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Pathfinders Army Book

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Credits and Contents

PATHFINDERS ARMY BOOKCREDITS

AuthorMatthew Sprange

Additional TextMatthew Keefe

EditorRichard Ford

Cover ArtKieran Yanner

Internal ArtDavid Esbri Molinas, Danilo Moretti,

Dave Wiggins

Figure PainterAdrian Walters

Miniatures ManagerIan Barstow

Production DirectorAlexander Fennell

ProofreaderTed Chang

Starship Troopers: Pathfinders 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.

CONTENTS

Introduction 2

Selection to Special Ops 3

Hobby Section 7

Pathfinder Armoury 14

Pathfinder Platoons 16

Tip of the Spear 24

Pathfinder Reference 30

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Introduction

INTRODUCTION

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!

Ready to join the elite, Trooper? This book details the Pathfinder 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 Pathfinders 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 Pathfinders 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 Pathfinder Army Book has the following sections, detailing this new Mobile Infantry force.

Army List: The complete Pathfinder 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 Pathfinders bravely battling the enemies of Mankind. Includes a complete painting guide designed to get your Pathfinders onto the table as quickly as possible.

The Pathfinder Armoury: The Pathfinders have access to the most advanced equipment and weaponry available

to the Mobile Infantry, some of it still officially classified 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 Pathfinders in the Starship Troopers Miniatures Game.

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Selection to Special Ops

SELECTION TO SPECIAL OPS

The deadliest weapon in the galaxy is a Pathfinder and his Morita. It is your killer instinct which must be harnessed if you expect to survive in combat. Your rifle 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 Pathfinders and then you’ll be in hell because Pathfinders are not allowed to die without permission. Do you maggots understand?

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

SELECTIONRumours, legends and even myths surround the selection process troopers must undertake to be accepted into a Pathfinders 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 Pathfinders 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 officer 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 officer and he may be refused for any number of reasons. It is not unknown for an officer to simply not pass on a request because he values a trooper’s 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

of fitness required to make it through the first 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 officers and SICON analysts on the basis of past military record and physical fitness are by no means easy to accomplish. Any infraction on a trooper’s record can mean instant dismissal from the process. It is often assumed that the Pathfinders are looking for absolute heroes of the highest loyalty and intelligence while at the peak of their physical fitness. 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 first 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 Pathfinder instructors are wary about wasting good troopers needlessly.

Selection is long and tough. It begins with a ‘build-up’ week on the Pathfinder’s 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 trooper’s personality.

If a trooper can pass all these tests with flying colours, he stands a good chance of being selected for Pathfinder training. However, simply passing is not sufficient, as there are limited places available in existing Pathfinder platoons and only the top few percent will be accepted. That said, more places have been opened since the start of the Arachnid War.

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Selection to Special Ops

PATHFINDER TRAININGIt has been said that if selection was tough, then training for a Pathfinder 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 find.

Pathfinder training takes another sixteen weeks and covers Standard Operating Procedures, tunnel fighting 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 qualified Pathfinder 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 Pathfinder 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 trooper’s 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 flies at high speeds and low altitudes, dropping its platoon within seconds before continuing on its flight path or rocketing back up to orbit. This is a highly dangerous manoeuvre as the drop capsules have very little time to fire their braking rockets and locate a suitable landing spot. This requires very quick reflexes 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 Pathfinder platoon.

MISSIONSOstensibly, Pathfinders 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 Pathfinders 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 Pathfinders have recently become renowned for are those where they descend into bug holes to fulfil their objectives. Fighting on the Arachnids’ home ground is perhaps

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Selection to Special Ops

the most dangerous duty any Mobile Infantry trooper can perform and even among the highly trained Pathfinders, casualty rates can be high. These missions are never undertaken lightly and have specific 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. Pathfinders prepped for these missions are usually armed with a high proportion of flamer weapons in order to stall the inevitable bug attacks. The heavy Shredder support cannon also finds favour in this environment, as its heavy weight of firepower 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 Pathfinders and they are often the first 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 specific 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, Pathfinder platoons sometimes gain the reputation for aloofness and keeping to themselves, especially on long voyages aboard a Fleet ship. While there are certainly Pathfinders 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 first and Pathfinders second. Once befriended, many in the Mobile Infantry are surprised at the camaraderie expressed by the Pathfinders.

Operation Total ClosureAs 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 Pathfinders who were duly tasked to infiltrate 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 fire lanes. This diverted attention away from the Pathfinder teams who entered the colony from more distant locations. Navigating their way through the entry tunnel network, the Pathfinders 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 Pathfinders began to penetrate the first chambers of the colony, reaching depths that few active units had ever reached before.

Secreting their atomic charges within the walls of large bug chambers, the Pathfinders began their retreat, only to find their exit route blocked by swarms of warrior and blister bugs. Concerted assaults on the bug line were repulsed and casualties among the Pathfinders 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 fire in an effort to seal the warrior bugs within their colony and halt the flow towards their own lines in accordance with the pre-scheduled timeline of battle. For their part, the Pathfinders had explored the surrounding territory of the tunnel network leading out of the colony, only to find that the Arachnids had successfully boxed them in, no doubt directed by a brain bug that had detected their intrusion earlier. The Pathfinder’s commanding officer, aware that the colony’s 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 inflict horrendous casualties on the escaping Pathfinders but the officer and his squad destroyed enough warrior bugs to compel reinforcements to converge on his position.

The officer, 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 sacrifice allowed the other Pathfinder 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 Orange DawnAfter 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 Klendathu’s system. Arachnid presence was high but the combination of the system’s galactic position and the fourth planet’s natural resources made it a prime consideration for a major colony and Fleet base. A Pathfinder 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.

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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 Pathfinders 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 final analysis, no plasma bugs were found by the Pathfinders, much less destroyed and the invasion was delayed by a week until the planetary storm died down to sufficient 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 AnacondaDuring the Arachnid assault on Janus VII, several Pathfinder 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 Pathfinder positions soon revealed that the bugs had their own methods of detection.

Later missions involved Pathfinder 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 Pathfinders 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 confidently 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 Pathfinders 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 fighting, the Arachnid command structure had been sufficiently 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 fighting force capable of hindering the colony growing on Janus VII.

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Hobby Section

HOBBY SECTION

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

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

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Hobby Section

Stage 1 Stage 2 Stage 3

Stage 4 Stage 5 Stage 6

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

Stage 1The model’s 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 file. The parts were then assembled with cyanoacrylate glue (Superglue) and then undercoated with a black acrylic spray paint.

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

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

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

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

Stage 6Now 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.

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Hobby Section

Stage 7 Stage 8 Stage 9

Stage 10

Lens Tip 1

Lens Tip 2 Lens Guide

Stage 7Paint all the metal parts in Gunmetal.

Stage 8By 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.

Stage 9All that’s 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 10PVA glue was used to stick sand to the base. This was then painted and drybrushed.

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 first. 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.

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Hobby Section

A PATHFINDER SQUAD

ADVANCES BY THE NUMBERS

URBAN WARFARE!

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Hobby Section

PATHFINDER AND NEODOG TRACK A

BRAIN BUG BACK TO ITS LAIR

THE EVER VIGILANT

PATHFINDER K9 SQUAD

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Hobby Section

THE PATHFINDERS OF THE 1ST FORGED

SPEAR POSE FOR A RARE PHOTOGRAPH

PATHFINDERS AND THEIR K9 COMPANIONS

STAND AGAINST OVERWHELMING

ODDS

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Hobby Section

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

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The Pathfinder Armoury

THE PATHFINDER ARMOURY

The Pathfinders enjoy the finest 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-certified, on average, in half the time normally expected of Mobile Infantry troopers.

This is a summary of the weapons used by Pathfinder platoons, along with the new equipment unique to their forces.

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

can put a strain on ammunition reserves with the Shredder falling silent just as the bugs close in. However, Pathfinder troopers are well trained in the use of this weapon and have the discipline required to use it effectively on the battlefield.

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 Rapier’s 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

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The Pathfinder Armoury

Pathfinder WeaponsWeapon Range Damage Type TraitsSquad WeaponsHel Infantry Flamer 10” D10+2 Squad Flame, LZ (Stream), RetaliateMorita Assault Rifle 20” 2xD6 Squad AutoMorita Carbine 15” 2xD6 Squad AutoMorita Sniper Rifle 30” D6 Squad AccurateGrenade Launcher — — — —– Flechette Grenade 8” D6+1 Pack Underslung– Frag Grenade 15” D6 Pack Underslung– Bugshot Grenade 10” D6+2 Pack LZ (2”), UnderslungTrench Sweeper Laser 6” D10+1 Pack LZ (Stream), UnderslungSupport WeaponsShredder Squad Support Cannon 20” 3xD6 Squad Auto, Piercing/1Triple Thud Grenade Launcher 15” 3xD10 Pack Piercing/1Missiles and RocketsJavelin Missile Launcher — — — —– Falcon AA Missile 60” D10 Pack AA, LZ (1”)– Firecracker HE Missile 60” 3xD6 Pack LZ (2”)– Holepunch HEAP Missile 60” D10 Pack Accurate, LZ (1”), Piercing/2– Reaver HEAT Missile 60” D10+1 Pack Accurate, Killshot, LZ (1”)Rapier AA Missile Launcher — — — —– AA Birdbolt Missile 60” D10 Pack AA, Accurate, LZ (2”), Piercing/1, ReadyMunitionsFrag Grenade 8” D10 Pack LZ (1”)Chem Grenade 8” 3xD6 Pack LZ (2”), PersistentPlasma Munition Launched 60”, Placed,

Thrown 6”2xD10 One-Shot! Flame, Killshot, LZ (3”), Persistent,

(Remote if placed)Thermo Charge Placed 3xD10 One-Shot! LZ (1”), Piercing/2, Remote

Close Combat WeaponsER Shock Stick Close combat As user — 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 modified thermo-based charge into a small area, the thermo charge 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 hit the victim’s Target score.

GENERAL ISSUE EQUIPMENTM-1A6 Power Suit: The advanced systems of the Pathfinder’s power suits give them many advantages in the field. Constantly updated battle data is filtered and displayed on the trooper’s

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”).

Pathfinder Neodog: In common with much of the other equipment used by the Pathfinders, the Neodogs of these platoons are fitted 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 Pathfinder masters. Rumoured to be the forerunners of a Mk II Neodog to be made available throughout the Mobile Infantry, each Pathfinder Neodog also carries a powerful explosive charge, ensuring that it has a good chance of a final strike against any enemies and also that it does not suffer greatly if mortally wounded.

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Pathfinder Platoons

PATHFINDER PLATOONS

OfficersIn the Mobile Infantry Army List, only NCOs, Lieutenants and SICON Military Intelligence Agents are considered to be officers.

The following pages contain everything you need to field Pathfinder 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 Pathfinders 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 Pathfinders to give your existing Mobile Infantry final victory.

PATHFINDER PLATOONSA Pathfinder platoon in the Starship Troopers miniatures game is two or more Pathfinder Squads and a commanding Pathfinder NCO, though it can swell to include two more officers and seven more squads.

You must decide which platoons to use before choosing any forces. You cannot choose to field 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 field 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 Pathfinder platoons or a single Pathfinder platoon supported by either a power suit or Marauder platoon.

Pathfinder 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. Pathfinder platoons tend to rely on mobility and a strong offensive nature in the war zone, rather than thick walls of concrete and steel. A Pathfinder platoon may never choose any Emplacement Assets, though they may use any bought for another platoon freely.

PATHFINDER TRAININGWhere indicated in the army list, some models in Pathfinder platoons gain the following special rules.

Surprise Attack: The model will never trigger Alert Status reactions in the first game turn.

Duck and Cover: Pathfinders are trained to use the terrain they fight 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.

Tunnel Fighters: Some of the most hazardous missions undertaken by the Pathfinders are underground, where they explore Arachnid tunnel networks and exterminate high value targets otherwise unreachable by other Mobile Infantry squads.

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, as follows.

9 If a Pathfinder 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 Pathfinder squad may only enter or leave the tunnel network through an existing Tunnel Entry Point – they may not create their own.

9 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, while Stream weapons will affect D3 models). If an enemy Tunnelling Marker is in contact with the Pathfinders’ 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 Pathfinders will trigger a reaction.

9 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 next take an action.

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Pathfinder Platoons

Pathfinder Lieutenant 0-1 PER PLATOON 125 POINTSYou may include one Pathfinder Lieutenant in your Pathfinder platoon.

Pathfinder LieutenantType Value Size Move Close Combat Target Save Kill TraitsPathfinder Lieutenant 125 1 4” 2xD6+1 4+ 4+/5+ 7+ Independent

Jump/12”

Pathfinder NCO 1-2 PER PLATOON 110 POINTSYou must include one Pathfinder NCO in your Pathfinder platoon and may have two.

Pathfinder NCOType Value Size Move Close Combat Target Save Kill TraitsPathfinder NCO 110 1 4” D6+1 4+ 4+/5+ 7+ Independent

Jump/12”

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

Special RulesA Pathfinder Lieutenant is subject to the following special rules.

Pathfinder Training: The special rules for Pathfinder Training, as described on p16, apply to this model.

OptionsA Pathfinder Lieutenant may purchase the following options.

Go Career: The Pathfinder 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.

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

Special RulesA Pathfinder NCO is subject to the following special rules.

Pathfinder Training: The special rules for Pathfinder Training, as described on p16, apply to this model.

OptionsA Pathfinder NCO may purchase the following options.

Go Career: The Pathfinder 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.

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Pathfinder Platoons

Pathfinder Squad 1-2 PER OFFICER (MIN. 2 PER PLATOON) 245 POINTSYou must have at least one Pathfinder Squad for every officer 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 officer.

Pathfinder SquadType Value Size Move Close Combat Target Save Kill TraitsPathfinder Trooper 35 1 4” D6+1 4+ 4+/6+ 7+ Jump/12”Pathfinder Corporal 60 1 4” D6+1 4+ 4+/6+ 7+ Jump/12”Pathfinder Sergeant 105 1 4” D6+1 4+ 4+/5+ 7+ Jump/12”

Unit Size: Every Pathfinder Squad consists of one Pathfinder Sergeant (unit leader) and four Pathfinder troopers.

Weapons and Equipment: M-1A6 Power Suit, Morita Assault Rifle with underslung G/L, and Lizard Line.

Special RulesPathfinder Squads are subject to the following rules.

Pathfinder Training: The special rules for Pathfinder Training, as described on p16, apply to this squad.

OptionsPathfinder 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 Pathfinder 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.

Equipment Options: A Pathfinder 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 Rifle with underslung G/L with any of the weapons listed below.

9 Morita Sniper Rifle with underslung G/L for +5 points9 Hel Infantry Flamer for +10 points.9 Triple Thud Grenade Launcher for +20 points.9 Shredder Squad Support Cannon for +25 points.

One trooper may replace his Morita Assault Rifle 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.

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Pathfinder Platoons

Pathfinder K9 Squad 0-1 PER OFFICER 295 POINTSYou may have one Pathfinder K9 Squad for every officer in the platoon.

Pathfinder K9 SquadType Value Size Move Close Combat Target Save Kill TraitsPathfinder Trooper 35 1 4” D6+1 4+ 4+/6+ 7+ Jump/12”Pathfinder Corporal 60 1 4” D6+1 4+ 4+/6+ 7+ Jump/12”Pathfinder Sergeant 105 1 4” D6+1 4+ 4+/5+ 7+ Jump/12”Pathfinder Neodog 20 1 6” D6+1 4+ –/2+ 5+ Retaliate

Unit Size: Every Pathfinder K9 Squad consists of one Pathfinder Sergeant (unit leader), four Pathfinder troopers and five Pathfinder Neodogs.

Weapons and Equipment: M-1A6 Power Suit, Morita Assault Rifle with underslung G/L, and Lizard Line.

Special RulesPathfinder K9 Squads are subject to the following rules.

Pathfinder Training: The special rules for Pathfinder 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.

Pathfinder Neodogs: The Neodogs raised among the Pathfinders have many experimental adjustments made to

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

OptionsPathfinder 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 Pathfinder 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.

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Pathfinder Platoons

Atomic ProtocolsIn 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 fulfil the Atomic Protocols requirement.

PATHFINDER PLATOON SUPPORTLike other Mobile Infantry platoons, the Pathfinders 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 force’s Priority Level, you may spend a maximum of 50% of your force’s total points value on assets, whether Command or Fleet, or a combination of the two.

FLEET ASSETS LISTPriority Level One

At Priority Level One, fleet assets are not available to a Pathfinder platoon.

Priority Level TwoAt Priority Level Two, you may choose from the following fleet assets.

F-76 Thunderbolt TAC Fighter 250 points0-1 per platoon

Priority Level ThreeAt Priority Level Three, you may choose from the following fleet assets.

AGM-716 Flamberge Heavy Missile 50 points0-1 per platoon

EOM-1A1 Sarissa Space Combat Missile 100 points0-1 per platoon

Slingshot Drop Boat 300 points0-1 per platoon

F-76 Thunderbolt TAC Fighter 250 points0-1 per platoon

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Pathfinder Platoons

COMMAND ASSETS LISTPriority Level One

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

Plasma Munition +20 pointsOne officer may be equipped with a Plasma Munition.

Chem Grenades +10 pointsAny officer may be equipped with Chem Grenades.

Falcon Missiles +20 pointsAny Javelin Missile Launcher can be given Falcon AA Missiles.

Rapier AA Missile Launcher +0 pointsAny Javelin Missile Launcher can be replaced with a Rapier AA Missile Launcher.

Drop Capsules +10 points per modelAny squad or officer (not accompanied by Neodogs) may be deployed in Drop Capsules.

Trench Sweeper Lasers +10 points per modelAny Pathfinder squad or officer may replace their underslung Grenade Launchers with Trench Sweeper Lasers.

Qualities or Training up to +25 points0-1 model (may not be an officer) per platoon may purchase up to 25 points worth of Qualities or Training heroic traits.

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

Plasma Munition +20 pointsAny officer may be equipped with a Plasma Munition.

Chem Grenades +10 pointsAny officer may be equipped with Chem Grenades.

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Pathfinder Platoons

Falcon Missiles +20 pointsAny Javelin Missile Launcher can be given Falcon AA Missiles.

Rapier AA Missile Launcher +0 pointsAny Javelin Missile Launcher can be replaced with a Rapier AA Missile Launcher,

Drop Capsules +10 points per modelAny squad or officer (not accompanied by Neodogs) may be deployed in Drop Capsules,

Sprite Reconnaissance Skimmers +50 points per modelAny Pathfinder squad (not K9 squad) or officer may be mounted on Sprite Reconnaissance Skimmers.

Trench Sweeper Lasers +10 points per modelAny Pathfinder Squad or officer may replace their underslung Grenade Launchers with Trench Sweeper Lasers.

Qualities or Training up to +25 points0-1 model (may not be an officer) per squad may purchase up to 25 points worth of Qualities or Training heroic traits.

Atomic Pee-Wee Munition +300 points0-1 model per platoon may be equipped with an Atomic Pee-Wee munition (only if model with Atomic Protocols is in platoon).

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Pathfinder Platoons

Priority Level ThreeAt Priority Level Three, you may choose from the following command assets.

Plasma Munition +20 pointsAny officer may be equipped with a Plasma Munition.

Chem Grenades +10 pointsAny officer may be equipped with Chem Grenades.

Falcon Missiles +20 pointsAny Javelin Missile Launcher can be given Falcon AA Missiles.

Rapier AA Missile Launcher +0 pointsAny Javelin Missile Launcher can be replaced with a Rapier AA Missile Launcher.

Drop Capsules +10 points per modelAny squad or officer (not accompanied by Neodogs) may be deployed in Drop Capsules.

Sprite Reconnaissance Skimmers +50 points per modelAny Pathfinder squad (not K9 squad) or officer may be mounted on Sprite Reconnaissance Skimmers.

Trench Sweeper Lasers +10 points per modelAny Pathfinder squad or officer may replace their underslung Grenade Launchers with Trench Sweeper Lasers.

Qualities or Training up to +25 points0-3 models (may not be an officer) per squad may purchase up to 25 points worth of Qualities or Training heroic traits.

Atomic Pee-Wee Munition +300 points0-1 model per platoon may be equipped with an Atomic Pee-Wee munition (only if model with Atomic Protocols is in platoon).

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Tip of the Spear

TIP OF THE SPEAR

BUG HUNTMilitary Intelligence has suspected the presence of a brain bug in the area for some time. A Pathfinder platoon is dispatched to locate and destroy the creature. Mobile Infantry BriefingSICON 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 Pathfinder 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 first turn.

Arachnids BriefingYou have enjoyed many successes in this area but now the humans seem unusually confident 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!

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 first.

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

Victory ConditionsThe 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.

Many troopers work hard for Selection into the Pathfinders 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.

PATHFINDER MISSIONSYou may use the normal Engagements system described on page 50 of the main Starship Troopers rulebook to fight most of your battles with your Pathfinder platoons. Alternatively, the following are special missions typical of those that Pathfinders are sent to complete.

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Tip of the Spear

FRIENDLIES IN NEEDA 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 Pathfinders are dispatched to rescue the beleaguered troopers.

Mobile Infantry BriefingOnce again the elite are called to action. A power suit squad is holed up in an old outpost while the bugs mass for a final attack. You must hit the bugs quickly and stage a rescue before time runs out.

9 You may only select a single Pathfinder 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 Pathfinder force in reserve if you wish. They enter from the table edges around Deployment Zone Bravo.

9 You deploy first and take the first turn.

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

Victory ConditionsMission 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.

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Tip of the Spear

OFFENSIVE SWEEPA 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.

Mobile Infantry BriefingFulfilling the defined 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 Pathfinder platoon for this scenario, spending up to 600 points on your force at any Priority Level.

9 You deploy first and take the first turn.

Arachnids BriefingYour hunter/killer swarms are ranging across the battlefield, 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 first.

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

Victory ConditionsIf 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.

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Tip of the Spear

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

Mobile Infantry BriefingThe 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 Pathfinder 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 first turn.

Arachnids BriefingYou 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 first.

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

Victory ConditionsMission 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.

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Tip of the Spear

RESCUE THE COLONELAn important colonel from Military Intelligence was shot down by plasma fire over the battle zone and was the sole survivor of the Slingshot’s crash landing. Deep in enemy territory, he is in hiding, awaiting rescue by the Mobile Infantry’s Finest.

Mobile Infantry BriefingA 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 Pathfinder 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

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

9 You take the first turn.

Arachnids BriefingOne 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 first.

Mission LengthThe battle will continue until the victory conditions are met.

Victory ConditionsThe 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.

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Tip of the Spear

SUICIDE MISSIONAfter 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 fleeing troops, a Pathfinder platoon stages a desperate last stand.

Mobile Infantry BriefingThe 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 officer 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 Pathfinders squad and one Pathfinder 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 first.

Arachnids BriefingEven the mighty Pathfinders 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 first turn.

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

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

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Reference

PATHFINDER PLATO0NS REFERENCEPathfinder LieutenantType Value Size Move Close Combat Target Save Kill TraitsPathfinder Lieutenant 125 1 4” 2xD6+1 4+ 4+/5+ 7+ Independent

Jump/12”

Pathfinder SquadType Value Size Move Close Combat Target Save Kill TraitsPathfinder Trooper 35 1 4” D6+1 4+ 4+/6+ 7+ Jump/12”Pathfinder Corporal 60 1 4” D6+1 4+ 4+/6+ 7+ Jump/12”Pathfinder Sergeant 105 1 4” D6+1 4+ 4+/5+ 7+ Jump/12”

Pathfinder WeaponsWeapon Range Damage Type TraitsSquad WeaponsHel Infantry Flamer 10” D10+2 Squad Flame, LZ (Stream), RetaliateMorita Assault Rifle 20” 2xD6 Squad AutoMorita Carbine 15” 2xD6 Squad AutoMorita Sniper Rifle 30” D6 Squad AccurateGrenade Launcher — — — —– Flechette Grenade 8” D6+1 Pack Underslung– Frag Grenade 15” D6 Pack Underslung– Bugshot Grenade 10” D6+2 Pack LZ (2”), UnderslungTrench Sweeper Laser 6” D10+1 Pack LZ (Stream), UnderslungSupport WeaponsShredder Squad Support Cannon 20” 3xD6 Squad Auto, Piercing/1Triple Thud Grenade Launcher 15” 3xD10 Pack Piercing/1Missiles and RocketsJavelin Missile Launcher — — — —– Falcon AA Missile 60” D10 Pack AA, LZ (1”)– Firecracker HE Missile 60” 3xD6 Pack LZ (2”)– Holepunch HEAP Missile 60” D10 Pack Accurate, LZ (1”), Piercing/2– Reaver HEAT Missile 60” D10+1 Pack Accurate, Killshot, LZ (1”)Rapier AA Missile Launcher — — — —– AA Birdbolt Missile 60” D10 Pack AA, Accurate, LZ (2”), Piercing/1, ReadyMunitionsFrag Grenade 8” D10 Pack LZ (1”)Chem Grenade 8” 3xD6 Pack LZ (2”), PersistentPlasma Munition Launched 60”,

Placed, Thrown 6”2xD10 One-Shot! Flame, Killshot, LZ (3”), Persistent,

(Remote if placed)Thermo Charge Placed 3xD10 One-Shot! LZ (1”), Piercing/2, Remote

Close Combat WeaponsER Shock Stick Close combat As user — Parry, Piercing/1

Pathfinder NCOType Value Size Move Close Combat Target Save Kill TraitsPathfinder NCO 110 1 4” D6+1 4+ 4+/5+ 7+ Independent

Jump/12”

Pathfinder K9 SquadType Value Size Move Close Combat Target Save Kill TraitsPathfinder Trooper 35 1 4” D6+1 4+ 4+/6+ 7+ Jump/12”Pathfinder Corporal 60 1 4” D6+1 4+ 4+/6+ 7+ Jump/12”Pathfinder Sergeant 105 1 4” D6+1 4+ 4+/5+ 7+ Jump/12”Pathfinder Neodog 20 1 6” D6+1 4+ –/2+ 5+ Retaliate

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Do You Want to Know More?

DO YOU WANT TO KNOW MORE?

COMING

SOON

The United Citizen’s Federation MGP9204 $29.95/£17.00

Starship Troopers Miniatures HardbackMGP9106 $29.95/£17.00

Support MissilesMGP910030 $19.95/£12.00

Starship Troopers Roleplaying GameMGP9200 $44.95/£30.00

The Arachnid Empire MGP9205 $29.95/£17.00

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

STARSHIP TROOPERS MINIATURES GAME HARDBACKContaining 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 your fiendish tactical ideas thereafter.

SUPPORT MISSILESNeed some hard hitting power for your Pathfinders? Call in support direct from the Fleet! The Flamberge is a heavy ground attack missile fired 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 fitted 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 anti-aircraft fire.

STARSHIP TROOPERS ROLEPLAYING GAMELooking 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

Skinnies.

THE UNITED CITIZENS FEDERATIONWant 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 defining 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 of what he is fighting for.

THE ARACHNID EMPIREKnow 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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