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Enemy at The Gate

This scenario pits Arachnid bugs against Mobile Infantry defending an outpost on a frontier planet. The bugs must destroy the outpost's generator to win, while the Infantry must keep the generator intact and eliminate infiltrator bugs for a major victory. Terrain and force compositions are provided for the battle.

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Andrew Smith
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0% found this document useful (0 votes)
15 views3 pages

Enemy at The Gate

This scenario pits Arachnid bugs against Mobile Infantry defending an outpost on a frontier planet. The bugs must destroy the outpost's generator to win, while the Infantry must keep the generator intact and eliminate infiltrator bugs for a major victory. Terrain and force compositions are provided for the battle.

Uploaded by

Andrew Smith
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ENEMY AT THE

GATE
A SCENARIO FOR THE STARSHIP TROOPERS MINIATURES GAME

Things have been heating up on the frontier planet of


Spartan IV and the Arachnids have been testing the defences
of Outpost 343 to the limits. Though the structure is sound
and surrounded by Stalwart Bug Field Generators, the bugs
have been looking for a way into the complex to eliminate
as many humans as possible, hopefully reclaiming the area
with a single lightning assault.

Patrols have been stepped up all along the perimeter with


Pathfinder Neo Dog Squads and CHAS units acting as
mobile sentries to keep an ever vigilant eye, nose and ear
out for a would be bug attack. The Neo Dogs are ideal at
spotting tunnelling bugs and often will be the first warning
of an imminent attack, while the CHAS unit needs no
respite and can patrol constantly and relay its findings
directly into the central command bunker.

WHAT YOU WILL NEED SCENARIO BRIEFING


For this scenario for the Starship Troopers Miniature Game This scenario will pit the Arachnids superior numbers against
you will need the following: the technological might of the Mobile Infantry, and push it to
the limit. For days the bugs have been testing the electrified
• The Starship Troopers Miniature Game rulebook (soft field generators looking for a way into the complex, and now
back or hardbound versions) they may just have found the answer! The Mobile Infantry
• The Arachnid Army Book must defend the Stalwarts generator grid from being taken
• The Pathfinders Army Book down at all costs or they will be quickly overrun by bugs! The
• The Mobile Infantry Army Book (optional) generator allows the field units to extend to the edge of the
• One painted squad of Pathfinders K9 Squad Mobile Infantry lines and if disrupted would be disastrous
• One painted XM-550 CHAS Unit
• One set of painted Stalwart Bug Field Generators This scenario is designed to be quick play and as such ignores
• Twenty painted Arachnid Warrior models the rules given for Priority Levels all force details and options
• Two painted Infiltrator Bugs are presented in each player set up details.
• Terrain
• Dice
• Tape Measure DURATION
This scenario is eight turns in length, and ends either when the
second player finishes his eighth turn or either player achieves
The generator has the following attributes:
Material: Steel Size: 4 Target: 6+ Kill: 10+ Hits:
4

If the Mobile Infantry player manages to keep any


Arachnid models from destroying the generator then
he wins. If the Mobile Infantry player manages to
destroy both of the Infiltrator Bugs this is a major
victory (see below for more details).

MAJOR VICTORY CONDITIONS


This scenario can be played as an instalment of a
mini campaign to control Spartan IV and may be
used with future scenarios that will provide extra
rules and such to support this mini campaign option.
If you don’t wish to play this as part of the Spartan
IV campaign then simply skip this section and move
their victory conditions. The Arachnid player goes first during onto Arachnid Player Setup and Victory Conditions below!
this scenario. The Mobile Infantry player may only use defend
tactics.
Using Major Victory Conditions
Each side has their own set of victory conditions, which inform
MOBILE INFANTRY PLAYER SET UP & the player what they need to win the battle. Normally points
are tallied up or objectives met, but for the mini campaign
VICTORY CONDITIONS each side has a goal that will give it a major victory over its
This scenario requires the Mobile Infantry player to use one opponent.
painted Pathfinder K9 squad, a set of fully painted Stalwart
Bug Field Generators, and one painted XM-550 CHAS unit. Major victories will generate a number of options that will be
presented in each following scenario that can then be used by
Weapons Options: All eight members of the K9 Pathfinder the winning player. These options could be reinforcements,
squad are armed with TW-203a Morita Assault Rifles with better equipment, better saving throws, or any of a myriad
XW-110-GI underslung Grenade Launchers. The models are of other ideas that will make play fun and exciting for both
divided into two patrols of four troopers, one led by a sergeant, players.
the other led by a corporal.
• One Trooper in each patrol may be given Medic
training. Blitzkrieg Rewards
• The sergeant and corporal may each be given Heroic If the Mobile Infantry player managed to kill the Tanker bug
Traits up to a total value 25 points during the Blitzkrieg scenario then he managed to gain a major
victory, as such he will be allowed one of the following optional
XM-550 CHAS Unit: The CHAS has been programmed to upgrades as detailed below:
walk the perimeter of the Mobile Infantry player’s deployment
zone and will continue to do so until any enemy units are within • One squad of Mobile Infantry Cap Troopers
36”. The CHAS must take one move action per turn, up to its • One Micro-Support Platform (useable by Pathfinder
maximum standard movement distance, to continue its patrol models in this scenario)
and should be moved along the edge of the deployment zone • Up to 50 total points of talents, traits or training for
until enemy units are spotted or are within 36”. Remember that one sergeant model
the CHAS, like normal Mobile Infantry troops may not react
to Infiltrator Bugs until they are within Command radius.

Outpost 343 is central to SICON’s plans for Spartan IV and ARACHNID PLAYER SETUP & VICTORY
must be protected from the Arachnids at all costs, if even a
single one of the aliens could enter the compound and lowers CONDITIONS
the generator it could spell disaster for the entire campaign. This scenario requires the Arachnid player to use twenty of
the warrior bugs found in the Starship Troopers Miniature
Game core set. The Arachnid player also needs two painted • Endless Tide option for warrior bugs
Infiltrator Bug models.

This area is vital to the Arachnid colony if it is to expand SUGGESTED TERRAIN


further into human held territory and it must be taken at all The map below should be used as a rough guide to how to lay
costs. Infiltrator bugs have been dispatched to test the resolve out your terrain on the battlefield. This scenario works best on
of the puny creatures and find a way into the complex so it can a tabletop that is 6’x4’ though could very easily be played on a
be destroyed from within. larger board. Please feel free to use any terrain you may have
to hand, breaking up line of sight, etc. The Stalwart Bug Field
The Warrior bugs consist of four squads of five models per Generators should be deployed to act as a barrier at the very
squad. The Infiltrators are Independent units and follow all the edge of the Mobile Infantry player’s deployment zone. This
rules for such models as found in the core Starship Troopers area should be the patrol route for all of the Mobile Infantry
Miniature Game rulebook. Both infiltrator bugs may deploy players troops as detailed on the map below.
up to 24” in from their table edge.

If the Arachnids manage to kill all the Mobile Infantry troopers


then they have won the battle. If the bugs manage to destroy the
generator controller in the Mobile Infantry player’s deployment OPTIONAL RULES
zone (marked on the map below) then this is a major victory The following changes may be made to this scenario to allow
(see below for more details). for differing game play

• One warrior bug squad may be replaced by tiger


Blitzkrieg Rewards bugs
If the Arachnid player managed to enter the bunker by the final • The Arachnid player may take three painted hopper
turn of the Blitzkrieg scenario then this is a major victory, as bugs in lieu of five warrior bugs
such he will be allowed one of the following optional upgrades
as detailed below: K9 Units can detect tunnelling creatures much better than
their human counterparts and may react normally to tunnelling
• Two tunnel entrances and three tunnelling markers markers, and likewise increase the range of spotting an Infiltrator
• One camouflaged tunnel bug to 12” rather than the usual 6”.
entrance and two tunnelling
markers

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