pathnder Sergeant Value 35 60 105 Size 1 1 1 Move 4 4 4 Close Combat D6+1 D6+1 D6+1 Target 4+ 4+ 4+ Save 4+/6+ 4+/6+ 4+/5+ Kill 7+ 7+ 7+ Traits Jump/12 Jump/12 Jump/12

Unit Size: Every Pathnder Squad consists of one Pathnder Sergeant (unit leader) and four Pathnder troopers. Weapons and Equipment: M-1A6 Power Suit, Morita Assault Rie with underslung G/L, and Lizard Line.

promoted to Corporal for +25 points. One trooper may be given Medic training for +15 points. Equipment Options: A Pathnder Squad may be equipped with WASP Packs for +10 points per model. Weapon Options: The whole squad may be equipped with Frag Grenades for +5 points per model. Any model can be equipped with a Shock Stick for +5 points per model and/or a Thermo Charge for +10 points. Up to three troopers may replace their Morita Assault Rie with underslung G/L with any of the weapons listed below. 9 9 9 9 Morita Sniper Rie with underslung G/L for +5 points Hel Infantry Flamer for +10 points. Triple Thud Grenade Launcher for +20 points. Shredder Squad Support Cannon for +25 points.

Special Rules
Pathnder Squads are subject to the following rules. Pathnder Training: The special rules for Pathnder Training, as described on p16, apply to this squad.

Options
Pathnder Squads may purchase the following options. Go Career: The squad sergeant may be bought heroic traits up to a total value of +25 points. Unit Options: Up to three extra Pathnder troopers may be added to the squad for +35 points each. One trooper may be

One trooper may replace his Morita Assault Rie with underslung G/L with a Javelin Missile Launcher for +35 points. The model may then equip the Javelin Missile Launcher with Falcon AA warheads for a further +20 points.

18

Pathfinder Platoons
Pathnder K9 Squad
0-1 PER OFFICER You may have one Pathnder K9 Squad for every ofcer in the platoon. 295 POINTS

Pathfinder K9 Squad
Type Pathnder Trooper Pathnder Corporal Pathnder Sergeant Pathnder Neodog Value 35 60 105 20 Size 1 1 1 1 Move 4 4 4 6 Close Combat D6+1 D6+1 D6+1 D6+1 Target 4+ 4+ 4+ 4+ Save 4+/6+ 4+/6+ 4+/5+ /2+ Kill 7+ 7+ 7+ 5+ Traits Jump/12 Jump/12 Jump/12 Retaliate

Unit Size: Every Pathnder K9 Squad consists of one Pathnder Sergeant (unit leader), four Pathnder troopers and ve Pathnder Neodogs. Weapons and Equipment: M-1A6 Power Suit, Morita Assault Rie with underslung G/L, and Lizard Line.

them that may one day be seen in other Mobile Infantry K9 units. A unit with at least one Pathnder Neodog may react normally to Tunnel Markers. In addition, if a unit containing at least one Pathnder Neodog takes a Ready action, all Camouaged Tunnel Entrances within 6 of a Pathnder Neodog will be revealed. Pathnder Neodogs may not use M2 Drop Capsules.

Special Rules
Pathnder K9 Squads are subject to the following rules. Pathnder Training: The special rules for Pathnder Training, as described on p16, apply to this squad. Caleb Bond: Neodogs can function at twice the usual command range of the squad (usually 12 from the unit leader). One trooper can make an Alert Status reaction for every Neodog that has an enemy complete an action within 10 of it. If a Neodog is removed as a casualty, roll a D6. On the roll of a 6, one trooper of your choice in the squad is so traumatised that he is removed as a casualty too. If a trooper is removed as a casualty, one Neodog of your choice must be removed as well. Pathnder Neodogs: The Neodogs raised among the Pathnders have many experimental adjustments made to

Options
Pathnder K9 Squads may purchase the following options. Go Career: The squad Sergeant may be bought heroic traits up to a total value of +25 points. Unit Options: Up to three extra Pathnder troopers may be added to the squad for +35 points each. One trooper may be promoted to Corporal for +25 points. One trooper may be given Medic training for +15 points. One extra Neodog may be purchased for +20 points for every extra trooper purchased. You may not have more Neodogs in the squad than troopers. Weapon Options: The whole squad may be equipped with Frag Grenades for +5 points per model. Any model can be equipped with a Shock Stick for +5 points per model and/or a thermo charge for +10 points.

19

Pathfinder Platoons

PATHFINDER PLATOON SUPPORT


Like other Mobile Infantry platoons, the Pathnders make use of support units, equipment and weapons deployed from other elements within the Mobile Infantry and Fleet. This support comes in the form of Command Assets and Fleet Assets. The exact assets available depends on the chosen Priority Level of your force, so a Priority Level Two force can only choose from the Priority Level Two assets list. Regardless of your forces Priority Level, you may spend a maximum of 50% of your forces total points value on assets, whether Command or Fleet, or a combination of the two.

Atomic Protocols
In order to choose any atomic weapons, a model with access to Atomic Protocols must be in the platoon. The presence of a Lieutenant with SICON Military Intelligence Training heroic trait or a SICON Military Intelligence Agent both full the Atomic Protocols requirement.

FLEET ASSETS LIST


Priority Level One
At Priority Level One, eet assets are not available to a Pathnder platoon.

Priority Level Two


At Priority Level Two, you may choose from the following eet assets.

F-76 Thunderbolt TAC Fighter 250 points


0-1 per platoon

Priority Level Three


At Priority Level Three, you may choose from the following eet assets.

AGM-716 Flamberge Heavy Missile 50 points


0-1 per platoon

EOM-1A1 Sarissa Space Combat Missile 100 points


0-1 per platoon

Slingshot Drop Boat 300 points


0-1 per platoon

F-76 Thunderbolt TAC Fighter 250 points


0-1 per platoon

20

Pathfinder Platoons

COMMAND ASSETS LIST


Priority Level One
At Priority Level One, you may choose from the following command assets.

Plasma Munition +20 points


One ofcer may be equipped with a Plasma Munition.

Chem Grenades +10 points


Any ofcer may be equipped with Chem Grenades.

Falcon Missiles +20 points


Any Javelin Missile Launcher can be given Falcon AA Missiles.

Rapier AA Missile Launcher +0 points


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

Drop Capsules +10 points per model


Any squad or ofcer (not accompanied by Neodogs) may be deployed in Drop Capsules.

Trench Sweeper Lasers +10 points per model


Any Pathnder squad or ofcer may replace their underslung Grenade Launchers with Trench Sweeper Lasers.

Qualities or Training up to +25 points


0-1 model (may not be an ofcer) per platoon may purchase up to 25 points worth of Qualities or Training heroic traits.

Priority Level Two


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

Plasma Munition +20 points


Any ofcer may be equipped with a Plasma Munition.

Chem Grenades +10 points


Any ofcer may be equipped with Chem Grenades.

21

Pathfinder Platoons

Falcon Missiles +20 points


Any Javelin Missile Launcher can be given Falcon AA Missiles.

Trench Sweeper Lasers +10 points per model


Any Pathnder Squad or ofcer may replace their underslung Grenade Launchers with Trench Sweeper Lasers.

Rapier AA Missile Launcher +0 points


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

Qualities or Training up to +25 points


0-1 model (may not be an ofcer) per squad may purchase up to 25 points worth of Qualities or Training heroic traits.

Drop Capsules +10 points per model


Any squad or ofcer (not accompanied by Neodogs) may be deployed in Drop Capsules,

Atomic Pee-Wee Munition +300 points


0-1 model per platoon may be equipped with an Atomic Pee-Wee munition (only if model with Atomic Protocols is in platoon).

Sprite Reconnaissance Skimmers +50 points per model


Any Pathnder squad (not K9 squad) or ofcer may be mounted on Sprite Reconnaissance Skimmers.

22

Pathfinder Platoons
Priority Level Three
At Priority Level Three, you may choose from the following command assets.

Plasma Munition +20 points


Any ofcer may be equipped with a Plasma Munition.

Chem Grenades +10 points


Any ofcer may be equipped with Chem Grenades.

Falcon Missiles +20 points


Any Javelin Missile Launcher can be given Falcon AA Missiles.

Rapier AA Missile Launcher +0 points


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

Drop Capsules +10 points per model


Any squad or ofcer (not accompanied by Neodogs) may be deployed in Drop Capsules.

Sprite Reconnaissance Skimmers +50 points per model


Any Pathnder squad (not K9 squad) or ofcer may be mounted on Sprite Reconnaissance Skimmers.

Trench Sweeper Lasers +10 points per model


Any Pathnder squad or ofcer may replace their underslung Grenade Launchers with Trench Sweeper Lasers.

Qualities or Training up to +25 points


0-3 models (may not be an ofcer) per squad may purchase up to 25 points worth of Qualities or Training heroic traits.

Atomic Pee-Wee Munition +300 points


0-1 model per platoon may be equipped with an Atomic Pee-Wee munition (only if model with Atomic Protocols is in platoon).

23

Tip of the Spear

Many troopers work hard for Selection into the Pathnders though few make it through the gruelling process. For
those who succeed, a life of constant danger awaits but also the knowledge that they aid the Citizens Federation in ways no other trooper can.

TIP OF THE SPEAR


PATHFINDER MISSIONS BUG HUNT
Mission Length

You may use the normal Engagements system described on page 50 of the main Starship Troopers rulebook to ght most of your battles with your Pathnder platoons. Alternatively, the following are special missions typical of those that Pathnders are sent to complete. 9 The brain bug must start underground. 9 You may not select the Endless Tide option for warrior bugs you have a limited number of bodyguards for your brain bug! 9 You deploy your forces rst.

Military Intelligence has suspected the


presence of a brain bug in the area for some time. A Pathnder platoon is dispatched to locate and destroy the creature.

Mobile Infantry Brieng


SICON has called upon the best. A brain has been sighted in the area and it is your task to hunt it down and kill it, pure and simple. Several Mobile Infantry companies might have been deployed in order to accomplish this objective but luckily your forces were in the area with your highly trained troopers you will not need so many men to succeed. 9 You may only select a single Pathnder platoon for this scenario, spending up to 2,000 points on your force at any Priority Level. 9 You may not select any Fleet Assets. 9 You take the rst turn.

The battle will continue for eight turns or until one army has been completely wiped out.

Victory Conditions
The Arachnids gain victory if the brain bug is still alive at the end of turn eight. The Mobile Infantry gain victory if they kill the brain bug before the end of turn eight.

Arachnids Brieng
You have enjoyed many successes in this area but now the humans seem unusually condent with the force they have just deployed. Perhaps they believe they are able to reach your brain bug and destroy it easily? 9 You may select a force of Priority Level Two or Three, spending up to 2,000 points. 9 You must include a single brain bug no more and no less!

24

Tip of the Spear

FRIENDLIES IN NEED
A Mobile Infantry squad on patrol has been badly mauled by an Arachnid swarm and the last remaining squad has taken refuge in an abandoned outpost while the bugs lay siege. The Pathnders are dispatched to rescue the beleaguered troopers. Mobile Infantry Brieng
Once again the elite are called to action. A power suit squad is holed up in an old outpost while the bugs mass for a nal attack. You must hit the bugs quickly and stage a rescue before time runs out. 9 You may only select a single Pathnder platoon for this scenario, spending up to 1,500 points on your force. 9 You gain an eight trooper power suit squad for free. Upgrades (detailed in the Starship Troopers rulebook) may be purchased for this squad but they are deducted from your points total as normal. They may not purchase WASP packs. 9 The power suit troopers squad is deployed in Deployment Zone Alpha. They must be placed within a hardened bunker (Size 8, Target 9+, Kill 12+, Hits 12). The bunker may be placed anywhere within Deployment Zone Alpha. 9 The rest of your army is placed in Deployment Zone Bravo.

9 You may hold up to half of your Pathnder force in reserve if you wish. They enter from the table edges around Deployment Zone Bravo. 9 You deploy rst and take the rst turn.

Arachnids Brieng
Just one Mobile Infantry squad to kill and this entire sector is yours! Not even the humans would be mad enough to stage a rescue while you mass your forces for attack. . . 9 You may select a force of any Priority Level, spending up to 1,500 points. 9 You may not select the Endless Tide option for warrior bugs. 9 You have one Tunnel Entrance and one Tunnel Marker free of cost. No other tunnel assets may be purchased.

Mission Length
The battle will continue for eight turns or until one army has been completely wiped out.

Victory Conditions
Mission points are used to calculate the victor of this mission. The power suit squad in Deployment Zone Alpha is worth triple its usual points value if wiped out by the Arachnids and double if it is reduced to less than half strength. For the Mobile Infantry, the squad is worth triple its usual points value if it leaves the short table edge of Deployment Zone Bravo above half strength, or double if it is reduced to less than half strength.

25

Tip of the Spear

OFFENSIVE SWEEP
A small force of Mobile Infantry have been tasked
with an armed reconnaissance mission, sweeping through an area to hit targets of opportunity but avoiding contact with larger forces and report on their positions. However, the Arachnids often task their own swarms with similar duties and when the two meet in the wilderness, often away from the main frontline of battle, the Mobile Infantry is usually forced to evade the superior numbers of the bugs.

Arachnids Brieng
Your hunter/killer swarms are ranging across the battleeld, seeking Mobile Infantry units that are separated from the main force. By luck, one of your swarms has found a likely target and now you will crush them. 9 You may select a force of Priority Level One, spending up to 1,000 points and you deploy rst.

Mission Length
The battle will continue for eight turns or until one army has been completely wiped out.

Mobile Infantry Brieng


Fullling the dened objectives of your armed reconnaissance run, you must strike at any weak targets but avoid any force larger than your own while taking care to avoid too many casualties. 9 You may only select a single Pathnder platoon for this scenario, spending up to 600 points on your force at any Priority Level. 9 You deploy rst and take the rst turn.

Victory Conditions
If the Mobile Infantry can exit the opposite long table edge while losing half or less of their models, they will be the victor of this battle. If the Arachnids prevent them from leaving or destroy more than half of the Mobile Infantry models, then the bugs will be the victors. Arachnid casualties are irrelevant in this battle.

26

Tip of the Spear

PLASMA AMBUSH
Following reconnaissance runs from
Fleet TAC Fighters, the Pathnders have located a convoy of plasma bugs moving from one tunnel complex to another. Moving into position, the Pathnders have been tasked with destroying these high value targets.

Arachnids Brieng
You have succeeded in keeping the Mobile Infantry off balance throughout this entire campaign by the use of massed plasma bug batteries. A small battery has been located during its repositioning and you must ensure its survival if you are to keep the upper hand. 9 You start the game with three plasma bugs and thirty warrior bugs. 9 You deploy rst.

Mobile Infantry Brieng


The Fleet has been getting tarred by plasma bug batteries and they have begun to affect the deployment of the Mobile Infantry in the battle zone. Destroy this plasma bug convoy while you have the chance! 9 You may only select a single Pathnder platoon for this scenario, spending up to 1,000 points on your force. 9 You may only select assets from the Priority Level One lists. 9 You may use any of the deployment zones marked for your use but you need not use them all. 9 You take the rst turn.

Mission Length
The battle will continue until the Mobile Infantry has been completely wiped out or the plasma bugs leave the table.

Victory Conditions
Mission points are used to calculate the victor of this mission. The Arachnids gain 300 points for every plasma bug that is moved off either short table edge, no matter how much damage it has taken. The Mobile Infantry gain 300 points for every plasma bug they destroy.

27

Tip of the Spear

RESCUE THE COLONEL


An important colonel from Military Intelligence
was shot down by plasma re over the battle zone and was the sole survivor of the Slingshots crash landing. Deep in enemy territory, he is in hiding, awaiting rescue by the Mobile Infantrys Finest.

piece in the Arachnids deployment zone. This is where he is currently hiding. You may reveal him at any time. 9 You take the rst turn.

Arachnids Brieng
One of the humans cursed brain men is somewhere in this area and the Mobile Infantry is looking for him. Destroy them all. 9 You may select a force of Priority Level One or Two, spending up to 1,500 points. 9 You deploy rst.

Mobile Infantry Brieng


A tough job has turned up. You must drop into enemy territory, locate the colonel and escort him back to friendly lines. 9 You may only select a single Pathnder platoon for this scenario, spending up to 1,500 points on your force at any Priority Level. 9 Every member of your force must be deployed in an M2 Drop Capsule. 9 You gain a SICON Military Intelligence Agent (from the power suit platoon army list) for free. He may have up to 100 points worth of talents for free. 9 The Military Intelligence Agent is not placed on the table at the start of the game. Instead, secretly select one terrain

Mission Length
The battle will continue until the victory conditions are met.

Victory Conditions
The Mobile Infantry player wins the game if he wipes out the Arachnid army or moves the Military Intelligence Agent off the long table edge of his deployment zone. The Arachnid player wins if the Military Intelligence Agent is killed or the Mobile Infantry army is wiped out.

28

Tip of the Spear

SUICIDE MISSION
After a botched mission the Mobile Infantry are
in retreat, hotly pursued by overwhelming Arachnid forces. In a desperate bid to buy some time for the eeing troops, a Pathnder platoon stages a desperate last stand.

Arachnids Brieng
Even the mighty Pathnders are no match for your forces. You have them on the run and must annihilate them with all haste. 9 You may select a force at Priority Level Three, spending up to 1,200 points. 9 You must select the Endless Tide option for warrior bugs. 9 You may not select plasma or tanker bugs. 9 You have the rst turn.

Mobile Infantry Brieng


The last mission went badly wrong and your entire platoon is in retreat. The bugs are sweeping through the entire area, threatening to cut off your escape route. One ofcer and a squad of volunteers makes for a strongpoint from which to stage a desperate last stand and buy time for their comrades to escape. 9 You may select one Pathnders squad and one Pathnder Lieutenant. You may spend a maximum of 600 points on these two units, using the Priority One asset lists. 9 You may place a bunker anywhere in your deployment zone. 9 You deploy rst.

Mission Length
The battle will continue for eight turns or until one army has been completely wiped out.

Victory Conditions
The Arachnid player will be the victor if he can wipe out all Pathnder units by the end of turn eight. If any Pathnder models are still on the table after this time, the Mobile Infantry player will win.

29

Reference
Pathfinder Lieutenant
Type Pathnder Lieutenant Value 125 Value 110 Value 35 60 105 Value 35 60 105 20

PATHFINDER PLATO0NS REFERENCE


Size 1 Size 1 Size 1 1 1 Size 1 1 1 1 Range 10 20 15 30 8 15 10 6 20 15 60 60 60 60 60 8 8 Launched 60, Placed, Thrown 6 Placed Close combat Move 4 Move 4 Move 4 4 4 Move 4 4 4 6 Close Combat 2xD6+1 Close Combat D6+1 Close Combat D6+1 D6+1 D6+1 Close Combat D6+1 D6+1 D6+1 D6+1 Damage Type D10+2 2xD6 2xD6 D6 D6+1 D6 D6+2 D10+1 3xD6 3xD10 D10 3xD6 D10 D10+1 D10 D10 3xD6 2xD10 3xD10 As user Squad Squad Squad Squad Pack Pack Pack Pack Squad Pack Pack Pack Pack Pack Pack Pack Pack One-Shot! One-Shot! Target 4+ Target 4+ Target 4+ 4+ 4+ Target 4+ 4+ 4+ 4+ Save 4+/5+ Save 4+/5+ Save 4+/6+ 4+/6+ 4+/5+ Save 4+/6+ 4+/6+ 4+/5+ /2+ Kill 7+ Kill 7+ Kill 7+ 7+ 7+ Kill 7+ 7+ 7+ 5+ Traits Independent Jump/12 Traits Independent Jump/12 Traits Jump/12 Jump/12 Jump/12 Traits Jump/12 Jump/12 Jump/12 Retaliate

Pathfinder NCO
Type Pathnder NCO

Pathfinder Squad
Type Pathnder Trooper Pathnder Corporal Pathnder Sergeant Type Pathnder Trooper Pathnder Corporal Pathnder Sergeant Pathnder Neodog

Pathfinder K9 Squad

Pathfinder Weapons
Weapon Squad Weapons Hel Infantry Flamer Morita Assault Rie Morita Carbine Morita Sniper Rie Grenade Launcher Flechette Grenade Frag Grenade Bugshot Grenade Trench Sweeper Laser Support Weapons Shredder Squad Support Cannon Triple Thud Grenade Launcher Missiles and Rockets Javelin Missile Launcher Falcon AA Missile Firecracker HE Missile Holepunch HEAP Missile Reaver HEAT Missile Rapier AA Missile Launcher AA Birdbolt Missile Munitions Frag Grenade Chem Grenade Plasma Munition Thermo Charge Close Combat Weapons ER Shock Stick Traits Flame, LZ (Stream), Retaliate Auto Auto Accurate Underslung Underslung LZ (2), Underslung LZ (Stream), Underslung Auto, Piercing/1 Piercing/1 AA, LZ (1) LZ (2) Accurate, LZ (1), Piercing/2 Accurate, Killshot, LZ (1) AA, Accurate, LZ (2), Piercing/1, Ready LZ (1) LZ (2), Persistent Flame, Killshot, LZ (3), Persistent, (Remote if placed) LZ (1), Piercing/2, Remote Parry, Piercing/1

30

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31

Do You Want to Know More?

DO YOU WANT TO KNOW MORE?


If you have enjoyed reading about the Pathnders and using them in battle, then you will be interested to learn more about Starship Troopers there is an entire galaxy out there!

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Containing all the fun and excitement of the Starship Troopers box set, this rulebook has everything you need to start playing the hit miniatures game of 2005. All the rules from the main box set are present, along with 16 pages of additional battle reports and miniatures painting guides. Printed as a durable hardback, this rulebook will survive many battles for years to come, teaching you the game and then serving as a handy reference for all Starship Troopers Miniatures Hardback your endish tactical ideas thereafter.
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SUPPORT MISSILES
Need some hard hitting power for your Pathnders? Call in support direct from the Fleet! The Flamberge is a heavy ground attack missile red from large gunships miles from the combat zone. The default warhead is the Scatter Bomb but more powerful Firestorm or Pee-Wee Atomic Munitions can be tted instead, allowing you to rain death upon any bug hoard, no matter how hard it tries to evade the guns of your Troopers. If the Flamberge is not enough for you, try the Sarissa Space Combat Missile. Launched form ships in orbit and able to deliver pin point strikes on Arachnid swarms, it is capable of defeating even the heaviest of Plasma Bug antiSupport Missiles aircraft re.

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Looking for more information on the universe of Starship Troopers? The roleplaying game super-details the setting, allowing players to take on the role of an MI squad, desperately battling the Arachnid menace. This rulebook contains never before released information on the Federation, Mobile Infantry, Fleet, Arachnids and Starship Troopers Roleplaying Game Skinnies.

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THE UNITED CITIZENS FEDERATION


Want to know just what it means to be a Citizen? This full-colour sourcebook lays out the Federation in its entirety, from its legal and governmental systems, to the colony worlds and possible future of humanity. The dening trait of a citizen is his willingness to put the safety of the human race ahead of his own. A wise citizen understands that remaining true to that trait requires more than a decision to enlist in Federal Service, it requires an understanding of what the Federation truly is and what it truly means. It requires true knowledge The United Citizens Federation of what he is ghting for.

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32

CO

Know your foe! This all colour sourcebook reveals the Arachnids as they have never been seen before. Learn about all the different sub-species of bug, from the Queens to the lowliest Worker, and learn how to battle them without becoming a statistic. Includes a fully detailed Arachnid colony, ready for a daring invasion attempt!

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