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The Mobile Infantry Army List

The Mobile Infantry form one of the most flexible forces available in Starship Troopers. With access to many different units across several different types of platoon, there are few fights they cannot win and win decisively! From the massed forces of the Light Armour troopers to cutting edge technology of Exosuits, the Mobile Infantry are Mankinds first and best line of defence.

Platoon Structure
The standard, just out of boot camp squad size for most Mobile Infantry platoons is eight troopers, consisting of a Sergeant, a Corporal and six Privates. Light Armour trooper squads usually have ten troopers, while Exosuit squads have five troopers and Marauders three. Three such squads make up a standard platoon, led by a Senior Sergeant and a Lieutenant. A platoon that has been on operational duty for some time may vary wildly from this, however. Heavy losses can result in fewer and smaller squads, while a platoon involved in heavy combat may become reinforced with more troopers, giving it more squads, each containing more men. You can make any platoon with the Mobile Infantry army list, from one that has just come out of boot camp or garrison duty, to a grizzled set of veterans that have taken heavy losses or become classified as a reinforced platoon. Each unit in a platoon is considered to be an Asset of some type. You may include the following Assets in your platoon, so long as you obey the minimum and maximum units listed for each. 1-2 Command Assets 2-6 Squad Assets 0-3 Company and/or Fleet Assets

Special Rules
The following special rules apply to all Mobile Infantry platoons. Corporals Mobile Infantry units are led by sergeants. However, their corporals are almost as capable, veterans of many battles who have learned how to lead troopers in the chaos of extended firefights. If a units sergeant is killed, its corporal (if one is present) may automatically and immediately take over as its unit leader. Field Promotions So long as the chain of command is intact, the Mobile Infantry can prove to be remarkably resilient, pushing forward when other forces would give up and cower. By taking a Ready action, a Lieutenant or Senior Sergeant may promote any one model in an out of command unit to become its unit leader. Only one model may be promoted in this way at any one time for every Lieutenant or Senior Sergeant on the table. The Lieutenant or Senior Sergeant need not come from the same platoon as the out of command unit. Special Reactions Stand By: A Mobile Infantry unit may take a Ready action as a Reaction. This Ready action may be used to accomplish anything a Ready action may be normally used for. Pathfinder Reaction Range The advanced sensors of the Pathfinders power suits allow them to react to an enemy that completes an action within 12 rather than the normal 10. Pathfinder Tunnel Fighting

The Pathfinder platoons are renowned for their ability to penetrate bug tunnels and hunt Arachnids on their home ground. Though Pathfinders do not have the Tunnel special movement mode, they are not treated in the same way as other non-tunnelling units. Putting the Pathfinders unique mix of intuition, tracking skills and specialised equipment to use is represented by a Ready action. After taking a Ready action, underground Pathfinders will gain certain benefits depending on which action they have readied themselves for. If a Pathfinder squad takes a Ready action before moving, they may then take Move actions freely toward any Tunnel Entrance or Tunnelling Marker without rolling for a random direction. A Pathfinder squad may only enter or leave the tunnel network through an existing Tunnel Entrance they may not create their own. If a Pathfinder 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). If an enemy Tunnelling Marker is in contact with the Pathfinders marker, resolve combat as described on pXX. Enemy Tunnelling Markers can only react against this Shoot action. No other action taken by the Pathfinders will trigger a reaction. If a Pathfinder 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 Pathfinders take an action.

Company Structure
Every company in the Mobile Infantry has three platoons and this rarely changes on anything more than a temporary basis (if one company takes a single surviving platoon from a shattered company, for example). About half the companies within the Mobile Infantry comprise the same type of platoon throughout their structure. A Marauder company, for example, will have three Marauder platoons, while a Light Armour company (or, to give it its proper name, Invasion Company) will have three Light Armour platoons. Other companies are described as Mixed though there is a strong movement within SICON to standardise these formations, likely as much to do with the ease of calculating the effect each company has on the battlefield as any real tactical benefit. Mixed companies will feature platoons of varying types and so it is not uncommon to see, for example, a company of two power suit platoons fighting alongside a Marauder platoon. Regardless of their composition, Mobile Infantry companies are led by a Captain, assisted by a Sergeant Major. Many companies will also have a Colour Sergeant, whose role will be junior to that of the Sergeant Major. One of his duties will be to carry the company colours (standard) during parade, though some companies have a tradition of taking their colours to the battlefield. Though this is regarded as a high honour within such companies, the life expectancy of a Colour Sergeant carrying a flag into battle is conspicuously short.

Platoon Types
You must specify what type of platoon you are using, choosing from the list below. The type of platoon you choose will affect the types of Mobile Infantry units you may include in your force. Light Armour Platoon Command Assets: Light Armour Lieutenant, Light Armour Senior Sergeant Squad Assets: Light Armour Squad, Light Armour Support Squad Company Assets: MIAT 11C, Military Intelligence Agent, Nuke

Fleet Assets: Skyhook, Viking, TAC Fighter, Fleet Landing Party, Orbital Bombardment Power Suit Platoon Command Assets: Power Suit Lieutenant, Power Suit Senior Sergeant Squad Assets: Support Squad, Power Suit Squad, Sprite Squad, K9 Squad Company Assets: MIAT 11C, Military Intelligence Agent, CHAS, Rover TAC UAV, Skinnie Advisor, Nuke Fleet Assets: Skyhook, Viking, TAC Fighter, Slingshot, Fleet Landing Party, Drop Capsules, Orbital Bombardment Exosuit Platoon Command Assets: Cougar Lieutenant, Cougar Senior Sergeant Squad Assets: Cougar Exosuit Squad, Grizzly Exosuit Squad Company Assets: Nuke, CHAS, Rover TAC UAV Fleet Assets: Slingshot, TAC Fighter, Drop Capsules, Orbital Bombardment Marauder Platoon Command Assets: Marauder Lieutenant, Marauder Senior Sergeant Squad Assets: Marauder Squad Company Assets: CHAS, Rover TAC UAV, Nuke Fleet Assets: Slingshot, TAC Fighter, Drop Capsules, Orbital Bombardment Pathfinder Platoon Command Assets: Pathfinder Lieutenant, Pathfinder Senior Sergeant Squad Assets: Pathfinder Squad, Pathfinder K9 Squad, Pathfinder Sprite Squad Company Assets: Rover TAC UAV, Nuke Fleet Assets: Slingshot, TAC Fighter, Drop Capsules, Orbital Bombardment In addition, any platoon may take one Squad Asset of any other type of platoon as a Company Asset.

Command Assets
The following are all the Command Assets available to a Mobile Infantry force.

Exosuit Lieutenant 180 points


Equipped with a Cougar Exosuit, this Lieutenant is both highly trained and motivated, dedicated to destroying the enemies of the Federation. Type Lieutenant Size 2 Move 6 Close Combat 2xD10+1 Target 5+ Save 3+/5+ Kill 8+ Traits Hits/2, Independent, Jump/15, Piercing/2

Unit: 1 Lieutenant with Sixgun rotary cannon and Hellseed Y-Rack. Career Lieutenant: The Lieutenant may be bought heroic traits up to a total cost of +100 points. These may be Talents. Weapon and Equipment Options: The Lieutenant may replace his Sixgun rotary cannon with a Firestorm missile system for +25 points. Manoeuvre Jets: The Lieutenant may re-roll all failed Dodge saves.

Exosuit Senior Sergeant 165 points


Working under his Lieutenant, the Senior Sergeant is just one step away from commanding a platoon himself. Type Senior Sergeant Size 2 Move 6 Close Combat D10+1 Target 5+ Save 3+/5+ Kill 8+ Traits Hits/2, Independent, Jump/15, Piercing/2

Unit: 1 Senior Sergeant with Sixgun rotary cannon and Hellseed Y-Rack. Career Senior Sergeant: The Senior Sergeant may be bought heroic traits up to a total cost of +50 points. These may be Talents. Weapon and Equipment Options: The Senior Sergeant may replace his Sixgun rotary cannon with a Firestorm missile system for +25 points. Manoeuvre Jets: The Senior Sergeant may re-roll all failed Dodge saves.

Light Armour Lieutenant 70 points


Even a power suited Trooper gives this man respect having lived and fought among Light Armour platoon, he knows every survival trick in the book. Type Lieutenant Size 1 Move 5 Close Combat D6 Target 3+ Save 6+/6+ Kill 5+ Traits Independent

Unit: 1 Lieutenant with Morita assault rifle (and Underslung G/L - Flechette grenades only). Career Lieutenant: The Lieutenant may be bought heroic traits up to a total cost of +100 points. These may be Talents. Weapon and Equipment Options: The Lieutenant may be equipped with Frag Grenades at +5 points.

Light Armour Senior Sergeant 55 points


Both feared and respected by the Troopers under him, the Senior Sergeant looks after the terrified Light Armour Troopers whenever they go into battle. Type Senior Sergeant Size 1 Move 5 Close Combat D6 Target 3+ Save 6+/6+ Kill 5+ Traits Independent

Unit: 1 Senior Sergeant with Morita assault rifle (and Underslung G/L - Flechette grenades only). Career Senior Sergeant: The Senior Sergeant may be bought heroic traits up to a total cost of +50 points. These may be Talents. Weapon and Equipment Options: The Senior Sergeant may be equipped with Frag Grenades at +5 points.

Marauder Lieutenant 255 points


Within his Marauder suit, the Lieutenant can access vital battlefield information in real time, and organise his Troopers to engage any counterattack. Type M8 Lieutenant Size 3 Move 4 Close Combat 2xD10+1 Facing Front Target 7+ Save 3+ Kill 10+ Traits Hits/4, Independent, Jump/8, Multifire/2, Piercing/1 Hits/4, Independent, Jump/8, Multifire/2, Piercing/1 Hits/4, Independent, Jump/8, Multifire/2, Piercing/1 Hits/3, Independent, Jump/10, Multifire/2 Hits/3, Independent,

Side

7+

3+

10+

Rear

6+

4+

8+

M9 Lieutenant

D6+1

Front Side

6+ 6+

4+ 5+

9+ 8+

Rear

5+

6+

7+

Jump/10, Multifire/2 Hits/3, Independent, Jump/10, Multifire/2

Unit: 1 Lieutenant with either an M8 or M9 Marauder suit. Career Lieutenant: The Lieutenant may be bought heroic traits up to a total cost of +100 points. M8 Weapons: Every M8 Marauder carries a Morita Ape Special, Hellseed Y-Rack, Derringer light rotary cannon, and a Trip Hammer mortar. M8 Options: An M8 Marauder may replace its Morita Ape Special for two Hel infantry flamers for +25 points. M9 Weapons: An M9 Marauder carries a Javelin missile launcher (with Firecracker and Holepunch missiles) and a Sixgun rotary cannon. M9 Options: An M9 may be given a Blizzard missile pack for +30 points, and either an Inferno support flamer for +20 points or Twin-Fifty Autocannon and Utility Claws for +20 points. Poor Balance: Any M9 Marauder may not fire any of its weapons while it uses it Jump movement.

Marauder Senior Sergeant 240 points


A superb warrior, a Senior Sergeant and Marauder suit is a terrible combination for any enemy to face. Type M8 Senior Sergeant Size 3 Move 4 Close Combat D10+1 Facing Front Target 7+ Save 3+ Kill 10+ Traits Hits/4, Independent, Jump/8, Multifire/2, Piercing/1 Hits/4, Independent, Jump/8, Multifire/2, Piercing/1 Hits/4, Independent, Jump/8, Multifire/2, Piercing/1 Hits/3, Independent, Jump/10, Multifire/2 Hits/3, Independent, Jump/10, Multifire/2 Hits/3, Independent, Jump/10, Multifire/2

Side

7+

3+

10+

Rear

6+

4+

8+

M9 Senior Sergeant

D6+1

Front Side Rear

6+ 6+ 5+

4+ 5+ 6+

9+ 8+ 7+

Unit: 1 Senior Sergeant with either an M8 or M9 Marauder suit. Career Senior Sergeant: The Senior Sergeant may be bought heroic traits up to a total cost of +50 points. M8 Weapons: Every M8 Marauder carries a Morita Ape Special, Hellseed Y-Rack, Derringer light rotary cannon, and a Trip Hammer mortar. M8 Options: An M8 Marauder may replace its Morita Ape Special for two Hel infantry flamers for +25 points. M9 Weapons: An M9 Marauder carries a Javelin missile launcher (with Firecracker and Holepunch missiles) and a Sixgun rotary cannon. M9 Options: An M9 may be given a Blizzard missile pack for +30 points, and either an Inferno support flamer for +20 points or Twin-Fifty Autocannon and Utility Claws for +20 points.

Poor Balance: Any M9-based Marauder may not fire any of its weapons while it uses it Jump movement.

Pathfinder Lieutenant 95 points


Charged with the most desperate missions, this Lieutenant knows there are no prizes for coming second in war. Type Lieutenant Size 1 Move 4 Close Combat 2xD6+1 Target 4+ Save 4+/5+ Kill 7+ Traits Independent, Jump/12

Unit: 1 Lieutenant with Morita assault rifle (and Underslung G/L). Career Lieutenant: The Lieutenant may be bought heroic traits up to a total cost of +100 points. These may be Talents. Weapon and Equipment Options: The Lieutenant may be equipped with a Shock Stick at +5 points, Frag Grenades at +5 points, a Thermo Charge for +10 points, and a WASP pack (gain Jump/24) at +20 points. The Lieutenant may replace his Underslung G/L with a Trench Sweeper laser for +10 points. Pathfinder Training: The Lieutenant may always re-roll a failed Armour save, so long as he is in Cover.

Pathfinder Senior Sergeant 80 points


Having faced just about every hostile alien in the galaxy, there are few enemies that can surprise a Senior Sergeant of the Pathfinders. Type Senior Sergeant Size 1 Move 4 Close Combat D6+1 Target 4+ Save 4+/5+ Kill 7+ Traits Independent, Jump/12

Unit: 1 Senior Sergeant with Morita assault rifle (and Underslung G/L). Career Senior Sergeant: The Senior Sergeant may be bought heroic traits up to a total cost of +50 points. These may be Talents. Weapon and Equipment Options: The Senior Sergeant may be equipped with a Shock Stick at +5 points, Frag Grenades at +5 points, a Thermo Charge for +10 points, and a WASP pack (gain Jump/24) at +20 points. The Senior Sergeant may replace his Underslung G/L with a Trench Sweeper laser for +10 points. Pathfinder Training: The Senior Sergeant may always re-roll a failed Armour save, so long as he is in Cover.

Power Suit Lieutenant 85 points


The veteran of a hundred battles, every Lieutenant in the Mobile Infantry started as a Private and fought his way up the ranks. Type Lieutenant Size 1 Move 4 Close Combat D6+1 Target 4+ Save 4+/6+ Kill 7+ Traits Independent, Jump/12

Unit: 1 Lieutenant with Morita assault rifle (and Underslung G/L). Career Lieutenant: The Lieutenant may be bought heroic traits up to a total cost of +100 points. These may be Talents.

Weapon and Equipment Options: The Lieutenant may be equipped with a Shock Stick at +5 points, Frag Grenades at +5 points, and a WASP pack (gain Jump/24) at +20 points. The Lieutenant may replace his Underslung G/L with a Trench Sweeper laser for +10 points. He may be upgraded to an Exosuit Lieutenant (see pXX for options) for +75 points or a Marauder Lieutenant (see pXX for options) for +170 points.

Power Suit Senior Sergeant 70 points


The backbone of any Mobile Infantry platoon, the Senior Sergeant is both a hardened soldier and a tough friend to his Troopers. Type Senior Sergeant Size 1 Move 4 Close Combat D6+1 Target 4+ Save 4+/6+ Kill 7+ Traits Independent, Jump/12

Unit: 1 Senior Sergeant with Morita assault rifle (and Underslung G/L). Career Senior Sergeant: The Senior Sergeant may be bought heroic traits up to a total cost of +50 points. These may be Talents. Weapon and Equipment Options: The Senior Sergeant may be equipped with a Shock Stick at +5 points, Frag Grenades at +5 points, and a WASP pack (gain Jump/24) at +20 points. The Senior Sergeant may replace his Underslung G/L with a Trench Sweeper laser for +10 points. He may be upgraded to an Exosuit Senior Sergeant (see pXX for options) for +75 points or a Marauder Senior Sergeant (see pXX for options) for +170 points.

Squad Assets
The following are all the Squad Assets available to a Mobile Infantry force.

Cougar Exosuit Squad 340 points


Fast and deadly, Cougar Exosuits are equipped to deal with any menace on the battlefield. Type Trooper Corporal Sergeant Size 2 2 2 Move 6 6 6 Close Combat D10 D10 D10 Target 5+ 5+ 5+ Save 3+/6+ 3+/6+ 3+/6+ Kill 8+ 8+ 8+ Traits Hits/2, Jump/15, Piercing/2 Hits/2, Jump/15, Piercing/2 Hits/2, Jump/15, Piercing/2

Unit: 1 Sergeant (unit leader) with Sixgun rotary cannon and Hellseed Y-Rack, 2 Troopers with Sixgun rotary cannon and Hellseed Y-Rack. Unit Options: Up to three extra Troopers may be added to the squad for +100 points each. One Trooper can be promoted to a Corporal for +5 points. Career Sergeant: The Sergeant may be bought heroic traits up to a total cost of +25 points. Weapon and Equipment Options: Any model may replace its Sixgun rotary cannon with a Firestorm missile system for +25 points. Manoeuvre Jets: Any model in this unit may re-roll all failed Dodge saves.

Grizzly Exosuit Squad 340 points


The heavyweights of the Mobile Infantry, these Exosuits can deploy an incredible amount of firepower to key locations in a firefight. Type Trooper Corporal Sergeant Size 2 2 2 Move 6 6 6 Close Combat D10 D10 D10 Target 5+ 5+ 5+ Save 2+ 2+ 2+ Kill 8+ 8+ 8+ Traits Hits/2, Jump/12, Multifire/2 Hits/2, Jump/12, Multifire/2 Hits/2, Jump/12, Multifire2

Unit: 1 Sergeant (unit leader) with two Sixgun rotary cannon and Hellseed Y-Rack, 2 Troopers with two Sixgun rotary cannon and Hellseed Y-Rack. Unit Options: Up to three extra Troopers may be added to the squad for +100 points each. One Trooper can be promoted to a Corporal for +5 points. Career Sergeant: The Sergeant may be bought heroic traits up to a total cost of +25 points. Weapon and Equipment Options: Any model may replace one or both Sixgun rotary cannon with Firestorm missile systems for +25 points or Thermic Lances for +30 points, per weapon replaced.

K9 Squad 185 points


Accompanied by their Neodogs onto the battlefield, these Troopers have an almost preternatural bond with their animals. Type Trooper Corporal Sergeant Neodog Size 1 1 1 1 Move 4 4 4 6 Close Combat D6 D6 D6 D6 Target 4+ 4+ 4+ 4+ Save 4+ 4+ 4+/6+ -/2+ Kill 7+ 7+ 7+ 5+ Traits Jump/12 Jump/12 Jump/12 Retaliate

Unit: 1 Sergeant (unit leader) with Morita assault rifle (and Underslung G/L), 4 Troopers with Morita assault rifle (and Underslung G/L), and 5 Neodogs with Trench Sweeper lasers. Unit Options: Up to three extra Troopers and Neodogs may be added to the squad for +35 points per pair. One Trooper can be promoted to a Corporal for +5 points. Career Sergeant: The Sergeant may be bought heroic traits up to a total cost of +25 points. Weapon and Equipment Options: The entire squad may be equipped with Shock Sticks at +5 points per model, and Frag Grenades at +5 points per model. Neodog: A unit with at least one Neodog may react normally to Tunnel Markers. In addition, if such a unit takes a Ready action, all Camouflaged Tunnel Entrances and hidden/ambushing units within 12 of a Neodog will be revealed. A Neodog may never use a Drop Capsule. Caleb Bond: One Trooper can make a reaction for every Neodog that has an enemy complete an action within 10 of it. If the Neodog is removed as a casualty, roll a D6. On a 6. one Trooper is so traumatised, he is removed as a casualty too. If a Trooper is removed as a casualty, one Neodog must be removed as well.

Light Armour Squad 90 points


These Troopers do not receive the full training of their armoured counterparts but, by numbers alone, they are the most significant force within the Mobile Infantry, Type Trooper Corporal Sergeant Size 1 1 1 Move 5 5 5 Close Combat D6-1 D6-1 D6-1 Target 3+ 3+ 3+ Save 6+ 6+ 6+/6+ Kill 5+ 5+ 5+ Traits

Unit: 1 Sergeant (unit leader) with Morita assault rifle (and Underslung G/L Flechette grenades only), 7 Troopers with Morita assault rifle (and Underslung G/L Flechette grenades only). Unit Options: Up to four extra Troopers may be added to the squad for +10 points each. One Trooper can be promoted to a Corporal for +5 points. One Trooper may be given Medic training for +10 points. Career Sergeant: The Sergeant may be bought heroic traits up to a total cost of +25 points. Weapon and Equipment Options: Up to two Troopers may be given a Longbow missile launcher (with Firecracker and Holepunch missiles) for +35 points, or replace their Morita assault rifle with a Morita sniper rifle (with Underslung G/L Flechette grenades only) for +5 points, Condensed Training: The Morita assault rifle loses its Auto trait when used by this squad. Split Firing: This squad may not split fire unless it also contains both a Sergeant and a Corporal. Only two separate Fire Zones may be created in this case, but another can be added if an Independent Character joins the squad.

Light Armour Support Squad 180 points


Equipped with powerful Reliant defence platforms, these Troopers adopt static positions on the battlefield to guard key areas and objectives. Type Reliant Trooper Corporal Sergeant Size 1 1 1 1 Move 4 4 5 Close Combat D6-1 D6-1 D6-1 Target 6+ 3+ 3+ 3+ Save 5+ 6+ 6+ 6+/6+ Kill 8+ 5+ 5+ 5+ Traits

Unit: 1 Sergeant (unit leader) with Morita assault rifle (and Underslung G/L Flechette grenades only), 4 Troopers with 2 Reliant defence platforms armed with Twin-Fifty autocannon. Unit Options: Up to two extra pairs of Troopers with a Reliant defence platform armed with a TwinFifty Autocannon may be added to the squad for +80 points each. One Trooper can be promoted to a Corporal for +5 points. Career Sergeant: The Sergeant may be bought heroic traits up to a total cost of +25 points. Reliants: A Reliant weapons platform requires only one model to be within 1 of it to be used in a Shoot action. Two models are required to be within 1 in order for it to be moved. These need not be models from the Light Armour Support Squad. Weapon and Equipment Options: Any Reliant defence platform may replace its Twin-Fifty autocannon for an Inferno support flamer for +0 points, Javelin missile launcher (with Firecracker, Holepunch and Falcon missiles) for +30 points, Rapier AA missile launcher for +30 points, Bugbroom support laser at +80 points, or a Scythe laser cannon for +80 points

Marauder Squad 400 points


The forerunners of Exosuits, Marauders are bigger, tougher and even more powerful, dominating the battle whenever they appear. Type M8 Trooper Size 3 Move 4 Close Combat 2xD10 Facing Front Side Rear M8 Corporal 3 4 2xD10 Front Side Rear M8 Corporal 3 4 2xD10 Front Side Rear M9 Trooper 2 5 D6 Front Side Rear Front Side Rear Front Side Rear Target 7+ 7+ 6+ 7+ 7+ 6+ 7+ 7+ 6+ 6+ 6+ 5+ 6+ 6+ 5+ 6+ 6+ 5+ Save 3+ 3+ 4+ 3+ 3+ 4+ 3+ 3+ 4+ 4+ 5+ 6+ 4+ 5+ 6+ 4+ 5+ 6+ Kill 10+ 10+ 8+ 10+ 10+ 8+ 10+ 10+ 8+ 9+ 8+ 7+ 9+ 8+ 7+ 9+ 8+ 7+ Traits Hits/4, Jump/8, Multifire/2, Piercing/1 Hits/4, Jump/8, Multifire/2, Piercing/1 Hits/4, Jump/8, Multifire/2, Piercing/1 Hits/4, Jump/8, Multifire/2, Piercing/1 Hits/4, Jump/8, Multifire/2, Piercing/1 Hits/4, Jump/8, Multifire/2, Piercing/1 Hits/4, Jump/8, Multifire/2, Piercing/1 Hits/4, Jump/8, Multifire/2, Piercing/1 Hits/4, Jump/8, Multifire/2, Piercing/1 Hits/3, Jump/10, Multifire/2 Hits/3, Jump/10, Multifire/2 Hits/3, Jump/10, Multifire/2 Hits/3, Jump/10, Multifire/2 Hits/3, Jump/10, Multifire/2 Hits/3, Jump/10, Multifire/2 Hits/3, Jump/10, Multifire/2 Hits/3, Jump/10, Multifire/2 Hits/3, Jump/10, Multifire/2

M9 Corporal

D6

M9 Sergeant

D6

Unit: 1 Sergeant (unit leader) in an M8 or M9 Marauder suit, and 1 Trooper in an M8 or M9 Marauder suit. Unit Options: Up to three extra Troopers may be added to the squad for +195 points each, in any combination of M8 or M9 Marauder suits. One Trooper can be promoted to a Corporal for +5 points. Career Sergeant: The Sergeant may be bought heroic traits up to a total cost of +25 points. M8 Weapons: Every M8 Marauder carries a Morita Ape Special, Hellseed Y-Rack, Derringer light rotary cannon, and a Trip Hammer mortar. M8 Options: An M8 Marauder may replace its Morita Ape Special for two Hel infantry flamers for +25 points. M9 Weapons: An M9 Marauder carries a Javelin missile launcher (with Firecracker and Holepunch missiles) and a Sixgun rotary cannon. M9 Options: An M9 may be given a Blizzard missile pack for +30 points, and either an Inferno support flamer for +20 points or Twin-Fifty Autocannon and Utility Claws for +20 points. M8B Sasquatch: Change any M8 into a Sasquatch for +70 points. The Derringer and Morita Ape Special is replaced by two Sixgun rotary cannon. For an additional +55 points, they can be replaced by two Bugbroom lasers. M9C Goshawk: Change any M9 into a Goshawk for +50 points. No Blizzard may be taken but the Javelin is replaced with another Sixgun and a Scythe laser cannon is added.

M9D Sparrowhawk: Change any M9 into a Sparrowhawk for +30 points. No Blizzard may be taken but the Jump trait is increased to 18. Poor Balance: Any M9-based Marauder may not fire any of its weapons while it uses it Jump movement.

Pathfinder Squad 185 points


Among the most famous of all Mobile Infantry units, the Pathfinders regularly engage the most difficult missions. Type Trooper Corporal Sergeant 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: 1 Sergeant (unit leader) with Morita assault rifle (and Underslung G/L), 4 Troopers with Morita assault rifle (and Underslung G/L). Unit Options: Up to three extra Troopers may be added to the squad for +35 points each. One Trooper can be promoted to a Corporal for +5 points. One Trooper may be given Medic training for +10 points. Career Sergeant: The Sergeant may be bought heroic traits up to a total cost of +50 points. Weapon and Equipment Options: The entire squad may be equipped with Shock Sticks at +5 points per model, Frag Grenades at +5 points per model, Thermo Charges at +10 points per model, and WASP packs (gain Jump/24) at +20 points per model. The entire squad may replace their Underslung G/Ls with Trench Sweeper lasers for +10 points per model. Up to three Troopers may replace their Morita assault rifle with one of the following choices; Morita sniper rifle (with Underslung G/L) for +5 points, Hel infantry flamer for +10 points, Triple Thud grenade launcher for +20 points, Shredder support cannon for +30 points. One extra Trooper may replace his Morita assault rifle for a Javelin missile launcher (with Firecracker, Holepunch and Reaver missiles) for +35 points. Pathfinder Training: A Pathfinder may always re-roll a failed Armour save, so long as he is in Cover.

Pathfinder K9 Squad 235 points


Harnessing the abilities of mans best friend, these Pathfinders are aided by enhanced Neodogs. Type Trooper Corporal Sergeant Neodog Size 1 1 1 1 Move 4 4 4 6 Close Combat D6+1 D6+1 D6+1 D6 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: 1 Sergeant (unit leader) with Morita assault rifle (and Underslung G/L), 4 Troopers with Morita assault rifle (and Underslung G/L), and 5 Neodogs with Trench Sweeper lasers. Unit Options: Up to three extra Troopers and Neodogs may be added to the squad for +45 points a pair. One Trooper can be promoted to a Corporal for +5 points. Career Sergeant: The Sergeant may be bought heroic traits up to a total cost of +50 points.

Weapon and Equipment Options: The entire squad may be equipped with Shock Sticks at +5 points per model, Frag Grenades at +5 points per model, and Thermo Charges at +10 points per model. The entire squad may replace their Underslung G/Ls with Trench Sweeper lasers for +10 points per model. Pathfinder Training: A Pathfinder may always re-roll a failed Armour save, so long as he is in Cover. Neodog: A unit with at least one Neodog may react normally to Tunnel Markers. In addition, if such a unit takes a Ready action, all Camouflaged Tunnel Entrances and hidden/ambushing units within 12 of a Neodog will be revealed. A Neodog may never use a Drop Capsule. Caleb Bond: One Pathfinder can make a reaction for every Neodog that has an enemy complete an action within 10 of it. If the Neodog is removed as a casualty, roll a D6. On a 6. one Pathfinder is so traumatised, he is removed as a casualty too. If a Pathfinder is removed as a casualty, one Neodog must be removed as well.

Pathfinder Sprite Squad 385 points


Pathfinders with expert Sprite training are a powerful force on the battlefield, able to turn back entire waves of enemies with concerted attacks. Type Trooper Corporal Sergeant Size 2 2 2 Move 6 6 6 Close Combat D6+2 D6+2 D6+2 Target 6+ 6+ 6+ Save 4+/4+ 4+/4+ 4+/4+ Kill 8+ 8+ 8+ Traits Hover/18 Hover/18 Hover/18

Unit: 1 Sergeant (unit leader) with Morita assault rifle (and Underslung G/L) and Spitball rocket launcher, 4 Troopers with Morita assault rifle (and Underslung G/L) and Spitball rocket launcher. Unit Options: Up to three extra Troopers may be added to the squad for +75 points each. One Trooper can be promoted to a Corporal for +5 points. Career Sergeant: The Sergeant may be bought heroic traits up to a total cost of +50 points. Weapon and Equipment Options: The entire squad may be equipped with Frag Grenades at +5 points per model. Up to two Troopers may replace their Morita assault rifle with either a Hel infantry flamer for +10 points, or Triple Thud grenade launcher for +20 points. Pathfinder Training: A Pathfinder may always re-roll a failed Armour save, so long as he is in Cover.

Power Suit Squad 135 points


Equipped with the versatile M1A4 power suit, these troopers are among the most highly trained soldiers in the galaxy. Type Trooper Corporal Sergeant Size 1 1 1 Move 4 4 4 Close Combat D6 D6 D6 Target 4+ 4+ 4+ Save 4+ 4+ 4+/6+ Kill 7+ 7+ 7+ Traits Jump/12 Jump/12 Jump/12

Unit: 1 Sergeant (unit leader) with Morita assault rifle (and Underslung G/L), 4 Troopers with Morita assault rifle (and Underslung G/L). Unit Options: Up to three extra Troopers may be added to the squad for +25 points each. One Trooper can be promoted to a Corporal for +5 points. Career Sergeant: The Sergeant may be bought heroic traits up to a total cost of +25 points.

Weapon and Equipment Options: The entire squad may be equipped with Shock Sticks at +5 points per model, Frag Grenades at +5 points per model, and WASP packs (gain Jump/24) at +20 points per model. The entire squad may replace their Underslung G/Ls with Trench Sweeper lasers for +10 points per model. Up to two Troopers may replace their Morita assault rifle with one of the following choices; Morita sniper rifle (with Underslung G/L) for +5 points, Hel infantry flamer for +10 points, Triple Thud grenade launcher for +20 points, Javelin missile launcher (with Firecracker and Holepunch missiles) for +40 points, M8 Marauder suit (see pXX for further options) for +170 points, M9 Marauder suit (see pXX for further options) for +170 points.

Sprite Squad 335 points


Mounted on fast Sprite reconnaissance skimmers, these Troopers are masters at lighting fast strikes on the flanks of an enemy formation. Type Trooper Corporal Sergeant Size 2 2 2 Move 6 6 6 Close Combat D6+1 D6+1 D6+1 Target 6+ 6+ 6+ Save 4+/5+ 4+/5+ 4+/4+ Kill 8+ 8+ 8+ Traits Hover/18 Hover/18 Hover/18

Unit: 1 Sergeant (unit leader) with Morita assault rifle (and Underslung G/L) and Spitball rocket launcher, 4 Troopers with Morita assault rifle (and Underslung G/L) and Spitball rocket launcher. Unit Options: Up to three extra Troopers may be added to the squad for +65 points each. One Trooper can be promoted to a Corporal for +5 points. Career Sergeant: The Sergeant may be bought heroic traits up to a total cost of +25 points. Weapon and Equipment Options: The entire squad may be equipped with Frag Grenades at +5 points per model. Up to two Troopers may replace their Morita assault rifle with either a Hel infantry flamer for +10 points, or Triple Thud grenade launcher for +20 points.

Support Squad 175 points


Bringing support platforms to the battlefield, these power suited Troopers are capable of laying down a withering hail of fire that will stymie the most determined foe. Type Reliant Trooper Corporal Sergeant Size 1 1 1 1 Move 4 4 4 Close Combat D6 D6 D6 Target 6+ 4+ 4+ 4+ Save 5+ 4+ 4+ 4+/6+ Kill 8+ 7+ 7+ 7+ Traits Jump/12 Jump/12 Jump/12

Unit: 1 Sergeant (unit leader) with Morita assault rifle (and Underslung G/L), 3 Troopers with Spitball Rocket Launchers Unit Options: Up to four extra Troopers may be added to the squad for +35 points each. One Trooper can be promoted to a Corporal for +5 points. Career Sergeant: The Sergeant may be bought heroic traits up to a total cost of +25 points. Weapon and Equipment Options: Any Trooper may replace his Spitball rocket launcher with a Derringer light rotary cannon for +10 points or a Scythe laser cannon for +70 points.

Any two Troopers may replace both of their Spitball rocket launchers for a Reliant defence platform. The Reliant will be equipped with a Twin-Fifty autocannon for +40 points, Inferno support flamer for +40 points, Javelin missile launcher (with Firecracker, Holepunch and Falcon missiles) for +10 points, Rapier AA missile launcher for +10 points, Bugbroom support laser at +60 points, or a Scythe laser cannon for +60 points Reliants: A Reliant weapons platform requires only one model to be within 1 of it to be used in a Shoot action. Two models are required to be within 1 in order for it to be moved. These need not be models from the Support Squad.

Company Assets
The following are all the Company Assets available to a Mobile Infantry force.

CHAS Unit 175 points


Still officially classed as experimental, SICONs efforts into battlefield artificial intelligence have already saved the lives of many Troopers. Type CHAS Size 2 Move 8 Close Combat D10+D6 Facing Front Side Rear Target 8+ 8+ 7+ Save 4+ 4+ 5+ Kill 10+ 10+ 9+ Traits Hits/3, Jump/12 Hits/3, Jump/12 Hits/3, Jump/12

Unit: 1 CHAS unit with a Morita Ape Special, Hel infantry flamer, Javelin missile launcher (with Firecracker and Holepunch missiles), and Trip Hammer mortar. Alpha Strike: A CHAS may fire all of its weapons in one Shoot action, if it first takes a Ready action in the same turn. Deathwish Circuit: A CHAS may voluntarily self-destruct with a Ready action. This automatically destroys the CHAS and the CHAS Close Combat dice are rolled against every enemy in its Lethal Range. Reactions: A CHAS has lightning fast reflexes, and may make a Reaction every time an enemy completes an action within 10. CHAS-UC: The weapons of the CHAS are replaced with a Hel infantry flamer, a Javelin missile launcher (with Firecracker and Holepunch missiles) and a Derringer rotary cannon. Its Close Combat dice changes to 3xD10+D6. This upgrade costs +15 points. CHAS-S: The weapons of the CHAS are replaced with a Javelin missile launcher (with Firecracker and Holepunch missiles) and two Sixgun rotary cannon. This upgrade costs +45 points.

MIAT 11C - 225 points


Military Intelligence declared the need to bring back Armoured Tanks back into the Mobile Infantry, mainly to backup the light armoured platoons, and thus the MIAT (Mobile Infantry Armoured Tank) Type 11 was brought back into service, but now even heavier armed. Type MIAT 11C Size 4 Move 5 Close Combat 2xD6 Facing Front Side Rear Target 7+ 7+ 6+ Save 2+ 2+ 3+ Kill 10+ 10+ 8+ Traits Hits/8, Tracked/15

Unit: MIAT 11C with Sixgun Rotary Cannon Ground Transport: A MIAT 11C can carry 10 size points of models (each to the maximum of size 1)

Unit Options: May strip the side armoured plating for +0pts and now gains side save of 3+, a hits/7, a move value of 6 and Tracked/18. Weapon Options: May replace the Sixgun Rotary Cannon with an Inferno Support Flamer for no cost, or a Twin-Fifty Autocannon for +10pts or a Blizzard Missile Pack for +25pts. May purchase a second Sixgun Rotary Cannon or an Inferno Support Flamer for +10pts, the second weapon have Fire arc: F trait.

Military Intelligence Agent 60 points


With wide-ranging powers and authority, Military Intelligence is the darker side of SICON. Many have awesome psychic talents at their disposal, Type Agent Size 1 Move 5 Close Combat D6 Target 3+ Save 6+/4+ Kill 6+ Traits Independent

Unit: 1 Military Intelligence Agent with a Morita carbine. Well-Trained: The Military Intelligence Agent may be bought heroic traits up to a total cost of +100 points. These may include psychic Talents. Nuclear Protocols: The Military Intelligence Agent has the authority to release nuclear weapons on the battlefield. Vital Missions: If the Military Intelligence Agent is still on the table at the end of the last turn of the game, he may try to extend the battle for another turn in order to complete his objectives. Roll a D6 on a 4 or more, the battle continues for one more turn. He may only extend a battles duration once.

Nuke (Pee-wee) 300 points


The Pee-wee nuclear munition is a man-portable device of great destructive power. Deployment: Each Pee-wee may be given to any model in the platoon. Any model may use the Peewee as a Placed weapon, while those with a Longbow or Javelin missile launcher may fire it to a range of 60. Nuclear Protocols: Pee-wees may only be purchased if at least one model in the platoon has the Nuclear Protocols special rule.

Rover TAC UAV 120 points


Soaring above the battlefield, the TAC UAV monitors enemy movements, following the directions of its controller to destroy targets of opportunity. Type Rover Size 3 Move Loiter, V/STOL Close Combat 2xD6 Target 6+ Save 5+ Kill 10+ Traits Hits/3

Unit: 1 Rover TAC UAV with Twin-Fifty autocannon and 2 Scatter bombs. Drone Flight: Designate one Independent model as the Rover TAC UAVs controller at the start of the game. If the controller is killed or otherwise removed from the battlefield, the Rover TAC UAV may only take a single action during the Air Phase. Fleet Liaison: If the controller has Fleet Liaison training and takes a Ready action, the Rover TAC UAV may re-roll each failed shooting dice during the next Air Phase.

Skinnie Advisor 100 points


Eager to gain any edge when fighting an enemy, some companies have access to Skinnie Advisors, mercenaries willing to give the Mobile Infantry the benefit of their combat experience. Type Advisor Size 1 Move 5 Close Combat D6 Target 4+ Save 4+/5+ Kill 6+ Traits Jump/12

Unit: 1 Skinnie Advisor with a Constrictor rifle. Weapons & Equipment: The Skinnie Advisor may swap his Constrictor rifle for a Morita assault rifle at no cost. Attached: The Skinnie Advisor must be attached to a Mobile Infantry unit at the beginning of the game. The Advisor counts as being part of that unit, but may never become its leader. Ambush: One squad of no more than 5 models, each model no greater than Size 1, may be concealed within an area of terrain outside the enemys deployment area. Write down the location of this unit before any models are placed on the table. The Mobile Infantry player can reveal the location of this unit and place it on the table at any time after a unit (friendly or otherwise) has completed an action this placement can trigger a Reaction. The unit must be revealed by the end of turn three or be counted as destroyed. Partially Exothermic: The Skinnie Advisor ignores the Flame trait of any weapon that attacks him.

Fleet Assets
The following are all the Fleet Assets available to a Mobile Infantry army.

Drop Capsules - +10/20 points each


Launched from orbiting spacecraft, Drop Capsules allow the Mobile Infantry to enter battle at any point on the planet within minutes, making them truly mobile. Type Drop Capsule Size +1 Move Burn Close Combat 2xD10 Target 6+ Save 3+/5+ Kill 9+ Traits

Platoon: Any units in the platoon may be given Drop Capsules as a single Fleet Assets choice. All models in such units must be given Drop Capsules, at a cost of +10 points per model, or +20 points per Marauder. Cumbersome: The following models may not use Drop Capsules; Neodogs, Light Armour Mobile Infantry, Reliant crew, Military Intelligence Agents, Air Units. Aero-Braking: Drop capsule units can opt to delay their entry onto the battlefield by firing brake thrusters early. This is not without its problems altering drop ratios can severely delay the arrival of drop capsule units. As such, every drop capsule unit may either; 1. 2. Appear as Reserves in the first possible Air Phase (this will normally be the Air phase in the second turn, since Reserves cannot normally enter in the first game turn). Appear as Reserves a later Air Phase (usually the third turn onwards). However, roll a D6; on a 1 the unit is delayed and does not arrive this turn. The unit can try again at the beginning of each subsequent Air Phase.

Quick Delivery: Drop capsule models must Move (Fly) onto the battlefield as their first action. Their second action must be a Move (Land) action. Should the drop capsule be destroyed before the end of the Air Phase, the model inside is automatically considered a casualty and removed from the table.

Fleet Landing Party 105 points


Familiar to Troopers as the iron hand that keeps them quiet while on board cruisers, Fleet Landing Parties are the security personnel that handle hostile situations on alien worlds. Type Size Ensign 1 Senior Ensign 1 Fleet Lieutenant 1 Move 4 4 4 Close Combat D6 D6 D6 Target 3+ 3+ 3+ Save 5+ 5+ 5+/6+ Kill 6+ 6+ 6+ Traits

Fleet Liaison

Unit: 1 Senior Ensign (unit leader) with Morita carbine and Shock Stick, 4 Ensigns with Morita carbines and Shock Sticks. Unit Options: Up to five extra Ensigns may be added to the squad for +20 points each. The Senior Ensign can be promoted to a Fleet Lieutenant for +5 points. Career Lieutenant: A Fleet Lieutenant may be bought heroic traits up to a total cost of +50 points. Weapon and Equipment Options: Any member of the party may swap his Morita carbine and Shock Stick for a Morita assault rifle at no cost. Commissioned: All Fleet personnel are commissioned officers, trained to react to changing situations on the battlefield. This unit will never be out of command.

Orbital Bombardment varied points


By utilising the weapons onboard the massive warships high in orbit, a clever platoon leader can rain down laser and missile fire onto an enemy at critical points during a battle. Points Cost: Each Orbital Bombardment varies in cost, depending on its power; a Scatter bomb attack costs +50 points, Firestorm bomb +100 points, Avenger bombardment laser +150 points, Pee-wee nuclear munition +300 points, Ajax nuclear munition +500 points. Fleet Liaison: Only a model with Fleet Liaison training may call for Orbital Bombardment. This is used as an Artillery attack, but with no minimum range (yes, you can call it down right on your own head!).

Skyhook Retrieval Boat 125 points


The standard squad retrieval transport, there are thousands of these shuttles spread throughout the Fleet. Type Skyhook Size 5 Move Loiter, V/STOL Close Combat 2xD10 Target 6+ Save 5+ Kill 9+ Traits Hits/6

Unit: 1 Skyhook retrieval boat with Twin-Fifty autocannon (FxF) Air Transport: A Skyhook can carry up to 12 Size points of models (each maximum Size 1). Landed: The Skyhook may use its Twin-Fifty autocannon when landed.

Slingshot Drop Boat 300 points


A generation beyond the Skyhook and Viking, the Slingshot was designed specifically for the Mobile Infantry, and is often used to initiate drops onto a planets surface. Type Slingshot Size 6 Move Cruise, Loiter, V/STOL Close Combat 4xD10 Target 8+ Save 4+/5+ Kill 12+ Traits Hits/8

Unit: 1 Slingshot drop boat with two Derringer light rotary cannon. Air Transport: A Slingshot can carry up to 20 Size points of models (each maximum Size 4). Linked Ordnance: A Slingshot may deploy two ordnance munitions in a single Shoot (Bomb) action. Weapons and Equipment: The Slingshot may be given one of the following armament fits for +100 points; Ground Support: 6 Firestorm bombs, 3 Scatter bombs. Tactical: 5 Scatter bombs, 2 Blizzard missile packs. Heavenly Mercy: Any friendly model killed by failing an Armour save within 10 of the landed Slingshot with the Heavenly Mercy fit will not count as a casualty at the end of the game.

Thunderbolt TAC Fighter 250 points


The standard multi-role space-borne fighter of the Fleet, the Thunderbolt is a powerful instrument of destruction and pilots revel in its use. Type Thunderbolt Size 5 Move Burn, Cruise Close Combat 3xD10 Target 7+ Save 5+/4+ Kill 10+ Traits Hits/5

Unit: 1 Thunderbolt TAC fighter with Sixgun rotary cannon and 2 Rapier AA missile launchers. Linked Ordnance: A Thunderbolt TAC fighter may deploy four ordnance munitions in a single Shoot (Bomb) action. Weapons and Equipment: The Thunderbolt TAC fighter may be given one of the following armament fits for +100 points; Ground Support: 3 Firestorm bombs, 4 Scatter bombs. Tactical: 2 Scatter bombs, 2 Blizzard missile packs. In addition, this fit gives the Thunderbolt TAC fighter Modular Drop Tanks, allowing it to use the Loiter flight speed. Instead of Ground Support or Tactical fits, the Thunderbolt TAC fighter may take a single Ajax nuclear munition for an additional cost of +500 points. This may only be chosen if a model with the Nuclear Protocols special rule is in the platoon.

Viking Landing Boat 195 points


Based on the same principles as the Skyhook, the Viking is much larger, and is capable of transporting entire platoons too and from a planets surface. Type Viking Size 7 Move Loiter, V/STOL Close Combat 4xD10 Target 7+ Save 5+ Kill 10+ Traits Hits/12

Unit: 1 Viking landing boat with two Twin-Fifty autocannon. Air Transport: A Viking can carry up to 30 Size points of models (each maximum Size 2). Landed: The Viking may use a single Twin-Fifty autocannon when landed.

Heroic Traits
The average trooper in the Mobile Infantry is by far better trained than any other soldier in Earths history. However, joining the Mobile Infantry is not about being average and there will always be some exceptional individuals who remain far ahead of the curve. These brave men and women are represented by the use of Heroic Traits. Alertness (Psychic; +20 points) The telepath conveys a sense of danger to nearby units, warning them of attack. Nominate one friendly unit within 6 after the model has completed any actions. That unit may react to an enemy completing actions within 12, rather than the normal 10 until the Mobile Infantrys next turn. Artillery Corps (+30 points) Days spent learning about trajectories, muzzle velocities and wind effects can pay off surprisingly on the battlefield. The model and any models from the unit he is with can re-roll one of the deviation dice for scatter when using Artillery fire. Battle Hardened (+25 points) This trooper has fought in many battles and has developed a keen instinct for what the enemy will do next. The model and any unit it is leading may one extra Reaction every turn. This extra Reaction must be made against an enemy action that the unit has not yet reacted to (you cannot react against the same action twice!). Block Psychic Talent (Psychic; +50 Points) Summoning great reserves of mental power, the model attempts to befuddle the mind of enemy psychics, causing their talents to go awry. This power may be used as a Reaction whenever an enemy model within 24 uses a psychic talent. Both players roll a D10. If the Mobile Infantry player rolls higher than his opponent, then the talent is completely nullified and has no effect. For an extra +25 points, the model can re-roll its D10. Close Combat Expert (+15 points) Having drilled long and hard in combat training, the model is a force to be reckoned with when fighting at close quarters. He may re-roll any of his Close Combat damage dice when he takes a Charge action. Colour Sergeant (Senior Sergeants only; +10 points) Holding the platoons, companys or even regiments flag aloft for all to see, a colour sergeant (as the senior sergeant who takes this trait becomes officially known as) acts as a focal point on the battlefield. So long as the colour sergeant remains in Line of Sight, an out of command Mobile Infantry unit may always take two actions, so long as at least one is a Move action, and that any Move actions are made directly towards the colour sergeant. Conceal (Psychic; +30 points) The model can attempt to lull the senses and distract enemies so that they miss the obvious. The model and the unit he is within only trigger reactions if they complete an action within 8 of an enemy model instead of 10. Confuse (Psychic; +30 points) One of the most dangerous talents yet developed, the telepath enters the mind of the bug menace, disrupting their distributed intelligence and disorienting the creatures. As a Ready action, nominate a tunnel entrance anywhere on the board. The model confuses the Arachnids into losing their way, or thinking the connecting tunnels are much narrower than they are, or that they are no longer open. The tunnel entrance in question has the maximum number and size of models that may exit the tunnel halved (rounding down) until the Mobile Infantrys next turn. Daredevil (+20 points) The model is well accustomed to performing daredevil antics when the situation demands it, often opening fire perilously close to friends. When creating a Fire Zone, this model may ignore any friendly model for the purpose of allocating Damage Dice no dice at all are placed on friendly models as the daredevils shots just whistle straight past. This trait may not be used with Artillery or Lethal Zone weapons.

Dirty Fighter (+15 points) Whether skilled in martial arts or just mean as hell, the model is a fiend in close combat, skilfully avoiding the attacks of his enemies to launch his own lethal counters. The model gains the Parry trait. Fast Mover (+15 points) Part of being a hero is getting to the right place at the right time. The hero gains +1 to his Move characteristic and any special movement mode he is capable of. Fire King (+100 points) The model excels in fast, accurate direction of fire. Any member of the models unit (including the model) within command range can re-roll their Damage Dice during a Shoot action, but not during reactions. Fleet Liaison (+20 points) The model has undergone some level of training with the Fleet. He knows how to speak their language and talk them accurately on to a target. During the Air Phase, this model can assist Air units. Instead of rolling off to determine who selects a unit to use first at the beginning of the Air phase, you can always choose to go first or second. Heroic Surge (+30 points) The model can draw on superhuman reserves of determination, giving his all when it would seem impossible he has any more to give. Once per game, the model can take one extra action in its turn (for a total of three actions). Other models in the same unit do not join him in taking this extra action. Jumpball Player (+20 points) A popular sport won by speed, aggression and agility, jumpball makes good training for any soldier. Once per game, the model can add +2 to any dodge saves he has to make for the duration of any turn. If a dodge save is made successfully, the model can be immediately moved in any direction up to 6. This free movement may only be performed once in a turn. This Heroic Trait may not be used by models in Exosuits or Marauders. K9 Corps (+15 points) The model has undergone training and bonding with a K9 neodog, enabling him to use its superior senses to scout at a distance. The model gains a K9 Neodog model as a companion. Type Neodog Size 1 Move 6 Close Combat D6 Target 4+ Save -/2+ Kill 5+ Traits Retaliate

Neodog: A model with a Neodog may react normally to Tunnel Markers. In addition, if he takes a Ready action, all Camouflaged Tunnel Entrances and hidden/ambushing units within 12 of a Neodog will be revealed. A Neodog may never use a Drop Capsule. Caleb Bond: The model can make a reaction for when an enemy completes an action within 10 of his Neodog. If the Neodog is removed as a casualty, roll a D6. On a 6. the model is so traumatised, he is removed as a casualty too. If the model is removed as a casualty, one Neodog must be removed as well. Marksman (+20 points) There is nothing deadlier than this model and a loaded weapon. His accuracy with a ranged weapon is phenomenal and there is no enemy safe from his sights. The model may re-roll any one of his Damage Dice in a Shoot action unless he is using Artillery fire. Medic (+20 points) Medical science has reached a point where almost any patient can survive if he can be brought to a suitable facility. If a friendly model (that does not have the Hits trait) within 6 is about to be removed as a casualty for failing a save, you may move the medic into contact with the downed model immediately to keep it in play. Models about to be removed for other reasons (such as having their Kill score beaten by an attack) may not be rescued in this way. The medic and his patient may not move or take actions. Roll a D6 at the beginning of each subsequent turn.

1 2-3

Despite the medics best efforts, the model is removed as a casualty. The patient needs more care and may not take actions. If the game ends with a model in this state and the medic still in contact with it, the model does not count as a casualty. If the medic takes any actions the patient is removed as a casualty. The medic stabilises the patient to the point where he can fight on. Both models can take actions again.

4-6

This trait may not be used by models in Marauder armour. Nuclear Protocols (Lieutenants only; +50 points) The lieutenant has cross-trained with Military Intelligence. This allows him greater authority in the war zone and grants him full authorisation to deploy nuclear weapons. The model is considered to have the Nuclear Protocols special rule. Protagonist (+20 points) The model has enough good sense to save his best until its needed the most. Once per game, the model can make any action or reaction as if he had taken a Ready action, allowing special movement modes or Ready weapons to be used, for example. Stay Frosty (+25 points) The model has an uncanny sense of when and where the enemy will strike next. The hero can react on if an enemy unit completes an action within 12 of him rather than the usual 10. True Grit (+50 points) The model is as tough as nails. Increase the models Target and Kill values by one (so a model with Target 4+ and Kill 7+ would become Target 5+ and Kill 8+). Models in Exosuit armour or a Marauder may not choose this Heroic Trait. Warning (Psychic; +40 points) Add +1 to any saves (armour or dodge) that are made by the model. For an extra 10 points, the model may apply this bonus to any friendly models within 6 if desired. Every time the model uses this option he must roll a D6. On a 4+ he model takes a hit, representing the additional risk and mental strain the model is undertaking when trying to protect others.

Mobile Infantry Armoury


Weapon Ajax nuclear munition Blizzard missile pack Bugbroom support laser Derringer light rotary cannon Falcon AA missile Firecracker HE missile Firestorm bomb Firestorm missile system Frag grenade Hel infantry flamer Hellseed Y-Rack Holepunch HEAP missile Inferno support flamer Javelin missile launcher Longbow missile launcher Morita Ape Special Morita assault rifle Morita carbine Morita sniper rifle Range Dropped 60 40 20 60 60 Dropped 48 10 10 0 60 12 20 20 15 30 Damage 3xD10+4 2xD10 D6+2 4xD6 D10 3xD6 2xD10+2 2xD10 D10 2xD10 D6 D10+4 4xD10 3xD6 2xD6 2xD6 D6 Traits Flame, Killshot, Lethal Zone/8, Multihit, One Shot Artillery, Lethal Zone/3, Ready, One-Shot Beam, Piercing/2, Ready AA, Auto AA, Slow Artillery, Lethal Zone/2 Flame, Lethal Zone/4, One-Shot Artillery, Lethal Zone/1, Piercing/1, Slow Lethal Zone/2, Slow Flame, Retaliate Lethal Zone/4, Slow Artillery, Piercing/2 Flame, Retaliate Slow Ready, Slow Auto Auto Auto Accurate

Pee-wee nuclear munition Rapier AA missile launcher Reaver HEAT missile Scatter bomb Scythe laser cannon Shock Stick Shredder squad support cannon Sixgun rotary cannon Spitball rocket launcher Thermic Lance Thermo Charge Trench Sweeper laser Trip Hammer mortar Triple Thud grenade launcher Twin-Fifty autocannon Underslung G/L - Bugshot Underslung G/L - Flechette Underslung G/L - Frag Utility Claws

60/Dropped 60 60 Dropped 36 CC 20 30 18 8 Remote 6 36 15 30 10 8 15 CC

3xD10+4 D10+2 D10+5 3xD6 D10+4 As User 3xD6 3xD6+1 2xD10 D10+D6 3xD10 D10 D6+2 3xD10 4xD6+1 D6+2 D6+1 D6 2x As User

Flame, Killshot, Lethal Zone/5, Multihit, One Shot AA, Lethal Zone/2, Piercing/1, Ready Artillery, Killshot, Lethal Zone/1 Lethal Zone/3, One-Shot Beam, Piercing/4, Ready Parry, Piercing/1 Auto, Piercing/1 AA, Auto, Piercing/1 Piercing/2, Slow Flame, Piercing/2, Slow Lethal Zone/1, Piercing/2, One-Shot Beam, Slow Artillery, Lethal Zone/2, Slow Piercing/1, Slow AA. Auto, Piercing/1 Ready, Slow Slow Lethal Zone/2, Slow

Ajax nuclear munition: Conventional nukes, warheads that leave clouds of deadly fallout and massive radiation, have given way to short-term radioactive reactions and massive initial damage with few sideeffects or lingering traces other than massive areas of planetary ruin. The Ajax is a heavy tactical bomb, typically launched from orbit or by specially adapted TAC fighters. Blizzard missile pack: The Blizzard missile pack comes with nine primed missiles which are fired together in a single launch. It is a superb area saturation device, capable of halting an entire swarm of Arachnids. Bugbroom support laser: A refinement in laser technology that allows a coherent light cannon to be mounted on Reliant platform, the Bugbroom requires a special power pack and time to calibrate before each firing. Capable of showering an area with laser fire, the Bugbroom is notoriously consumptive of energy and has been known to run out of power at the worse possible times during battle. Derringer light rotary cannon: A refinement of rotary machinegun technology, the MW-206 is a light version of the Sixgun weapon. It sacrifices range and punch for a very high rate of fire, allowing the user to engage multiple targets at a shorter distance. Falcon AA missile: The huge numbers of rippler bugs present throughout the Road to Victory campaign convinced SICON that dedicated Rapiers, while having their place, did not grant versatility to individual squads. The Falcon was designed to be a smaller warhead that could be used in a standard Javelin or Longbow with minimal extra training. Firecracker HE missile: The M-714A2 high explosive missile is primarily used by the Javelin launch system. Meant specifically to be used against ground targets, its blast radius and killing power makes the it the bane of all infantry. Very few targets can withstand an attack from this missile; even power suits can be swiftly dispatched by a direct hit. Firestorm bomb: The Firestorm is an adaptation to the obsolete M-908P plasma munition. Both larger and more powerful than its predecessor, the Firestorm consumes its plasma core within microseconds, creating a much hotter kill zone. Firestorm missile system: An advanced multiple rocket launcher, its launch systems allow a barrage of miniature rockets to be unleashed in a single salvo. Sophisticated tracking equipment is used to produce firing patterns where the first rocket will report its accuracy to those following, meaning a single successful hit is often enough to draw in many others, quickly smothering the target in a volley of explosive warheads.

If both dice from a weapon score a hit, both acquire the Piercing/2 and Multihit traits. In the case of a Grizzly armed with two Firestorms, these are fired as a single weapon, rolling four dice, and the above bonus is applied if any two or more dice score a hit. The Firestorm may also be used to fire Pee-wee nuclear warheads, if possessed by the model, but they lose the special rule above when they do so. Frag grenade: Intended as an assault weapon, the fragmentation grenade bursts into a dense shower of edged metal. For a few brief but critical seconds, the M-902F Frag gives troopers the chance to retreat from close quarters in relative cover. Hel infantry flamer: The SW-226-f Hel infantry flamer is a special weapon carried by troopers trained to use its swath of death to great effect. With an internal fuel core, the Hel flamer is capable of generating bolts of super-heated plasma with tactical precision. Hellseed Y-Rack: These weapons are built into some Marauder and Exosuit, using sliding doors to conceal them when not in use. Hellseed Y-racks are normally used during jumps, making them a fatal surprise for any foe assuming a trooper to be vulnerable while in midair. The Y-Rack generates a 4 Lethal Zone centred on the trooper when fired, with no deviation. If used during a Jump action, no Damage Dice will be rolled against the trooper. Holepunch HEAP missile: This high explosive armour piercing missile type is designed as a tank buster. Its special warhead tears open heavy armour to provide a breach for its secondary shaped charge to detonate inside the target. Extremely effective against fortifications and massive Arachnids, the M-766A1 HEAP is a valuable asset on any battlefield. Inferno support flamer: A powerful offensive option, this weapon tends to be used on Chickenhawk Marauders expected to see a great deal of close ranged combat. It is not popular with troopers outside the Marauder because of its tendency to torch allies accidentally. Javelin missile launcher: When nothing else will do the job, a missile is a troopers last and best option. The SW-404 is a heavy weapon system with a top-feeding magazine and integral targeting computer that links to the tactical display in a troopers helmet. Longbow missile launcher: The forerunner of the more capable Javelin, the Longbow was brought back into service for the Invasion Companies. The Longbow has the added advantage of using the same missiles as the Javelin, including Pee-wee atomics but without an automatic loading facility, its rate of fire is noticeably lower than that of the Javelin. Morita Ape Special: This special adaptation of the Morita takes the operative parts of two rifles and builds them into the arms of an M8 Marauder suit, though they are also compatible with CHAS units. These weapons are used in tandem against single targets. Morita assault rifle: Capable of a three round burst that does not waste ammunition, the Morita is highly accurate. Cap troopers swear by the new weapons burst fire feature as it allows them to accurately gauge how many rounds they are using against each target. It comes with an underslung grenade launcher as standard. Morita carbine: The Morita carbine is favoured by SICON Military Intelligence agents and Fleet personnel. This is a fully automatic weapon capable of blowing through armour with enough concentrated firepower. Morita sniper rifle: Also called the Morita Long, this is a longer ranged version of the standard Morita. Chambered for a slightly larger round and generating more power behind its shots for better range, this rifle sacrifices ammunition capacity for a harder punch and better penetration. The Morita Long comes with an underslung grenade launcher as standard. Pee-wee nuclear munition: Completely man-portable and designed to be shot from a Javelin missile system, the Pee-wee is a compact nuclear device capable of destroying swarms of warrior bugs or a huge tanker bug with a single shot.

Rapier AA missile launcher: The Rapier AA missile launch system is an air assets worst nightmare. These missile launchers are designed to fire the M-780A5 Birdbolt missile, with targeting and tracking systems developed simultaneously between the two. 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 great expense involved in its production, only elite units among the Mobile Infantry have been granted permission to stock the warhead in their armouries. Scatter bomb: An impressive weapon, the one shot M-918 is usually delivered via an air strike and detonates in mid-air to scatter its deadly cargo of high explosive charges over a wide area. Dangerous if it lands accurately into a unit of infantry, it causes an incredibly powerful explosion all but guaranteed to damage anything in its blast. Scythe laser cannon: A highly experimental weapon, the MW-X29 laser cannon is a mounted weapon. Consisting of a charging coil and a focusing barrel, the Scythe expends massive amounts of energy from a dedicated power core to generate a destructive beam of coherent light. This powerful pulse can bore straight through the toughest physical armour with ease. Shock Stick: The Wyman Arms CC-176-ER Electrokinetic Combat Prod, colloquially known as the Shock Stick, is a herding weapon used during capture or containment missions. Although capable of frying targets with electricity when set on full power, the Shock Stick is rarely used for anything more than subduing unruly troopers on shore leave. Shredder squad support cannon: Technically classified as an experimental weapon, the Shredder has found great popularity among the Pathfinders who often lack heavier equipment. A water-cooled barrel permits an incredible firing rate, and the Shredder is becoming renowned for the hail of fire it can unleash into an Arachnid swarm. Sixgun rotary cannon: A rotary cannon with multiple spinning barrels and massive ammunition feed, the Sixgun is a common vehicle weapon because of its tactical flexibility and high kill rates. Its ammunition is vast but not infinite, though this seldom becomes a problem in protracted fighting as units will invariably be re-supplied before running dry. Spitball rocket launcher: Spitballs are mounted within the front carapace of the LA-50 Sprite reconnaissance skimmer, and also see service on small defence platforms. The Spitball fires minirockets from two launch tubes and, despite their restricted ranges, have proved remarkably effective against a variety of non-fortified targets. Thermic Lance: The Thermic Lance consists of a volatile metallic core, superheated and suspended in an array of magnetic fields inside the weapons slender barrel. The heat from this core can be unleashed, propelled forwards by the same magnetic suspension techniques to deliver a superheated blast, capable of punching through almost any armour. Thermo Charge: Designed to concentrate the destructive force of a modified thermo-based charge into a small area, this munition is typical of the explosive devices carried by the Pathfinders 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 at least reach the victims Target score. Trench Sweeper laser: A marvel of modern technology, the Trench Sweeper laser is the size of an underslung grenade launcher, yet it packs lethal killing power. Capable of slicing through material armour, Trench Sweepers are rare but greatly prized additions to the Morita rifle. Trip Hammer mortar: A twin barrelled mortar, this weapon is effective at targeting distant mission objectives. The Trip Hammer fires two minirockets at once which fly towards the target with remarkable speed and force, though it is capable of firing ballistic shells too.

Triple Thud grenade launcher: The SW-402 is a tactical weapon designed to take out targets that Morita rifles just cannot touch. The Triple Thud does not generally fire true grenades (though it is capable of doing so), but is usually loaded with minirockets these have far greater penetration capability than grenades and a much more concentrated killing zone, increasing the tactical flexibility of the Triple Thud tremendously. Twin Fifty autocannon: Usually encountered as a defensive weapon, these guns are belt fed and have an operators chair or standing mount. The Twin Fifty requires a crew to operate effectively but, despite its cost in manpower, the rain of fire it can unleash against enemies makes it well worth the investment. Underslung Grenade Launcher: An underslung option for the Morita that attaches to the bottom of the rifles barrel and is operated with one hand, the grenade launcher can chamber several different forms of ordnance. The underslung launcher is the perfect complement to an already excellent firearm., capable of using any of the following shell types; * Flechette: Flechette rounds are narrow slivers of hardened steel bound in a grenade casing. When fired, the casing is discarded while the rounds travel at ballistic speeds towards a target. They have excellent penetration and can slice through chitin and armour plate with very little effort. Frag: Fragmentation rounds travel to the target before exploding into deadly shards. This forms a lethal area around the point of impact and can take out a number of enemies instead of concentrating on a single target. Bugshot: A specialised form of grenade that fires several hundred steel pellets at an incredible rate, these rounds have been shown to have great effect against the chitin carapaces of Arachnid targets. The multiple impacts in a confined space effectively punch through an enemy, leaving behind a crater or hole. These rounds are slower to chamber, making them less useful in a firefight than other grenades.

Utility Claws: These are a close combat option for the M9 Marauder suit, though they are primarily used for engineering, fine manipulation and cargo loading, as the Chickenhawk makes for an efficient hauler during combat drops.