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SST RPG - Mi Field Manual
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SST RPG - Mi Field Manual
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|teen [PERMISSION TO PROCEED THE ROLEPLAYING SAME MOBILE INFANTRY FIELD MANUAL CREDITS CONTENTS [in 3 Introduction. . . . Matthew Sprange le : Equipping Squads Richard Ford Ean Weaponry ETD : Armour Beet Ree. ......44 ‘Scott Clark, Vincent Dutrait, Juan Manuel Espinosa, Martin Hanford, Kythera, lordanis Lazaridis, Equipment .---+-+++++eeee+e+- 5B ‘Slawomir Maniak, David Esbri Molinas, Philip Renne, Alejandro Villen, Dave Wiggins Cybernetics veces 70 aaron Tan Belcher Vehicles. . « Pisin «7B eT Alexander Fennell Vehicle & Emplacement. Weaponry. .100 Proofreader Sarah Quinnell JTS E Promotions & Awards . . enincol 47. ‘Mark Billanie, Daniel Haslam, Mark Howe, Alan Moore, Daniel Scothome, Mark Sizer, Michael Young Cross Training... .......2+6-0 1B Reference Section............154 Penennie c ‘Special thanks to the citizens and UCE agents of Sony Pictures Consumer Products. Starship Troopers: The Roleplaying Game ~ Mobile Infantry Field Manual is TM & © 2006 TriStar Pictures, Ine,_ All Rights Reserved. Mongoose Publis! |Authorized User. Starship Troopers: The Roleplaying Game — Mobile infantry Field Manual is released under vers te Open Game License. Reproduction of non Open Game Content of ths by any means ‘without the written permission of the palisher ridden. See page 160 for the text ofthis license. With the exception Sf the character creation igning dice wil results to abilities and the advancement of character levels, all game mechanics and ding the game mechanics of all feats, skills, classes, creatures, psychic abilities and, combat) are declared open content. Printed in China. License... . . 160INTRODUCTION WELCOME, TROOPER. BY meking the choice to put the safery ofthe body politic above that of your own, you have demonstrated the qualities neces citizen of the Federation. After your term be granted many privileges due to a cities to wield political authority, shaping this g reaches out co span the sas! When you join the Mobile Infantry, you are no mere foot soldier. By putting your crus in che Federation, you also receive a guarantee that you will never be assigned to combat dury unless ic is absolutely necessary. You the officer giving you orders, and chus risking your life, will be deopping into the combat zone with you. Youare now partol Your armour and offer and, unlike by the lowest bidder. acest military machineever developed. ns are the best the Federation has to itaries of old, has nor been developed ‘You have the tools. You have the training. Now go protect the Federation from our enemies! THE MOBILE INFANTRY FIELD MANUAL This Feld Manual contains a summary of the combac lessons you studied during basic raining. You will find summaries sy, equipment and armour systems, jpportunitics. Keep this Field Manu: times, for if you fil wo prepare for your next prepare ofl well 3s cross fh you at all ion, you will Take time co browse all the options available to you in the field As wel as your standard equipment, chere are many other items of equipment for you to familiarise yourself with. From humble bur important squad support weapons ro the mighty atomics, you will find just the right tools you need in your fight ro save the Federation from the Arachnid me mere weaponry is not sufficient, chen you may find vehicles are more to your specialised skills whether you wish to requisition a Marauder suit for better squad support or a Pegasus Skimmer to ensure If you have applied co go career then congratulations. A wide range ofcros-taining opportunities lay in store. Want cake care of your fellow eeoopers as afield medic? Or perhaps you have enjoyed your time in a Marauder sui and now wish to go ‘on oa permanent Marauder Driver posting. Ifyou think you have what ic takes, postings are available as Officer Cadets — or ifleadership does not appeal to you (leading men into bate is not for everyone) maybe, just maybe, you have the potential co become a Pathfinder. The Mobile Infantry offers a bewildering array of opportunities for the Federation's best and brightest. All chat remains is for you to be the best you can. Citizenship avast THE MOBILE INFANTRY FIELD MANUAL IS AN UPDATE 10 THE STARSHIP TROOPERS ROLEPLAYING GAME, AND ALL RULES WITHIN SHOULD BE CONSIDERED 10 REPLACE THOSE IN THE MAIN RULEBOOH.THE SICON MILITARY SERVICE OATH | BEING OF LEGAL AGE, OF MY OWN FREE WILL. WITHOUT COERCION, PROMISE, OF INDUCEMENT OF ANY SORT, AFTER HAVING BEEN DULY ADVISED AND WARNED OF THE MEANING AND CONSEQUENCES OF THIS OATH. DO\NOW;ENROL IN THE FEDERAL SERVICE OF THE UNITED CITIZENS” FEDERATION FOR A TERM OF NOT LESS THAN TWO YEARS AND AS MUCH LONGER AS MAY BE REQUIRED BY THE NEEDS OF THE FEDERATION. [SWEAR TO UPHOLO AND DEFEND THE CONSTITUTION OF THE FEDERATION AGAINST ALL ITS ENEMIES, BE THEY FOREIGN OR DOMESTIC, TO PROTECT AND DEFEND THE CONSTITUTIONAL LIBERTIES AND/PRIVILEGES OF ALL CITIZENS AND LAWFUL RESIDENTS OF THE FEDERATION, ITS ASSOCIATE STATES AND TERRITORIES, TO PERFORM SUCH DUTIES OF ANY:LAWFUL NATURE AS MAY BE ASSIGNED TO ME BY LAWFUL DIRECT OR/DELEGATED AUTHORITY. I SWEAR TO OBEY ALL LAWFUL ORDERS OF THE SHY MARSHAL-IN-CHIEF AND OF ALL OFFICERS OR DELEGATED PERSONS PLACED OVER ME. | SWEAR TO REQUIRE SUCH OBEDIENCE FROM ALL MEMBERS OF THE.SEAVICE OR OTHER PERSONS OR NON-HUMAN BEINGS LAWFULLY PLACED UNDER MY ORDERS BY THE AUTHORITY OF MY. COMMANDING OFFICERS AS DEFINED BY THE REGULATIONS OF THE STRATEGICALLY INTEGRATED CORLITION OF NATIONS. |, ON BEING HONOURABLY OISCHARGED,AT.THE COMPLETION OF MY FULL TERM OF ACTIVE SERVICE OR UPON BEING PLACED ON INACTIVE RETIRED STATUS AFTER HAVING COMPLETED SUCH FULL TERM, PROMISE TO CARAY OUT ALL DUTIES AND OBLIGATIONS AND TO ENJOY ALL PRIVILEGES OF FEDERATION CITIZENSHIP INCLUDING BUT NOT LIMITED TO THE DUTY. OBLIGATION AND PRIVILEGE OF EXERCISING SOVEREIGN FRANCHISE FOR THE REST OF MY NATURAL LIFE UNLESS STRIPPED OF HONOUR BY VERDICT. FINALLY SUSTAINED. BY A COURT OF MY SOVEREIGNTHE MaBILE INFANTRY are superlaively trained to fight any kind of war, from police actions co fall scale invasions of entire star systems. Cental to thei training isthe equipment provided by the Federation. Every trooper knows hhow to use their power armour and Morita assaul rifle with cease but further training is available for a variety of items thac will enable squads to complete their missions. This section lists the standard equipment for the Mobile Infantry and rules for requisitioning more exotic items. ‘This section replaces that of the main rulebook. STANDARD ISSUE The following is issued to every trooper within the Mobile Infantry, depending on what type of platoon they belong to. “These items are automatically replenished aftr every mission if they are expended or damaged, so long as scocks are available. Power Suit Trooper M-IA4 Power Suit (oprionally M-1S7 Stryker suit) Morita Assault Rifle Peacemaker Pistol ‘Combat Knife (optionally a machets) Search and Rescue hie 3 day’ rations 2 canteens of water 8 spare Morita magazines (total of 270 rounds) Light Armour Trooper M-IF2 Raider Armour Morita Assoule Rifle ‘Combat Knife 2 day's rations I canteen of water 5 spare Morita magazines (total of 180 rounds) Pathfinder Trooper M-1A6 Power Suit Morita Assault Rifle Peacemaker Pistol ‘Combat Knife (optionally a machete) Search and Rescue kit 5 day’ rations 3 canteens of water 9 spare Morita magazines (total of 300 rounds) STANDARD SQUAD FITS ‘As well as a tooper's standard issue, thete is a variety of equipment that is commonly given to squads asa whole. These are regarded as standard squad fis chat Few unis will go into bate conditions without. “They are frely available in most circumstances and do not require special requisitioning. All thar is required is For the unit’ sergeant or commanding officer to sign che appropriate forms at the armoury. Special Weapons Ici usual for squads to undertake missions with one or more troopers replacing their Morita assault rifle with a special weapon. This grants the squad a great degtee of flexibility an allows it to combat a variety of enemies. In all cases, the troopers having cheir Morita replaced must be trained t0 use the new weapon ~ this usualy requires an Exotic Weapon Proficiency fea. ‘A squad from a power suit platoon may freely replace the Morita assault rifles of two troopers with Morita Long sniper rife, Hel infantry Gamers, Triple Thud grenade launchers, Javelin missle Iaunchers ora mixture of these weapons. Javelin missile launchers come with Firecracker and Holepunch misiles as standard. = BATTLEFIELD SQUADS ‘ight rooper squads feature typical ‘The follow ‘equipment loads for various mission roles Frontline Sergeant Corporal 3 Morita troopers 1 Morita trooper trained as field medic 1 Javelin ecooper Uiriple Thud GL trooper firmed Reconnaissance Sergeant Corporal 3 Moria ecoopers 1 Morea trooper trained as feld medic 2 Morita Long sniper roopers Arachnid Colony Infiltration Sergeant Cosporal 2 Morita toapers 1 Moriea trooper trained as feld medic 1 Morica trooper trained as engineer 2 Hel lamer troopers‘A squad ftom a light armour platoon may freely replace the Morita assaule rifles of two troopers with Morita Long, sniper rifles, Longbow missle launchers or a mixture of these weapons. Longbow missile launchers come with Firecracker and Holepunch missiles as standard. A.squad from pathfinder plaroon may freely replace the Morita assaule rifles of thiee troopers with Morita Long sniper rifles, Hel infantry famets, Tiple Thud grenade launchers, Shredder squad support cannons or a mixture of these weapons. One further trooper may replace his Morita with @ Javelin missile launchers with Firecracker and Holepunch missiles. Other Equipment All squads may take one each of the following so long a eis given to a trooper trained in its us (requiring at lest 5 ranks in the appropriate skill; communications se (light armour platoons use the comms pack), demolitions kit, electrical toolkit, mechanical toolkit, medical kit and multipurpose taal, Up to wo Marauders may be granted ro a squad so long as the mission undertaken is presumed to take ess than an hour from insertion to pick up. This also requires troopers to be fully trained in the use of Marauders. REQUISITIONING EQUIPMENT “The Mobile Infanry is given 2 great deal of latiude when it comes to the assignment of equipment and even a basic private ‘can ask his superiors for a new weapon or specialised piece of| kic fhe belives i wil enable him to complete a mission. The sssumption is thata trooper is suficiendy well rained to know his own abilities and what is being asked of him. There are, however, systems of checks and balances to stop any excessive requests and this isthe process of requisitioning that the trooper rust go through. Equipment available for cequisiioning is listed with a Requisition DC. In order o be successful in the requisition request, the trooper must rol 1420 «his Prestige bonus ‘The table below lists various modifiers that are applied ro this, test, Failure means chat che company quartermaster is unable ‘or unwilling to fulfil the request. If the trooper is successful in gaining che required equipment, it will be on loan only and must be retumed at che end of the mission. Situation tem has obvious application for the mission Item has peripheral application for the mission Item has no obvious application for the mission “Troopers skilled or proficient inthe item ‘Trooper returned last requis damaged ‘Trooper did not return last requisitioned item ‘Troopers an NCO Troopers an officer ‘Trooper has requisition form unders superior gioned item ‘The Games Master is free to refuse any request for equipment, ‘no matter what is rolled. For example, if SICON Military Intelligence is currently stockpiling atomics for a major ‘onan Arachnid colony, there may simply be no nuclear weapons. available ASSIGNED EQUIPMENT Many missions will have equipment specially assigned to the squad, items deemed necessary for the missions success. For ‘example, if the terrain is expected co be mountainous, then lizard lines will be given to every trooper. If the target is a plasma bug battery, the use of aromies may wel be permivced. Ifa great distance has to be crossed! and the use of M2 drop ‘capsules are not viable, then the squad may find itself with ‘WASP packs or Sprite skimmers. ‘The Games Masters the final arbitrator as co what equipment is granted for use during mission and should make noves when creating scenarios. Ifthe players fee they need something extra, they can requisition icin the normal wayTW-99-S BELCHER SHOTGUN Damage Cri. Range/Spaces Blast. RoF Mag. Size 3d6 — 10 Ses. 2 — TACTICSre Damage Crit. Range/Spaces. Blast. © RoF = Mag. Size ‘Weight Req. DC 6a10 18-20 © S00fu100 = 20, = — Small 31h 20M-295 BUGSHOT LAUNCHED ROUND Damage Crit. Range/Spaces Blast. © RoF = Mag. Size Weight Req, DC 6a6 — one — Single — —Diminufve 0.51 15ean M-904C CHEM GRENADE ‘Type Damage Crit. Range/Spaces Blast. © RoF_— Mag, Weight Req. DC Splash 346, = 4018 ro. nimutive 1th 2Type Damage Grit. Range/Spaces Blast. © RoF Mag, Sie Weight Req. DC Close tas 19-20 20/4 = = = Smtcr TW-109-E EMANCIPATOR HEAVY PISTOL ‘Type Damage Crit. Range/Spaces Blast’ © RoF_— Mag. Size. = Weight Pistol 208 x2 40/8 = s 9 Small) 4 1b.‘Type Damage Crit. Range/Spaces Blast. RoF = Mag. Size Heavy = 4dl0.— 280 f8/50 on — = — Smaent Type Damage Crit. Range/Spaces Blast RoF_ Mag. Size Hewy — Sa10 — 1508/30 so — — SmallM-290 FLECHETTE LAUNCHED ROUND Range/Spaces Blast RoF Mag, Size Weight 10 ft/2 — = = Diminutive 0.5m.Pen M-9095 FOG GRENADE Type Damage Crit. Range/Spaces. Blast. © RoF_ Mag, Size Weight Req. DC Explosion — — 4nfus 30% = — — Diminuive 21h 10 3M-S02F FRAGMENTATION GRENADE Type Damage Crit. Range/Spaces. Blast. © RoF = Mag, Size Weight Req. DC Explosion 112 — 40 U8 2 — — Diminwive 2m 15Fu M-29] FRAGMENTATION LAUNCHED ROUND Damage Crit. Range/Spaces. Blast. © RoF Mag. Size ‘Weight 12 (BO LIIG 20 ft. Diminutive 0.5 1b, TACTICSType Damage Cri. RangelSpaces Blast Si ‘Weight Req. DC Heavy 3dl2 fire — Special s ‘ 2b 8etait M-SOTHE HI-EX GRENADE ‘Tre Damage Crit. Range/Spaces Blast. © RoF Mag. Size ‘Weight Req. DC Explosion 446 — — 40fus 1sft — — — Diminutive 1th 17Type Damage Crit. Range/Spaces Hewy = 610 150/30Damas SW-404 JAVELIN MISSILE LAUNCHER ‘Weight 14h 20‘Type Damage Crit, Range/Spaces Blast. © RoF = Mag. Si Weight Req. DC = = — Single — Sih 16‘Type Close reat) MACHETE Damage Crit. Range/Spaces Blast. © RoF_=— Mag. — Size ‘Weight Req. DC 146 19-20 10 fu? = — — Medium 2h TACTICS.TW-203-A MORITA ASSAULT RIFLE Crit. —-Range/Spaces. Blast. © RoF Mag. Size. Weight Req. DC x2 125 25 ay ae) Lage 7b — TACTICSeas TW-201-S MORITA CARBINE Type Damage Grit. Range/Spaces Blast. «= RoF_ = Mag. Size. Weight Req. DC Rifle 248, x2 128 F425 Ss 30 Large Sib 15TW-201-L MORITA LONG SNIPER RIFLE ‘Type Damage Crit. -Range/Spaces. Blast’ © RoF © Mag. Size. Weight Req. DC Rifle 248, 19-20 2504/50 — Single 30 Lame = 8120 TACTICSPanay XW-110-G1 MORITA UNDERSLUNG GRENADE LAUNCHER ‘Type Damage Crit, Range/Spaces. Blast. © RoF = Mag. Size Rifle = a - Ss 6 ca ft fe 1 fe FP "a fe i leXW-103-57 MORITA UNDERSLUNG SHOTGUN Damage Grit. Range/Spaces. Blast RoF’ 36 — one — Single TACTICSean XW-137-A3 MORITA UNDERSLUNG TRENCH SWEEPER Type Damage Crit. Range/Spaces. Blast RoF Mag. Size Other 208, 18-20 30/6 = FistTW-102-S PEACEMAHER PISTOL Range/Spaces Blast RoF Mag, Size 50/10 — 4s 13 SmallPeel N-998AI PEE-WEE ATOMIC MISSILE ‘Type Damage Crit, Range/Spaces. Blast © RoF Mag. Size Hey — 400/80 we — — Small 77aM-308P PLASMA MUNITION Damage Crit. Range/Spaces Blast © RoF Mag. Size ‘Weight Req. DC sao (20 ft4 30ft Single — Small 2h 2 _..__ TnOTIesUsa AS SW-414 RAPIER AA MISSILE LAUNCHER Type Damage Crit. Range/Spaces. Blast. © RoF Mag. Size Hey — s ae Si Large iA Za 5TW-TII-P REAPER PISTOL Type Damage Crit. —-Range/Spaces Blast. RoF Pistol 1410.2 4018 = TACTICS U F i rE ig U Ee ig FPan Type Damage Crit. Range/SpacesBlast_ oF Mag, Size Hewy 810 «S0F4/30 tom — SmaCC-176-ER SHOCH STICK OFFICIALLY KNOWN AS THE ELECTROKINETIC PROD, THE SHOCK STICK IS USED BY ASSAULT UNITS THAT EXPEGT TO FACE CLOSE COMBAT. HOWEVER, THIS IS RARELY DONE AGAINST ARACHNID FORCES AND SQ IS GENERALLY CONFINED TO OPERATIONS AGAINST REBELLIGUS COLONY MILITIA. THE SHOCK STICK HAS TWO SETTINGS — LETHAL, AND STUN. WHEN SET TO STUN, THE SHOCK STICK DEALS NONLETHAL DAMAGE. IN ADDITION, THE VICTIM MUST MAKE A FORTITUDE SAVE (DC 10 + DAMAGE DEALT) OR BE RENDERED UNCONSCIOUS FOR 3D10 ROUNDS. THE SHOCK STICK HAS A REACH GF 10 FEET AND MAY ALSO BE USED AGAINST ADJACENT TARGETS. Type Damage Crit. —RangelSpaces Blast. RoF Mag. Sie Weight’ Req. DC Close a8 2 Reach if, = — = — 50 Lage Sih. TACTICS Vieruauy USELESS AgalNaT “TRAINING WITH Into THEIR OWN WHEN USED AGAINST THESE Is ALMOST AS MSGwaive Ge nuwansie AuleNay Auch Soap As UNARMED fkor, Have THein oun VERSION OF PRAGTICE. THINK You This wearon AND siLteo USE IN THE HAVE WHAT IT TAKES EasaNniAL WHEN. FIGHTING "AGaIverT FO KNOBK ME DOWN? GS ticm. Geer evmcoven WHEN aNTRY Mas Seen GAINED TO eNert GUNKERS Sm ronrineaTiono AND LETHAL WHEN GOMBINED WITH FLAMERS IN A SQUAD,Feet Damage Grit. Range/Spaces Blast i ‘Weight Req. DC 86 — SKUs = ool 22M-S05T THERMO CHARGE ee sao 1S ft Single — Small arPeters TW-121-F TINDERBOX FLAMER Damage Crit. Range/Spaces Blast. RoF Mag. Size 1d fire = — Special — Ss 5 LageRe aaa Cae Rangepace ta mga — — 20t —Rect Crit. RangelSpaces Blast. | RoF Mag. Size Weight Req. DC x2 SOst/IO wR S 3 Large 10 15Gag M-1A4 POWER SUIT With a suite of servos, electronics and augmentation equipment asadvanced as human science can create, power suit turns is ‘wearer into something inhuman. Titeless, protected from the clements and shielded against all bue the most serious forms of harm, ics easy for a Mobile Infantry trooper to fee like a god among men when wearing a suit. Ik is only the sudden swipe ‘ofa bug mandible or che disorienting blast of a Skinnie beamer that brings him crashing down to reality again Defence Damage Max. Dex Bonus Reduction Modifier 9 4 4 Speed Weight 30f 1901. M-1A4 power suits and their command variants, M-1C8 suits, grant a +4 bonus to the wearer's Seeength score, a +1 bonus £0 all ranged attack rolls and a +1 bonus ta the wearers Initacive checks. These suits also allow a wearer to engage in hand-to- hand combat withoue granting a free attack to his opponent. Both suits have battery lifespan and air supply for eight hours, as well asa reserve supply and back-up bastery with a further hour's worth of power which allows the wearer to survive for up to nine hours in hostile environments (space, underwater and so on). The special defence layers in an M-A4 power suit allow theit Damage Reduction to be counted agains explosion something that normally ignores Damage Reduetion M-1A4 power suits cause che wearer to suffer a ~8 penalty to Perception checks and a ~3 penalty to Acrobatics and Stealth cheeks. Users without the Power Suit Proficiency feat only gain, +3 bonus to their Defence Value. ‘An M-1Aé powersuie including the M-1C8 command variant) includes the following equipment items a built-in device that cannot be misaid or lost Visor: Also called a snooper because of its various visual and aural enhancing modes, the visor is a wrap-around piece that ‘ean be raised or lowered with a shake of the wearer's head, Operated by staring at certain reticules and blinking, the visor is a standard part of the M3 tactical helmer and a vital part oftroopers combat kt, It grants infrared, uleraviole, low-light Vision and darkvision out to a range of 200 feet. These modes allow a wooper to make ous his surroundings despite any distractions and obseructions that may be present. A working visor also negates 4 points of the Perception penalty caused by wearing power amour; this makes a proficient user capable of applying his full normal bonus to Perception checks (see the Power Suit Proficiency feat on page 74 of the Starship Troopers Roleplaying Game). Periscope: Acached over the left audio sensor of the M3 ractical hhelmer and activated by raising one’s eyebrows in a quick, tight expression, this chin visual stale raises co a height of two feet, allossing a traoper to see aver the walls oF a fortification. The periscope also allows a trooper, if he has a weapon capable of doing so, to make indirece fre tracks without having ro count Medium-sized obsceuctions within five feet as cover for his carget Communicator: Buile into the M3 tactical helmer and the back plae of che sie is a igh-band communications rig with an effective vertical range of high orbit and a horizontal range of five miles. This communications gear has three channels, each of which can be set on the fly or pre-programmed before mission. Changing or seting a channel requires 2 Computer Use cheek (DC15, DC 20 during combat) Helmet Lamp: A powerful flashlight that casts crcl of light 15 feet in radius up to a distance of 120 feet. The helmec lamp has four coloured lenses in red, green, blue and amber, incerchangeable by blinking rapidly, for use during different ‘mnarking’ missions. Ie also has an ultraviolet bulb thae is only visible in the ultraviolet spectrum ~ combined with the ultraviolec mode of the suits visor, this effectively allows a ‘wooper 10 see at night without giving away his own position ddue to bright torchlight. Te should be noted thac many alien races have ultraviolet capabilities themselves. Environmentally Sealed Bodysuit: There is no way for gases, ids or other contaminants to get at a trooper inside an M- 1A4 power suit. This protects him from all atacks excepc acid and neural disruptors that use these mediums for transmission. Sealed suits also protect a wearer from harmful atmospheres and vacuum. Air Supply: A reserve ar supply is buile into che chest pla of a power suit. This extends the eight hour supply inthe trooper’s armour to nine hours before becoming exhausted. This reserve unie replenishes itself naturally over the course of 24 hours if exposed to a breathable atmosphere and can be instantly refreshed with the right equipment at a SICON outpost ot aboard a Fleet vessel Jump Jets: The reason for the word “bounce’ in a troopers ‘erminology, jump jets are situated in both a crooper’s boots and his armour as collapsing backpack unit. Using jump jets, troopers can fly over a limited area and reach elevations of up 0 200 feet. Jump jets use fuel and ean only cary 2 trooper for 1,000 fer (200 spaces) before needing ro be recharged. This allotted distance can be pentin any increment up t0 90 feet per round, such as 20 jumps of 50 feet or whatever a wooper needs during a mission. Jump jets do not allow a trooper to hover or Ay, they simply enhance the troopers jumps. If trooper is hie mid-jump the suit allows the trooper ro land safely, thus nor taking further damage from falling. A trooper in mid-jmp is classed as flac-fooced when determining an opponents attack roll ‘Temperature and Biological Regulator: Powered armour has a built-in climate and health control thar handles many basie jobs, including he innocuous one of makingcertainthatexhaled carbon dioxide does not condense on the viewing surface of a tactical helmet. Temperacure regulators can only operate for 24 hours before their power cells and chemical supplies are deplered bur while they are active, a rooper can ignore the first 5 points of fire or cold damage suffered each round and gains a +4 bonus co all Fortitude saving throws brought on by exhaustion, temperature extremes, sarvation or thitst Belt Readout: All forms of power suit have a small computer attached to the frone of their main bel intended for another’ use as the wearer is not generally capable of secing its seen, ‘This device monitors health and physical condition constancy and cransmits this information co a command suit’s visor display. It can also be used by hand: at the touch ofa button, a usr can tell the wearer's hit point val, whether he is suffering from fatigue, starvation, thirst, poison or discase. This grants a+2 equipment bonus to all Trea Injury checks made to heal the trooper This readoue is Command and Control Suite: M-ICB command suits also incorporate a special five channel communication vig with a ten mile horizoneal range thar grants a +1 bonus when making Computer Use rolls for establishing communications and dealing with interference. This is a superior rig chat adds ‘weight 0 the suit (an additional 10 Ib), buc is profil is part of the armour itselfct M-1A5 ENGINEER POWER SUIT Used by the specialised Engincer platoons of the Mobile Infantry, the M-1A5 is heavier than che standard power suit used by other troopers and is designed to protecr the expensively trained engineer inside from enemy fie he will inevitably be exposed to while performing his duties, as well as accidental explosions from the tools engineer's use in the field. Larger servos built into the armour assist che engineer with moving heavy loads with ease as he builds bridges, humps explosives and lays multiple mines on the baclefield. Defence Damage Max. Dex Bonus Reduction Modifier 9 s 8 Speed Weight 30f = -2351b, M-IAS power suits grant a +5 bonus to the wearer's Strength score, a +1 bonus to all ranged artac rolls and a +1 bonus to the wearer’ Initiative checks. These suits also allow a wearer to age in hand-to-hand combat without granting a free attack te his opponent. The M-1AS hha a battery life span and ar supply for cight hours, as well asa reserve supply and back-up bactry with a further hour’ worth of power which allows the ‘wearer to survive for up to nine hours in hostile environments (space, underwater and so on). The special defence layers in an M-1A5 power suit allow their Damage Reduction to be counted agsinst explosion damage, something that normally ignores Damage Reduction of any kind. NCIAS power suits cause the wearer to suffer a -8 penalty to Perception checks, and a ~6 penalty co Acrobatics and Stealth checks, Users without the Posver Suit Proficiency fea only gain 2 +3 bonus to their Defence Value ‘An M-IAS power sui includes the following equipment items as builtin devices that cannot be mislaid ot lost. Visor: Operated by staring at certain reticules and blinking, the visor isa standard part of the M3 tactical helmet and a vial parc of a troopers combat kit. Ie grants infiared, ultraviole, low-light vision and darkvision our to a range of 200 feet. These modes allow a trooper to make our his surroundings despite any distractions and obstructions that may be present. A working visor also negates 4 points of the Perception penalty caused by wearing power armour; this makes a proficient user capable of applying is full normal bonus to Perception checks {Gee the Power Suit Proficiency feat on page 74 of che Starship Troopers Roleplaying Gam) Periscope: Actached over the left audio sensor ofthe M3 tactical hhelmet and activated by raising one’s eyebrows in a quick, tight, expression, this thin visual stall raises ro a height of cwo fee, allowing a trooper to see over the walls of a periscope also allows a traoper, if he has a weapon capable of doing so, to make indirect fire attacks without having to count Medium-sized obstructions within five feet as cover for his fortification. TheCommunicator: Built into che M3 tactical helmet and the ‘back plate of the sur is high-band communications rig with an effective vertical range of high orbic and a horizontal range ‘of five miles. This coramnuications gear as ive channels, exch ‘of which can be set on the fly or pre-programmed before a mission. Changing or setting a channel requires @ Computer Use check (DCIS, DC 20 during combat) Helmet Lamps A poweeful flashlight that cast circle of light 15 feet in radius up to a distance of 120 feet. The helmet lamp has four coloured lenses in red, green, blue and amber, interchangeable by blinking rapidly, for use dusing different ‘marking’ missions. It also has an ultaviolee bull that is ‘nly visible in the ultraiolee spectrum ~ combined with the ultraviolet mode of the suits visor, this effectively allows a trooper to see at night without giving away his own position ddue to bright torchlight. Ie should be noted chat many alien races have ultraviolet capabilities themselves. Environmentally Sealed Bodysuit: There is no way for gases, liquids or other contaminants to get ata trooper inside an M- 1A5 power suit. This peoteets him from all acacks except acid and neural disruptors that use these mediums for transmission. Sealed suits also protect a wearer from harmful atmospheres ‘and vacuum, ‘Air Supply: A reservar supply is bile into the chest plate ofa power suit. This extends the eight hour supply in the troopers “armour to nine hours before becoming exhausted. This reserve ie replenishes itself naturally over the course of 24 hours if exposed to a breathable atmosphere and can be instantly refreshed with the right equipment at a SICON ourpose or aboard a Fleet vessel. Jump Jets: The reason for the word ‘bounce’ in a tooper’s terminology, jump jets are situated in both a oopers boots and his armour 2s collapsing backpack unit. Using jump jets, troopers can fly over a limited area and reach elevations of up to 200 feet. Jump jets use fuel and can only carry a trooper for 800 feet (160 spaces) before needing to be recharged. This allotted distance can be spent in any increment up w 75 feet ppet round. Jump jets do not allow a trooper to hover or By, they simply enhance the troopers jumps. Ifa crooper is hie jump the suit allows the trooper to land safely thus not taking further damage from falling. A trooper in mid-jump is clissed as flat-footed when determining an opponents auack roll ‘Temperature and Biological Regulator: M-1A5. powered armour has a builtin elimate and health control that handles many basicjobs, including che innocuous one of making certain that exhaled carbon dioxide does nor condense on the surface of a tactical helmet. Temperatuce regulators can only ‘operate for 24 hours before their power cells and chemical supplies are depleted but while they are active, a wooper can ignore the first 8 points of fre or cold damage suffered cach ins a +4 bonus to all Fortitude saving throws brought on by exhaustion, emperature extremes, starvation or thirst. round and Belt Readout: All forms of power suit have a small computer attached to the front of their main belts, This readout is intended for another's use as the wearer is not generally capable of seeing its scrcen. ‘This device monitors health and physical condition constantly and transmits this information to 2 command suits visor display. It can also be used by hand; at the touch ofa button, a user can tell the wearers hit point coca, ‘whether he is suffering from fatigue, starvation, thirst, poison or disease. This grants +2 equipment bonus all Tea Injury checks made to heal the trooper.M-1A6 PATHFINDER POWER SUIT ‘The advanced systems of the Pathfinders power suis give them smany advantages in the field. Constantly updating battle data is filtered and displayed on the trooper’ visor, giving him only the information he needs to know at any one time. More powerful sensors also alert him to incoming attacks seconds before chey would register on standard M-1Ad power suits, Defence Damage Max. Dex Bonus Reduction Modifier 0 4 +4 Speed Weight 30ft 215th M-IAG power suits grant a +4 bonus to che wearer's Strength score, 2 +1 bonus to all ranged attack rolls and a +4 bonus to the wearers Initiative checks. These suis also allow a wearer to engage in hand-to-hand combat without granting a free atack. to his opponent. ‘The M-1A6 has a battery life span and air supply for ten hours, as well as a reserve supply and back-up battery with a further hour's worth of power which allows the ‘wearer to survive fr up to eleven hours in hostile environments (pace, underwater and so on). ‘The special defence layers in an M-1AG power suit allow their Damage Reduction ro be counted against explosion damage, something chat normally ignores Damage Reduction of any kind (M-IA4 power suits cause the wearer to suffer a -8 penalty t0 Perception checks, and a ~3 penalty to Acrobatics and Stealth checks. Users without the Power Suit Proficiency feat only gains a +3 bonus to their Defence Value.Integral Equipment ‘An M-1A6 power suit includes the following equipment items as builtin devices thae cannot be mislaid or lose. Visor: The advanced snooper of che M-1AG is the greatest difference beeween the armour of the Pathfinders and that of lesser coopers. Pachfinders are trained ro use their snooper at all times, rather chan for special circumstances during a risson. Ie constantly displays combae daca across their field of vision, which they are aught ro comprehend and interprecon a subconscious level. This is what grants che suits special bonus to Initiative checks. ‘The visor also grants infiared, ultraviolet, low-light vision and darkvision out ro a range of 250 feet. ‘These modes allow a trooper to make out his surroundings despite any distractions and obstructions thac may be present. ‘A working visor also negates 4 points of the Perception penalty caused by wearing power armour; this makes a proficienc user capable of applying his fll normal bonus to Percept (Gee the Power Suit Proficiency feat on page74 of the Starship Tinapers Roleplaying Game). Periscope: Attached over the left audio sensor of the M-1AG’ helmet and activated by raising one’ eyebrows in a quick, tight expression, this thin visual stalk raises to a height of two feet, allowing a trooper to sce over the walls of a fortification. ‘The periscope also allows a trooper, if he has a weapon capable of doing so, to make indirect fire sxtacks without having to count Medium-sized obstructions within five Feet as cover for his Communicator: Buile into the back plate of the suit is a high-band communications rig wich an effective vertical range of high orbie and a horizontal range of eight miles. This communications gear has five channels, each of which can be see on the fly or pre-programmed before a mission. Chan or secting a channel requires a Computer Use cheek (DC15, DC 20 during combat). Helmet Lamp: A powerful flashlight chat cass a circle of light 15 feet in radius up to a distance of 120 feet. The helmet lamp has four coloured lenses in red, green, blue and amber, interchangeable by blinking rapidly, for use during differene ‘marking’ missions. Ic also has an ultaviolee bull that is only visible in the ultraviolec spectrum — combined with the ultraviolet mode of the suits visor, this effectively allows a trooper to see at night without giving away his own position due to bright torchlight. Ie should be noted thae many alien races have ultraviolet capabilites themselves. Environmentally Sealed Bodysuit: There is no way for gases, liquids or other contaminants to get at a trooper inside an M- IAG power suit. This protects him from all atacks except acid and newral disruptors thar use these mediums for transmission, Sealed suits also prorect a wearer from harmful atmospheres and vacuum, Air Supply: A reserve air supply is buile inco the chest plate ‘of a power suit. This extends the ten hour supply in the trooper’ armour to eleven hours before becoming exhausted, ‘This reserve unit replenishes itself nacurally over the course ‘of 24 hours if exposed co a breathable atmosphere and can be instantly refeshed with the right equipment at a SICON epost or aboard a Fleet vessel Jump Jets: Jump jets are situated in che M-1A6' boots and
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