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PATHFINDERS ARMY BOOK


CREDITS CONTENTS
Author
Matthew Sprange
Introduction 2
Additional Text
Matthew Keefe

Editor Selection to Special Ops 3


Richard Ford

Cover Art
Kieran Yanner
Hobby Section 7
Internal Art
David Esbri Molinas, Danilo Moretti, Pathfinder Armoury 14
Dave Wiggins

Figure Painter
Adrian Walters Pathfinder Platoons 16
Miniatures Manager
Ian Barstow
Tip of the Spear 24
Production Director
Alexander Fennell
Pathfinder Reference 30
Proofreader
Ted 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.

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INTRODUCTION
Ready to join the elite, Trooper? This book details
the Pathfinder platoons, widely regarded by SICON Military
with the Arachnids come with alarming regularity, support for
the military forces of the Federation tends to be much stronger.
Intelligence as the elite forces of the Mobile Infantry.
The Pathfinders are a cut above the average trooper, even though
All troopers of the Mobile Infantry have the respect and few civilians or citizens are aware of their existence. They are
gratitude of the civilians and citizens of the Federation. Despite the troopers that other troopers look up to, the highly trained
the destruction of Buenos Aires that marked the true beginning elite. It is the Pathfinders that reconnoitre important strategic
of the Arachnid War, Earth remains a peaceful and prosperous positions behind the Arachnid line. They are the troopers
place and its inhabitants know they have the Mobile Infantry and tasked with extracting squads cut off by swarms of warrior bugs
Mighty Fleet to thank for that. On colony worlds where clashes 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.

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!

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SELECTION TO
SPECIAL OPS
The official role of the Pathfinders is to conduct
special reconnaissance, unconventional warfare and, in theory,
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
counter-terrorism missions throughout the Federation. Mobile Infantry troopers meet this standard. The purpose of
Unofficially, this can simply be boiled down to performing the whole selection process is to whittle this 5% down to a mere
missions that even cap troopers find impossible. Washout rates few hundred.
during Selection and training are high, and casualty rates among
Pathfinder units can be terrible. However, they remain among The bureaucratic hurdles of getting past commanding officers
the best humanity has to offer on the modern battlefield and and SICON analysts on the basis of past military record and
members are extremely well-equipped to complete their assigned physical fitness are by no means easy to accomplish. Any
tasks. 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
SELECTION at the peak of their physical fitness. While such candidates are
Rumours, legends and even myths surround the selection process gratefully received, some troopers are surprised when accepted, as
troopers must undertake to be accepted into a Pathfinders any trooper who has served for any great length of time normally
platoon. Tales are told of exceptionally high casualty rates, has at least one secret they are none too proud of.
brutal Military Intelligence interrogations and suicidal missions.
There is truth in some of this but the Pathfinders have always Once accepted to the first stages of selection, the troopers’
been a little mysterious in how they are selected and their true nightmares really begin. Designed by General Malcolm Barrett,
role within the Mobile Infantry. the course has changed very little over the years, being aimed at
weeding out those who are unsuitable and pushing to the limit
In theory, all a trooper has to do in order to begin the selection those who make the grade. Fatalities are not unknown and little
process is inform his commanding officer of his wish and has been done to enhance safety though Pathfinder instructors
then await the next recruitment period. In practice, whether are wary about wasting good troopers needlessly.
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 Selection is long and tough. It begins with a ‘build-up’ week
reasons. It is not unknown for an officer to simply not pass on a on the Pathfinder’s assault course in the Yukon, followed by the
request because he values a trooper’s contribution to his platoon, legendary Endurance March across the Canadian Rockies. The
but most recruits are turned down due to a failure to meet physical requirements of this combination alone weeds out 90%
physical and mental guidelines dictated by SICON. The level 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
The deadliest weapon in the galaxy is a Pathfinder Intelligence then swings in with numerous psych-evaluations
and his Morita. It is your killer instinct which must that are designed to probe for the weaknesses in a trooper’s
be harnessed if you expect to survive in combat. personality.
Your rifle is only a tool. It is a hard heart that kills.
If your killer instincts are not clean and strong If a trooper can pass all these tests with flying colours, he
you will hesitate at the moment of truth. You will stands a good chance of being selected for Pathfinder training.
not kill. You will become dead Pathfinders and However, simply passing is not sufficient, as there are limited
then you’ll be in hell because Pathfinders are not places available in existing Pathfinder platoons and only the top
allowed to die without permission. Do you maggots few percent will be accepted. That said, more places have been
understand? opened since the start of the Arachnid War.

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PATHFINDER TRAINING are sometimes used to evade detection when deploying in a
battle zone. A Slingshot drop boat flies at high speeds and low
It has been said that if selection was tough, then training for altitudes, dropping its platoon within seconds before continuing
a Pathfinder platoon is ten times harder. In truth, troopers at on its flight path or rocketing back up to orbit. This is a highly
this stage are expected to excel at every opportunity – make no dangerous manoeuvre as the drop capsules have very little time
mistake, the men and women who make it this far are dedicated to fire their braking rockets and locate a suitable landing spot.
individuals, determined to succeed at everything they attempt This requires very quick reflexes on the part of the trooper and
and utterly loyal to the Federation. A more patriotic group of any casualties are always fatal.
troopers is hard to find.
Even after all this, there is still one hurdle for troopers to cross.
Pathfinder training takes another sixteen weeks and covers They are required to swim 2 miles in armour that has its power
Standard Operating Procedures, tunnel fighting tactics and reduced, carrying a Morita. Only after this will the trooper
familiarisation on all the specialist equipment available to receive his coveted winged spear badge and be assigned to an
the platoons. The Combat and Survival Phase ends with an active Pathfinder platoon.
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 MISSIONS
virtually all trainees are captured), all troopers are put through Ostensibly, Pathfinders are used in a variety of small scale
intensive SICON interrogation training. This is the source of missions that require special skills, highly trained troopers
many of the rumours about Pathfinder selection but though it and diverse equipment. In the past this has meant high-risk
can seem brutal to the participants, no one has yet died from reconnaissance, hostage rescue, assassinations, sabotage and the
over-powered probes from psychics. While psychics are indeed like. With the coming of the Arachnid War, the Pathfinders
used to gauge mental resilience, the procedures concentrate more have become a lot more specialised as the enemy they face now
on sleep and sensory deprivation, starvation and psychological is a far cry from the usual colony rebels and alien raiders they
tricks aimed at lowering a trooper’s resistance to questioning. have fought in the past.

Those who pass this phase will then undergo terrain specialisation The missions the Pathfinders have recently become renowned
and low-level drop training. Though rarely performed for are those where they descend into bug holes to fulfil their
against Arachnid forces, low level drops using M2 capsules objectives. Fighting on the Arachnids’ home ground is perhaps

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the most dangerous duty any Mobile Infantry trooper can Secreting their atomic charges within the walls of large bug
perform and even among the highly trained Pathfinders, casualty chambers, the Pathfinders began their retreat, only to find
rates can be high. These missions are never undertaken lightly their exit route blocked by swarms of warrior and blister bugs.
and have specific targets, be they the elimination of a brain bug Concerted assaults on the bug line were repulsed and casualties
detected in the sector, a sweep of tunnels clustered around a among the Pathfinders began to mount as troopers fell to claw
critical objective or a surprise attack on an important surface and acid blast.
target. Pathfinders prepped for these missions are usually armed
with a high proportion of flamer weapons in order to stall the On the surface, cap troopers began to pound bug holes with
inevitable bug attacks. The heavy Shredder support cannon also missile and plasma fire in an effort to seal the warrior bugs
finds favour in this environment, as its heavy weight of firepower within their colony and halt the flow towards their own lines
can allow a single trooper to hold a tunnel by himself if he is in accordance with the pre-scheduled timeline of battle. For
required to. their part, the Pathfinders had explored the surrounding
territory of the tunnel network leading out of the colony,
High-risk reconnaissance remains an important task for the only to find that the Arachnids had successfully boxed them
Pathfinders and they are often the first into a battle zone to in, no doubt directed by a brain bug that had detected their
forge a path for other Mobile Infantry platoons. In larger scale intrusion earlier. The Pathfinder’s commanding officer, aware
actions, they are sometimes deployed in conjunction with power that the colony’s destruction was vital for the outpost world and
suit and Marauder companies in search and destroy missions, that communications to surface units were being jammed by
locating specific targets such as brain and plasma bugs, using the Arachnids, activated the atomic countdown remotely and
their expertise to annihilate threats to the larger force before detailed his command squad to adopt a defensive position at
they can be brought to bear in battle. In protracted campaigns, a nexus of tunnels. The rest of this force he sent forward as a
Pathfinder platoons sometimes gain the reputation for aloofness spear to penetrate the Arachnid swarms and make their way to
and keeping to themselves, especially on long voyages aboard a the surface. At such close ranges, the Arachnids were able to
Fleet ship. While there are certainly Pathfinders who enjoy their inflict horrendous casualties on the escaping Pathfinders but the
elite status it is usually the reputation these troopers possess that officer and his squad destroyed enough warrior bugs to compel
causes others to keep their distance. Most, however proud they reinforcements to converge on his position.
may be to have made it past selection and training, see themselves
as troopers first and Pathfinders second. Once befriended, many The officer, whose name has still not been released to the
in the Mobile Infantry are surprised at the camaraderie expressed Federation as a whole, never re-emerged from the Arachnid
by the Pathfinders. colony and it is presumed he and his men were eventually
overwhelmed by ever increasing numbers of warrior bugs
Operation Total Closure charging from multiple tunnels. However, their sacrifice
As the Road to Victory began to crumble, bug activity sprung up allowed the other Pathfinder units to escape relatively intact
across dozens of outpost systems, threatening to sever the lifeline and once a combination of explosive charges and Fleet attacks
of logistical support to frontline units. One such uprising had closed the bug holes in the vicinity, the atomics they had
occurred in the Huy system but a full Mobile Infantry division prepared detonated, shaking the ground for miles around and
on transfer to Federation space was fortunately present on the utterly vaporising every Arachnid still underground. After this,
world to eliminate the new infestation. Among them were two the battle moved on to the smaller colonies on Huy but the back
platoons of Pathfinders who were duly tasked to infiltrate a of the Arachnid strength had been broken on this world with the
major bug colony, plant atomics and then seal the tunnel system destruction of this important colony.
before detonating the charges.
Operation Orange Dawn
A full assault was staged by the Mobile Infantry on several After the ill-fated Klendathu Invasion, Sky Marshal Maru
carefully selected bug holes to draw the main strength of announced that the Tancred system would serve as an important
warrior bugs into prepared fire lanes. This diverted attention strategic staging post for continued operations in Klendathu’s
away from the Pathfinder teams who entered the colony from system. Arachnid presence was high but the combination of
more distant locations. Navigating their way through the entry the system’s galactic position and the fourth planet’s natural
tunnel network, the Pathfinders encountered light resistance and resources made it a prime consideration for a major colony
overcame all Arachnid ambushes and traps while sustaining little and Fleet base. A Pathfinder platoon still known only by its
more than light injuries. As cap troopers fought several miles codename, Bravo, was inserted and individual squads dispersed
away under ever-growing waves of warriors, the Pathfinders to hunt down plasma bug concentrations before the Fleet took
began to penetrate the first chambers of the colony, reaching position in orbit. The aim was to annihilate any threat to the
depths that few active units had ever reached before. main invasion force, thus avoiding the fate so many transports
and cruisers faced in orbit above Klendathu.

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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 Anaconda
During 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. tasked with highly dangerous missions to seek out and destroy
brain and overseer bugs within the tunnels. Casualties were
The operation proved remarkably successful until the high but after two months of constant fighting, the Arachnid
reconnaissance sweeps moved into more mountainous sectors command structure had been sufficiently weakened to allow the
where extensive tunnel networks allowed the Arachnids to avoid Mobile Infantry to begin having an impact upon the swarms.
Fleet bombardment and air attack with virtual impunity. At this It would take another six months for the Arachnid infestation
point, the entire campaign changed in nature with the Mobile to be completely wiped out but, by this time, the bugs were
Infantry massing its strength and digging in for a protracted effectively neutralised as a fighting force capable of hindering the
battle. The Pathfinders still had a role to play and many were colony growing on Janus VII.

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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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PATHFINDER PAINTING GUIDE Stage 3
The undersuit is now painted with Dinosaur Grey. Apply paint
The following is a guide to painting your Pathfinders. This is
the basic colour scheme for a standard platoon but feel free to only to the upper parts. Hobgoblin Grey should be left in the
explore a range of different colours and camouflage schemes sculpted creases.
suitable for different terrains. All paints referenced are from the
Testors Fantasy Figure Colours range. Stage 4
The undersuit is now highlighted with Djinni Light Grey. Now
Stage 1 apply paint to the upper parts of the Dinosaur Grey.
The model’s parts have been removed from the sprue and
have had all the mould lines removed. This is best done with Stage 5
a hobby knife or a small file. The parts were then assembled Being careful not to get paint on the undersuit, drybrush the rest
with cyanoacrylate glue (Superglue) and then undercoated with of the model with Hobgoblin Grey.
a black acrylic spray paint.
Stage 6
Stage 2 Now drybrush (being careful again) with Dinosaur Grey,
The undersuit has been painted first in Hobgoblin Grey. Be neat concentrating on the areas that face upwards like the tops of the
at this stage. kneepads and the corners of the armour pouches.

Stage 1 Stage 2 Stage 3

Stage 4 Stage 5 Stage 6

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Stage 7 Stage 10
Paint all the metal parts in Gunmetal. PVA glue was used to stick sand to the base. This was then
painted and drybrushed.
Stage 8
By thinning down some Dragon Black I have made a thin paint Modelling Tip
mixture that will run into the cracks and detail in the model. An interesting look to achieve on lenses, glass and gems is to
This shades the metal giving the illusion of depth. On the gun simulate ‘shine’. This is much easier to do than it looks. First
itself I have added a dark blue to the black mix, giving the look paint the part in a darker shade, so, if the gem is to be red,
of ‘Blued Steel’ very appropriate on this covert special forces type basecoat the area with a dark red first. The gem or lens should
soldier. 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
Stage 9 gem followed by an even smaller speck of white. Consequently
All that’s left to do is pick out the lenses on the goggles and the a green lens would be dark green, green, yellow green, yellow,
buttons on the backpack. I have gone for red on the monolens white.
(infrared) and green for the binocular lenses.
The ‘shine’ comes from a small dot of pure white applied to the
top of the gem or lens at the darkest point.

Stage 7 Stage 8 Stage 9

Lens Tip 1

Stage 10 Lens Tip 2 Lens Guide

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A PATHFINDER
SQUAD
ADVANCES BY
THE NUMBERS

URBAN
WARFARE!

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THE EVER
VIGILANT
PATHFINDER
K9 SQUAD

PATHFINDER AND
NEODOG TRACK A
BRAIN BUG BACK TO
ITS LAIR

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PATHFINDERS
AND THEIR K9
COMPANIONS
STAND AGAINST
OVERWHELMING
ODDS

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

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

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THE PATHFINDER
ARMOURY
The Pathfinders enjoy the finest equipment the can put a strain on ammunition reserves with the Shredder falling
Federation has to offer, with the latest experimental weapons silent just as the bugs close in. However, Pathfinder troopers are
and most advanced power suits being common throughout their well trained in the use of this weapon and have the discipline
squads. Their extensive training allows them to adapt to new required to use it effectively on the battlefield.
equipment and become type-certified, on average, in half the M-781A1 Falcon AA Missile: The huge numbers of hopper
time normally expected of Mobile Infantry troopers. bugs present throughout the Road to Victory campaign
convinced SICON that dedicated Rapiers, while having their
This is a summary of the weapons used by Pathfinder platoons, place, did not grant the versatility to individual squads required
along with the new equipment unique to their forces. when facing an Arachnid swarm of multiple sub-species. The
Falcon was designed to be a smaller warhead that could be used
WEAPONS in a standard Javelin with minimal extra training. Though it
lacks the guidance capabilities and hard punch of the Rapier’s
SW-408 Shredder Squad Support Cannon: Technically
classified as an experimental weapon, the Shredder has found Birdbolt warhead, the Falcon can still provide a squad with a
great popularity among the Pathfinders who often lack the heavier measure of anti-aircraft cover.
equipment taken for granted by most of the Mobile Infantry. A M-791A1 Reaver HEAT Missile: An experimental warhead
water-cooled barrel permits an impressive firing rate, and the combining a short-burn plasma charge with a hardened
Shredder is becoming renowned for the hail of fire it can unleash penetrating core, this missile is capable of punching through the
into an Arachnid swarm. Though magazines are capacious by thickest armour before detonating inside its target. Due to the
any standard, the sheer weight of fire this weapon is capable of great expense involved in its production, only elite unites among

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Pathfinder Weapons
Weapon Range Damage Type Traits
Squad Weapons
Hel Infantry Flamer 10” D10+2 Squad Flame, LZ (Stream), Retaliate
Morita Assault Rifle 20” 2xD6 Squad Auto
Morita Carbine 15” 2xD6 Squad Auto
Morita Sniper Rifle 30” D6 Squad Accurate (except against structures)
Grenade Launcher — — — —
– Flechette Grenade 8” D6+1 Pack Underslung
– Frag Grenade 15” D6 Pack LZ (2”), Underslung
– Bugshot Grenade 10” D6+2 Pack Ready, Underslung
Trench Sweeper Laser 6” D10+1 Pack LZ (Stream), Underslung
Support Weapons
Shredder Squad Support Cannon 20” 3xD6 Squad Auto, Piercing/1
Triple Thud Grenade Launcher 15” 3xD10 Pack Piercing/1
Missiles and Rockets
Javelin 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, Ready
Munitions
Frag Grenade 8” D10 Pack LZ (1”)
Chem Grenade 8” 3xD6 Pack LZ (2”), Persistent
Plasma Munition Placed, Thrown 10" Flame, LZ (2”), Persistent, Piercing/3
(Remote if placed)
Thermo Charge Placed 3xD10 One-Shot! LZ (1”), Piercing/2, Remote
Smoke Grenade — — — See Description
Close Combat Weapons
ER Shock Stick Close combat As user — Parry, Piercing/1
the Mobile Infantry have been granted permission to stock the attacks seconds before they would register on standard M-1A4
warhead in their armouries, though rumours abound of politi- power suits. Troopers equipped with M-1A6 power suits may
cal wrangling that have seen Fleet admirals hoarding large react to enemies that complete an action within 12” rather
quantities of these weapons for use in their new generation of than the normal 10” (if they have the Stay Frosty trait, this is
TAC Fighters. increased to 14”).
M-905T Thermo Charge: Designed to concentrate the Pathfinder Neodog: In common with much of the other
destructive force of a modified thermo-based charge into a small equipment used by the Pathfinders, the Neodogs of these
area, the thermo charge is typical of the explosive devices carried platoons are fitted with experimental modules and are genetically
by the Pathfinders who are tasked with destroying key enemy enhanced through specialised breeding programmes to be
facilities and positions. A Thermo Charge may be placed on stronger, quicker and tougher – vital for the missions they often
any model of size 3 or greater with a Charge action. The placing face alongside their Pathfinder masters. Rumoured to be the
model must make a normal close combat attack and hit the forerunners of a Mk II Neodog to be made available throughout
victim’s Target score. 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
GENERAL ISSUE EQUIPMENT greatly if mortally wounded.
M-1A6 Power Suit: The advanced systems of the Pathfinder’s
power suits give them many advantages in the field. Constantly M-909S Smoke Grenade: Used with a Ready action and gives
updated battle data is filtered and displayed on the trooper’s vi- the model a 4+ Dodge save against shooting attacks only until
sor, giving him only the information he needs to know at any the start of its next turn. The model may not perform any
given time. More powerful sensors also alert him to incoming
Shoot actions itself while under the effects of a smoke grenade.

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PATHFINDER
PLATOONS
The following pages contain everything you need Tunnel Fighters: Some of the most hazardous missions
undertaken by the Pathfinders are underground, where they
to field Pathfinder platoons in the Starship Troopers miniatures
game. There are many such platoons within the Mobile Infantry, explore Arachnid tunnel networks and exterminate high value
spread across every war zone humanity engages in, so you can targets otherwise unreachable by other Mobile Infantry squads.
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 Though Pathfinders do not have the Tunnel special movement
Pathfinders either as a complete army in their own right or a mode, they are not treated in the same way as other non-tunnelling
single platoon in a much larger force also comprising power suit, units. Putting the Pathfinders’ unique mix of intuition, tracking
light armour and Marauder platoons, utilising the skills of the skills and specialised equipment to use is represented by a Ready
Pathfinders to give your existing Mobile Infantry final victory. action. After taking a Ready action, underground Pathfinders
will gain certain benefits depending on which action they have
PATHFINDER PLATOONS readied themselves for, as follows.
A Pathfinder platoon in the Starship Troopers miniatures game
is two or more Pathfinder Squads and a commanding Pathfinder 9 If a Pathfinder squad takes a Ready action before moving,
NCO, though it can swell to include two more officers and they may then take Move actions freely towards any Tunnel
seven more squads. Entry Point or Tunnelling Marker without rolling for a
random direction. A Pathfinder squad may only enter or
You must decide which platoons to use before choosing any leave the tunnel network through an existing Tunnel Entry
forces. You cannot choose to field more than one platoon for Point – they may not create their own.
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 9 If a Pathfinder squad takes a Ready action before shooting,
platoons. You are free to mix different types of platoon in larger they may then freely target any enemy Tunnelling Marker
games, so in a 2,000 point game you may use two Pathfinder within 12” as part of a normal Shoot action. The opposing
platoons or a single Pathfinder platoon supported by either a player may choose which models are lost as casualties (Lethal
power suit or Marauder platoon. Zone weapons will affect just one model represented by the
Tunnelling Marker, while Stream weapons will affect D3
Pathfinder platoons use all the rules detailed in the MI Army List, models). If an enemy Tunnelling Marker is in contact with
found on pages 68-71 (pages 78-81 of the hardback rulebook) the Pathfinders’ marker, resolve combat as described on
of the main Starship Troopers rulebook. The one exception is the page 126 of the main Starship Troopers rulebook. Enemy
use of Emplacement Assets. Pathfinder platoons tend to rely on Tunnelling Markers can react against this Shoot action
mobility and a strong offensive nature in the war zone, rather only. No other action taken by the Pathfinders will trigger
than thick walls of concrete and steel. A Pathfinder platoon may a reaction.
never choose any Emplacement Assets, though they may use any
bought for another platoon freely. 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
PATHFINDER TRAINING the turn, they may then react against approaching markers
normally. This effect will last until the Pathfinders next
Where indicated in the army list, some models in Pathfinder
take an action.
platoons gain the following special rules.

Surprise Attack: The model will never trigger Alert Status


reactions in the first game turn. Officers
In the Mobile Infantry Army List, only NCOs,
Duck and Cover: Pathfinders are trained to use the terrain Lieutenants and SICON Military Intelligence
they fight in, turning the smallest amount of cover into a greater Agents are considered to be officers.
advantage. The model may re-roll any failed armour saves from
shooting attacks so long as it is in cover.

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

Pathfinder Lieutenant
Type Value Size Move Close Combat Target Save Kill Traits
Pathfinder Lieutenant 125 1 4” 2xD6+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 Rules
A 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.

Options
Go Career: The Pathfinder Lieutenant may be bought heroic traits up to
a total value of +100 points.

Equipment Options: WASP Pack for +10 points.

Weapon Options: Frag Grenades for +5 points, Smoke Grenades for +10 points,
a Shock Stick for +5 points, a Plasma Munition for +25 points, and/or a Thermo Charge for +10 points.

Pathfinder NCO 1-2 PER PLATOON 110 POINTS


You must include one Pathfinder NCO in your Pathfinder platoon and may have two.

Pathfinder NCO
Type Value Size Move Close Combat Target Save Kill Traits
Pathfinder NCO 110 1 4” D6+1 4+ 4+/5+ 7+ Independent
Jump/12”
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 Rules
A 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.

Options
Go Career: The Pathfinder NCO may be bought heroic traits up to a total value of +50 points.

Equipment Options: WASP Pack for +10 points.

Weapon Options: Frag Grenades for +5 points, Smoke Grenades for +10 points, a Shock
Stick for +5 points, a Plasma Munition for +25 points, and/or a Thermo Charge for +10 points.

17
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Pathfinder Squad 1-2 PER OFFICER (MIN. 2 PER PLATOON) 245 POINTS
You 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 Squad
Type Value Size Move Close Combat Target Save Kill Traits
Pathfinder 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 promoted to Corporal for +25 points. One trooper may be
Sergeant (unit leader) and four Pathfinder troopers. given Medic training for +15 points.

Weapons and Equipment: M-1A6 Power Suit, Morita Equipment Options: A Pathfinder Squad may be equipped
Assault Rifle with underslung G/L, and Lizard Line. with WASP Packs for +10 points per model.

Special Rules Weapon Options: The whole squad may be equipped with
Pathfinder Squads are subject to the following rules. Frag Grenades for +5 points per model and/or Smoke
Grenades for +10 points per model. Any model can be
Pathfinder Training: The special rules for Pathfinder equipped with a Shock Stick for +5 points per model and/or
Training, as described on p16, apply to this squad. a Thermo Charge for +10 points. Up to three troopers may
replace their Morita Assault Rifle with underslung G/L with
Options any of the weapons listed below.
Pathfinder Squads may purchase the following options.
9 Morita Sniper Rifle with underslung G/L for +5 points
Go Career: The squad sergeant may be bought heroic traits 9 Hel Infantry Flamer for +10 points.
up to a total value of +25 points. 9 Triple Thud Grenade Launcher for +20 points.
9 Shredder Squad Support Cannon for +25 points.
Unit Options: Up to three extra Pathfinder troopers may be
added to the squad for +35 points each. One trooper may be 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 K9 Squad 0-1 PER OFFICER 295 POINTS
You may have one Pathfinder K9 Squad for every officer in the platoon.

Pathfinder K9 Squad
Type Value Size Move Close Combat Target Save Kill Traits
Pathfinder 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 them that may one day be seen in other Mobile Infantry K9
Pathfinder Sergeant (unit leader), four Pathfinder troopers and units. A unit with at least one Pathfinder Neodog may react
five Pathfinder Neodogs. normally to Tunnel Markers. In addition, if a unit containing
at least one Pathfinder Neodog takes a Ready action, all
Weapons and Equipment: M-1A6 Power Suit, Morita Assault Camouflaged Tunnel Entrances within 6” of a Pathfinder
Rifle with underslung G/L, and Lizard Line. Neodog will be revealed. Pathfinder Neodogs may not use M2
Drop Capsules.
Special Rules
Pathfinder K9 Squads are subject to the following rules. Options
Pathfinder K9 Squads may purchase the following options.
Pathfinder Training: The special rules for Pathfinder Training,
as described on p16, apply to this squad. Go Career: The squad Sergeant may be bought heroic traits
up to a total value of +25 points.
Caleb Bond: Neodogs can function at twice the usual
command range of the squad (usually 12” from the unit Unit Options: Up to three extra Pathfinder troopers may be
leader). One trooper can make an Alert Status reaction for added to the squad for +35 points each. One trooper may be
every Neodog that has an enemy complete an action within promoted to Corporal for +25 points. One trooper may be
10” of it. If a Neodog is removed as a casualty, roll a D6. On given Medic training for +15 points. One extra Neodog may
the roll of a 6, one trooper of your choice in the squad is so be purchased for +20 points for every extra trooper purchased.
traumatised that he is removed as a casualty too. If a trooper You may not have more Neodogs in the squad than troopers.
is removed as a casualty, one Neodog of your choice must be
removed as well. Weapon Options: The whole squad may be equipped with
Frag Grenades for +5 points per model and/or Smoke
Pathfinder Neodogs: The Neodogs raised among the Grenades for +10 points. Any model can be equipped with a
Pathfinders have many experimental adjustments made to Shock Stick for +5 points per model and/or a thermo charge
for +10 points.

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PATHFINDER PLATOON SUPPORT
Like other Mobile Infantry platoons, the Pathfinders make use
of support units, equipment and weapons deployed from other
Atomic Protocols
In order to choose any atomic weapons, a model
elements within the Mobile Infantry and Fleet. This support
with access to Atomic Protocols must be in the
comes in the form of Command Assets and Fleet Assets.
platoon. The presence of a Lieutenant with
SICON Military Intelligence Training heroic trait
The exact assets available depends on the chosen Priority Level
or a SICON Military Intelligence Agent both fulfil
of your force, so a Priority Level Two force can only choose
the Atomic Protocols requirement.
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 LIST


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

Priority Level Two


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

F-76 Thunderbolt TAC Fighter


250 points
0-1 per platoon

Priority Level Three


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

AGM-716 Flamberge Heavy Missile


50 points
0-1 per platoon

EOM-1A1 Sarissa Space Combat Missile


100 points
0-1 per platoon

Slingshot Drop Boat


300 points
0-1 per platoon

F-76 Thunderbolt TAC Fighter


250 points
0-1 per platoon

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

Chem Grenades
+10 points
Any officer may be equipped with Chem Grenades.

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

Rapier AA Missile Launcher


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

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

Trench Sweeper Lasers


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

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

Priority Level Two


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

Chem Grenades
+10 points
Any officer may be equipped with Chem Grenades.

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

Rapier AA Missile Launcher


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

21
8
Drop Capsules Qualities or Training
+10 points per model up to +25 points
Any squad or officer (not accompanied by Neodogs) may be 0-1 model (may not be an officer) per squad may purchase up to
deployed in Drop Capsules, 25 points worth of Qualities or Training heroic traits.

Sprite Reconnaissance Skimmers Atomic Pee-Wee Munition


+50 points per model +300 points
Any Pathfinder squad (not K9 squad) or officer may be mounted 0-1 model per platoon may be equipped with an Atomic Pee-Wee
on Sprite Reconnaissance Skimmers. munition (only if model with Atomic Protocols is in platoon).

Trench Sweeper Lasers


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

22
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Priority Level Three
At Priority Level Three, you may choose from the following command
assets.

Chem Grenades
+10 points
Any officer may be equipped with Chem Grenades.

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

Rapier AA Missile Launcher


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

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

Sprite Reconnaissance Skimmers


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

Trench Sweeper Lasers


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

Qualities or Training
up to +25 points
0-3 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 points
0-1 model per platoon may be equipped with an Atomic Pee-Wee
munition (only if model with Atomic Protocols is in platoon).

23
8
TIP OF THE
SPEAR
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 MISSIONS
You 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.

BUG HUNT 9 The brain bug must start underground.


9 You may not select the Endless Tide option for warrior bugs
Military Intelligence has suspected the – you have a limited number of bodyguards for your brain
presence of a brain bug in the area for some time. A Pathfinder bug!
platoon is dispatched to locate and destroy the creature. 9 You deploy your forces first.

Mobile Infantry Briefing


SICON has called upon the best. A brain has been sighted in Mission Length
the area and it is your task to hunt it down and kill it, pure and The battle will continue for eight turns or until one army has
simple. Several Mobile Infantry companies might have been been completely wiped out.
deployed in order to accomplish this objective but luckily your
forces were in the area – with your highly trained troopers you Victory Conditions
will not need so many men to succeed. The Arachnids gain victory if the brain bug is still alive at the
end of turn eight. The Mobile Infantry gain victory if they kill
9 You may only select a single Pathfinder platoon for this the brain bug before the end of turn eight.
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 Briefing
You 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!

24
8
FRIENDLIES IN NEED 9 You may hold up to half of your Pathfinder force in reserve
if you wish. They enter from the table edges around
A Mobile Infantry squad on patrol has been badly Deployment Zone Bravo.
mauled by an Arachnid swarm and the last remaining squad 9 You deploy first and take the first turn.
has taken refuge in an abandoned outpost while the bugs lay
siege. The Pathfinders are dispatched to rescue the beleaguered
troopers. Arachnids Briefing
Just one Mobile Infantry squad to kill and this entire sector is
yours! Not even the humans would be mad enough to stage a
Mobile Infantry Briefing rescue while you mass your forces for attack. . .
Once again the elite are called to action. A power suit squad is
holed up in an old outpost while the bugs mass for a final attack. 9 You may select a force of any Priority Level, spending up to
You must hit the bugs quickly and stage a rescue before time 1,500 points.
runs out. 9 You may not select the Endless Tide option for warrior
bugs.
9 You may only select a single Pathfinder platoon for this 9 You have one Tunnel Entrance and one Tunnel Marker free
scenario, spending up to 1,500 points on your force. of cost. No other tunnel assets may be purchased.
9 You gain an eight trooper power suit squad for free. Upgrades
(detailed in the Starship Troopers rulebook) may be purchased Mission Length
for this squad but they are deducted from your points total The battle will continue for eight turns or until one army has
as normal. They may not purchase WASP packs. been completely wiped out.
9 The power suit troopers squad is deployed in Deployment
Zone Alpha. They must be placed within a hardened bunker Victory Conditions
(Size 8, Target 9+, Kill 12+, Hits 12). The bunker may be Mission points are used to calculate the victor of this mission.
placed anywhere within Deployment Zone Alpha. The power suit squad in Deployment Zone Alpha is worth
9 The rest of your army is placed in Deployment Zone triple its usual points value if wiped out by the Arachnids and
Bravo. double if it is reduced to less than half strength. For the Mobile
Infantry, the squad is worth triple its usual points value if it
leaves the short table edge of Deployment Zone Bravo above half
strength, or double if it is reduced to less than half strength.

25
8
OFFENSIVE SWEEP Arachnids Briefing
Your hunter/killer swarms are ranging across the battlefield,
A small force of Mobile Infantry have been tasked
seeking Mobile Infantry units that are separated from the main
with an armed reconnaissance mission, sweeping through an area
force. By luck, one of your swarms has found a likely target and
to hit targets of opportunity but avoiding contact with larger
now you will crush them.
forces and report on their positions. However, the Arachnids
often task their own swarms with similar duties and when the
9 You may select a force of Priority Level One, spending up to
two meet in the wilderness, often away from the main frontline
1,000 points and you deploy first.
of battle, the Mobile Infantry is usually forced to evade the
superior numbers of the bugs.
Mission Length
The battle will continue for eight turns or until one army has
Mobile Infantry Briefing been completely wiped out.
Fulfilling 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.
Victory Conditions
If the Mobile Infantry can exit the opposite long table edge
while losing half or less of their models, they will be the victor
9 You may only select a single Pathfinder platoon for this
of this battle. If the Arachnids prevent them from leaving or
scenario, spending up to 600 points on your force at any
destroy more than half of the Mobile Infantry models, then
Priority Level.
the bugs will be the victors. Arachnid casualties are irrelevant
9 You deploy first and take the first turn.
in this battle.

26
8
PLASMA AMBUSH Arachnids Briefing
You have succeeded in keeping the Mobile Infantry off balance
Following reconnaissance runs from
throughout this entire campaign by the use of massed plasma
Fleet TAC Fighters, the Pathfinders have located a convoy of
bug batteries. A small battery has been located during its
plasma bugs moving from one tunnel complex to another.
repositioning and you must ensure its survival if you are to keep
Moving into position, the Pathfinders have been tasked with
the upper hand.
destroying these high value targets.
9 You start the game with three plasma bugs and thirty warrior
Mobile Infantry Briefing bugs.
The Fleet has been getting tarred by plasma bug batteries and 9 You deploy first.
they have begun to affect the deployment of the Mobile Infantry
in the battle zone. Destroy this plasma bug convoy while you Mission Length
have the chance! The battle will continue until the Mobile Infantry has been
completely wiped out or the plasma bugs leave the table.
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. Victory Conditions
9 You may use any of the deployment zones marked for your Mission points are used to calculate the victor of this mission.
use but you need not use them all. The Arachnids gain 300 points for every plasma bug that is
9 You take the first turn. moved off either short table edge, no matter how much damage
it has taken. The Mobile Infantry gain 300 points for every
plasma bug they destroy.

27
8
RESCUE THE COLONEL piece in the Arachnids’ deployment zone. This is where he
is currently hiding. You may reveal him at any time.
An important colonel from Military Intelligence 9 You take the first turn.
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
Arachnids Briefing
One of the humans’ cursed brain men is somewhere in this area
Finest.
and the Mobile Infantry is looking for him. Destroy them all.

Mobile Infantry Briefing 9 You may select a force of Priority Level One or Two, spending
A tough job has turned up. You must drop into enemy territory, up to 1,500 points.
locate the colonel and escort him back to friendly lines. 9 You deploy first.

9 You may only select a single Pathfinder platoon for this Mission Length
scenario, spending up to 1,500 points on your force at any The battle will continue until the victory conditions are met.
Priority Level.
9 Every member of your force must be deployed in an M2
Drop Capsule. Victory Conditions
9 You gain a SICON Military Intelligence Agent (from the The Mobile Infantry player wins the game if he wipes out the
power suit platoon army list) for free. He may have up to Arachnid army or moves the Military Intelligence Agent off the
100 points worth of talents for free. long table edge of his deployment zone. The Arachnid player
9 The Military Intelligence Agent is not placed on the table wins if the Military Intelligence Agent is killed or the Mobile
at the start of the game. Instead, secretly select one terrain Infantry army is wiped out.

28
8
SUICIDE MISSION Arachnids Briefing
Even the mighty Pathfinders are no match for your forces. You
After a botched mission the Mobile Infantry are
have them on the run and must annihilate them with all haste.
in retreat, hotly pursued by overwhelming Arachnid forces.
In a desperate bid to buy some time for the fleeing troops, a
9 You may select a force at Priority Level Three, spending up
Pathfinder platoon stages a desperate last stand.
to 1,200 points.
9 You must select the Endless Tide option for warrior bugs.
Mobile Infantry Briefing 9 You may not select plasma or tanker bugs.
The last mission went badly wrong and your entire platoon 9 You have the first turn.
is in retreat. The bugs are sweeping through the entire area,
threatening to cut off your escape route. One officer and a squad Mission Length
of volunteers makes for a strongpoint from which to stage a The battle will continue for eight turns or until one army has
desperate last stand and buy time for their comrades to escape. been completely wiped out.

9 You may select one Pathfinders squad and one Pathfinder


Lieutenant. You may spend a maximum of 600 points on Victory Conditions
these two units, using the Priority One asset lists. The Arachnid player will be the victor if he can wipe out all
9 You may place a bunker anywhere in your deployment Pathfinder units by the end of turn eight. If any Pathfinder
zone. models are still on the table after this time, the Mobile Infantry
9 You deploy first. player will win.

29
8
PATHFINDER PLATO0NS REFERENCE
Pathfinder Lieutenant
Type Value Size Move Close Combat Target Save Kill Traits
Pathfinder Lieutenant 125 1 4” 2xD6+1 4+ 4+/5+ 7+ Independent
Jump/12”
Pathfinder NCO
Type Value Size Move Close Combat Target Save Kill Traits
Pathfinder NCO 110 1 4” D6+1 4+ 4+/5+ 7+ Independent
Jump/12”
Pathfinder Squad
Type Value Size Move Close Combat Target Save Kill Traits
Pathfinder 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 K9 Squad
Type Value Size Move Close Combat Target Save Kill Traits
Pathfinder 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
Pathfinder Weapons
Weapon Range Damage Type Traits
Squad Weapons
Hel Infantry Flamer 10” D10+2 Squad Flame, LZ (Stream), Retaliate
Morita Assault Rifle 20” 2xD6 Squad Auto
Morita Carbine 15” 2xD6 Squad Auto
Morita Sniper Rifle 30” D6 Squad Accurate (except against structures)
Grenade Launcher — — — —
– Flechette Grenade 8” D6+1 Pack Underslung
– Frag Grenade 15” D6 Pack Underslung
– Bugshot Grenade 10” D6+2 Pack LZ (2”), Underslung
Trench Sweeper Laser 6” D10+1 Pack LZ (Stream), Underslung
Support Weapons
Shredder Squad Support Cannon 20” 3xD6 Squad Auto, Piercing/1
Triple Thud Grenade Launcher 15” 3xD10 Pack Piercing/1
Missiles and Rockets
Javelin 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, Ready
Munitions
Frag Grenade 8” D10 Pack LZ (1”)
Chem Grenade 8” 3xD6 Pack LZ (2”), Persistent
Plasma Munition Launched 60”, 2xD10 One-Shot! Flame, Killshot, LZ (3”), Persistent,
Placed, Thrown 6” (Remote if placed)
Thermo Charge Placed 3xD10 One-Shot! LZ (1”), Piercing/2, Remote
Smoke Grenade — — — See Description
Close Combat Weapons
ER Shock Stick Close combat As user — Parry, Piercing/1

30
8
ARE YOU TOUGH
ENOUGH?
TRAVEL IN STYLE
HANDLE THE
AND MEET NEW
LATEST WEAPONRY
PEOPLE

VISIT EXOTIC FACE THE


LOCATIONS ENEMY ON HIS
HOME TURF

JOIN THE
PATHFINDERS TODAY!
31
8
DO YOU WANT TO
KNOW MORE?
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!

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MGP9106 $29.95/£17.00

SUPPORT MISSILES
Need 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-
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N

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32
8
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