Starship Troopers Skinnies Army Book

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Doug Birtles (order #11026579)

Credits and Contents

THE SKINNIES ARMY BOOK CREDITS Author

Matthew Sprange

Editor

Ted Chang

Cover Art

Chris Quilliams

Internal Art

Enrique Diaz, Rhonda Libbey, Sergio Villa Isaza, Chris Waller, Robert Chase, Alejandro Villen, Iordanis Lazaridis and Empty Room Studios: Bob Cram, Jeff Cram and Dan Howard

Figure Painter Adrian Walters

Sculptors

Bob Naismith, Chris Jackson, Steve Saunders, Ben Saunders, Paul Muller

Miniatures Manager Ian Barstow

Production Director Alexander Fennell

CONTENTS

Introduction The Skinnies Skinnie Physiology Know Your Enemy The Skinnie Military Hobby Section The Skinnie Army List Skinnie Leaders The Skinnie Army Weapons & Equipment Heroic Traits Emplacements Arachnid Control Skinnie Reference Guide

2 3 12 15 17 21 26 27 34 48 53 56 57 59

Proofreader

Sarah Quinnell Starship Troopers: The Skinnies Army Book TM & (C) 2006 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 publisher is expressly forbidden. Printed in China.

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Introduction

INTRODUCTION

Battered and drawn across a huge area of space in his war against the Arachnids, Mankind does not see the other alien races gathering their forces, ready to make their own claims on his worlds. For too long, the Skinnies have been treated as a second class, inferior race by humanity, primitives who can barely sail across the sea of space. They have been used and discarded by the Fleet and Mobile Infantry in man’s relentless battle against the bug. Promises have been broken and non-aggression treaties ignored. Humanity has stirred a hornet’s nest, one that threatens to destabilise the balance of power in the galaxy. No longer willing to exist peacefully alongside their neighbours while armies clash across dozens of worlds, the Skinnies have mobilised their forces with the intention of protecting their territory and expanding their reach across the stars. The battle against man and bug has turned into a War of the Species and only one will survive to become the dominant force of the galaxy.

The Skinnies Army Book This army book provides a full update to the Skinnie list found in the main Starship Troopers rulebook. Here you will find all the tools you will require when fighting the Arachnids, Mobile Infantry and new alien races lurking at the far edges of civilised space. The Skinnies Army Book contains the following sections: Forces of the Skinnies: Overview of the Skinnie army, including its place in their society and the technologies this race employs. The Hobby Section: Photographs of gorgeously painted Skinnie models.

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Army List: The complete Skinnie army list, allowing you to use all the units, equipment and vehicles in the Starship Troopers miniatures game. New Rules: Including new Heroic Traits, psychic powers and other rules.

The Skinnies

THE SKINNIES Though the Federation has been aware of the presence of the Skinnies along the borders of human-held territory for some years, little attention has been given to these aliens. The war against the Arachnids has gone hard and the Road to Victory has failed. No Sky Marshal has given the Skinnies much thought beyond how they can be used as a weapon aimed at the bugs. The Skinnie worlds, or the Hegemony, as it has become known, have been viewed as a buffer zone, shielding the Federation’s flank from the growing Arachnid presence along its borders. However, the Skinnies possess many worlds that are rich in resources and many Sky Marshals have viewed them hungrily, willing to accept any risks when invading systems belonging to a primitive race. Humanity’s encroachment on the Hegemony, driven by an absolute need to defeat the Arachnids, has turned a potential ally into a bitter enemy.

Visiting the Skinnies As a whole, the Skinnies are a fractious race, comprising tens of thousands of clans, tribes, sects and warbands. Each has its own culture, government and social structure, its own laws and its own view on the rest of the galaxy. In many regions, these individual sections of Skinnie society live together, more or less harmoniously, and their larger settlements are an example of eclectic living. On more remote Skinnie worlds, these tribes and clans may exist in isolation, each Skinnie primarily defining itself as part of that structure. In theory, the Skinnies are united by an over-arcing, race-wide government through which all clans and tribes are represented, forming the Hegemony. However, this is a tenuous system at best, dominated by the most powerful and better represented factions. In the past, a single tribe has managed to gain dominance of the entire Hegemony, while at other times, an uneasy alliance of three or four factions work together to ensure no one gains enough influence to rule the others without question. This has led to planet-wide wars but the stabilising influence of an overall government is beginning to pay dividends for Skinnie society and such outbreaks of violence are far less common now. Military might still remains a key to power for many factions, be it proved against other Skinnies or neighbouring races in the galaxy. Slaves, too, mark a faction’s power base and a wideranging expedition to alien worlds can greatly elevate a tribe

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or clan’s standing within the Hegemony. As such, there has always been a constant flow of slaves into the Hegemony. Within each faction or tribe, a system of internal rulership exists below that of the race-wide government but it varies greatly across the Hegemony. Some are dominated by hereditary kings or chiefs, while others are commanded by elders or have elected councils. Among the more barbaric, a simple ‘might is right’ doctrine can work well. A visitor travelling into the Hegemony may therefore find much that is confusing. They could be presented to a king but may have no way of knowing whether they are dealing with the ruler of a small town, an entire world or a major dignitary of the Hegemony. When all is said and done, leadership among Skinnies is usually a triumph of the individual rather than organised society. Each faction will often find itself rising and falling by the Skinnie that best defines its leadership. An ailing elder can sink a tribe or clan into obscurity for years while a slave who

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The Skinnies

A Brief History of Skinnies The Age of Tribes: Before the Skinnies developed the technology to lift them from their homeworld of Ptolemy, a multitude of tribes dominated their society. The Time of Peace put an end to millennia of world-wide warfare and counter-conquest, though it would never completely unify the Skinnies. The Age of Hegemony: Once the Skinnies started exploring their nearby worlds and star systems, the Age of Hegemony came upon them. A centralised government was put in place, representing every tribe, clan and other faction, though this was quickly destabilised and replaced with the current system – no tribe or nation is automatically guaranteed representation within the Hegemony and must instead seek to consolidate its power base. The Time of the Headless Tribe: When the Arachnids arrived, the Skinnies fought. Like the humans, they initially underestimated their enemy but when their most powerful ruling tribe, the Gen’Tak, were wiped out by a single invasion, they retreated the bulk of their armies and fortified their most valuable worlds. This had the effect of turning the Arachnids towards weaker human systems but the damage had been done. Without the centralised core of power coming from the Gen’Tak, the Hegemony has become destabilised and a period of fractious rule now exists, with many tribes competing for power, some desperate enough to stoop to assassination or starting wars in order to rule.

has bought his freedom and then elevates himself to great power can bring every Skinnie who follows him to greatness. It is not uncommon for a great leader to emerge from a tribe, its power growing immensely during his lifetime, only to fade away just as quickly upon his death. The rise and fall of ambitious individuals is the chronicle of Skinnie history as a whole.

The Nations Beyond the division of tribes and clans, there lie the Skinnie nations. There are perhaps a hundred such nations, all nominally united under the banner of the Hegemony. However, the nations are not a simple stratification of Skinnie society, nor are they always defined geographically or by allegiance to a single leader or set of ideals. A nation is usually a collection of tribes or clans that have a common set of interests – normally, these interests revolve around the city, continent or planet they inhabit but this is not

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always the case. A powerful religious movement, for example, may form its own nation and yet have constituent members strung throughout the entire Hegemony, living within the geographically defined nations of others. This can, of course, create a truly chaotic state of affairs with a single Skinnie belonging to a tribe that may have its power base situated light years away, owing its allegiance to a nation that defines the entire Hegemony as its territory. Yet this Skinnie may live and work within another nation based in his home city that could be hostile to his own nation. In theory, each Skinnie belongs to one tribe and one nation, though convenience and practicality often takes precedence. The one thing all Skinnie nations have in common is that they can all be defined by an ever-shifting balance of power. A single very powerful or very remote tribe can form a nation unto itself, while another nation may be ruled by a king whose role is decided by single combat among champions. The differences in the structure and rulership of a nation can be as varied as that of an individual clan.

The Skinnies

The Skinnie Language The spoken word of the Skinnies is difficult to comprehend even in concept. Formed by alien mouths, the speech has never been successfully duplicated by human interpreters of the Federation and even computerised translators have had only limited success. This is compounded by the fact that dialects can vary wildly across nations and tribes, making them appear as completely new languages and further throwing human study of the tongue into confusion. Among themselves, Skinnies seem to have no problem with communication, even between tribes normally situated light years apart. The current Federation theory is that the Skinnies have a psychic capacity that overlays the spoken word, forming a context that humans can never understand. Some SICON scientists have begun to postulate another theory, however. It is suggested that Skinnies have an understanding of the core of their language that enables them to integrate with one another. On first encountering a new tribe, some time will be spent communicating only in base concepts which, in itself, is usually enough for a Skinnie to get what he wants. As time goes on in the company of other Skinnies, he will gradually pick up the nuances of individual dialects by instinct so that communication becomes seamless. Throughout this study of Skinnie society, culture and military capability, human equivalents have been substituted for real Skinnie terms in order to better familiarise the reader with the concepts covered.

Every nation has the right, in theory, of representation in the Hegemony’s Council. However, as is the case with much of Skinnie politics, this is rarely clear cut either. A nation may dispatch a champion or set of delegates to the Council in order to speak for its people, while others send their overall leader who will both rule the nation and speak for it within the Council. There has never been a clear ruling of whether a nation has one voice in the Council or many and so some nations, at times, have sent dozens of delegates, while others believe that a single voice is ultimately more powerful. It has even been known for a nation to relinquish its representation in favour of another, either through bribery or threat.

The Council At the heart of the Hegemony lies the Council. The Federation often assumes that the Council is the Skinnie

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equivalent of Citizenship or, sometimes, SICON, but this is a fallacy. Comprising representatives from most nations within the Hegemony, the Council is more of a forum than a ruling body. All nations have, in theory, a right to representation though how large a voice they have usually depends on their overall standing and status within Skinnie society. Small nations may have a single, insignificant, representative while very large ones tend to have either dozens of delegates or a single, renowned individual speaking for them. Small nations are leaned upon by the strong while past alliances can cause friction as a nation moves from one camp to another. The nations, therefore, tend to form ‘clusters’ within the Council, often ultimately ruled by a single, very powerful nation.

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Doug Birtles (order #11026579)

The Skinnies Additional power can be gained by a nation within the Council by assigning representatives to multi-national bodies, such as trade organisations, scientific delegations or legal panels. While these are often titles of convenience, temporarily created to solve a single problem, real power can be wielded within, as this is where many of the decisions that effect the Hegemony as a whole are finally made.

The Age of Hegemony While outright war is not unknown between nations or tribes, Skinnie society is, at whole, at peace with itself. Their governmental system, however, often makes them appear primitive or even barbaric to humans who enjoy a unified political body. Many violent rituals are practised among the Skinnies, such as gladiatorial combat that harks back to ancient wars and struggles for power. While Skinnies still compete in these contests, and can gain a great deal of personal power by doing so, most are forms of entertainment that use the slaves of various tribes to fight one another to the death. The use of slaves is widespread throughout Skinnie society, be it for entertainment in the arena, back-breaking manual labour or cannon fodder in battle. During the Age of Tribes,

Space Travel The Skinnies have possessed the ability to cross the light years between stars for some centuries, using a star drive similar in concept (though radically different in design) to the Federation’s own Cherenkov Drive. Content to live in their own region of space, they have only travelled to the worlds of other aliens for trade and raiding, depending on the tribe sent on the voyage. Skinnies, like the Arachnids, have avoided the development of huge starships capable of winning entire wars by themselves. The Federation’s Fleet, therefore, is arguably the undisputed master of space. Instead, the Skinnies tend to build lightning fast raiding craft, the largest of which is capable of transporting an entire tribe to a combat zone. Possessing advanced stealth characteristics, Skinnie craft are designed to avoid combat and approach unseen upon a target, deploying troops and then retreating until needed. For a Federation that invests so much self-esteem in the building of massive warships, this philosophy seems like a backwards step but the frightening speed by which the Skinnies can attack and dominate a world suggests much that remains unseen by human eyes.

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Doug Birtles (order #11026579)

The Skinnies

Reclaiming Humanity It is with growing concern that SICON has studied the reintegration of recently freed human slaves from Skinnie raiding forces. Those who have been only recently abducted are quickly welcomed by their families and, in many cases, have gone on to live normal, productive lives. Abductees who spend any great length of time in the Hegemony, however, almost never survive the Federation’s debriefing process. Most appear to have turned feral, in some cases losing all capability of intelligent speech or higher reasoning. What horrors they may have faced at the hands of the Skinnies can only be imagined but it should be noted that most bear physical scars and long-term wounds consistent with blunt traumas and injuries from primitive weapons. Military Intelligence presumes this is related to hideous torture and medical experimentation for ends that can only be guessed at, though plenty of theories have been raised.

it was common for slaves to be taken from defeated enemies but since the rise of the Hegemony, the practice of using other Skinnies as slaves has grown into a repugnant practice, only seen rarely on border worlds. With the advent of space travel and the acceptance of their own morality, the Skinnies found many alien races that could be used as slaves instead. The first appearance of Skinnies in Federation space were raiding parties on missions designed to capture humans alive, to be sent back to their respective nations within the Hegemony.

burning desire to dominate the galaxy possessed by humanity but necessity has propelled them forwards as the Federation and Arachnids slowly draw them into the galactic war.

The thought that sentient races should not be subjected to slavery simply does not enter the mind of a Skinnie, any more than a human can accept the concept of a ‘bug that thinks’.

Each army can be considered to be the sum total of fighting units within a single Skinnie tribe, clan or sect, led by a powerful chief, warlord or similar rank. Several such armies can combine to form a massive allied force, one that can be deployed by a nation, formed from its best fighting troops. However, the single tribe is the basic component of an army, which will always be a reflection of the tribe’s customs and, more importantly, the will of its leader.

Morality in a universe with no over-arcing god of all races is an artificial construct and though the Skinnies can seem purposefully cruel or wicked to human eyes, they are better described as alien and inhuman, in the traditional sense. Gifted of a similar intellect as humans, they have reached different conclusions. When held up to the Federation, the Skinnies are, ultimately, a parallel culture of comparable (but incompatible) intellect, scientific understanding, technological development, moral standards and social organisation. They have not had the same

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The Skinnie Military The diverse nature of the Skinnie Hegemony forms its main strength on the battlefield. The raiders and militia sighted by Federation colonists in the past represent the merest fraction of Skinnie military power.

While most tribes can form units of raiders and militia, Skinnies possessing a basic level of military training and usually drawn from the general populace, the professional soldiery will have their weapons, equipment and tactics dictated to them by their overall military commander. The army, therefore, becomes an extension of its leader and the tribal customs with which he

The Skinnies is most familiar. A tribe from the edge of Hegemony space, for example, is unlikely to have access to the latest in weapons development and so will compensate by other factors – perhaps adopting the guise of a Skinnie general from ancient times, allowing him to recruit increased numbers of warriors. Another leader might adopt a reliance on technology while a rival develops a high degree of tactical thinking that, alone, can win battles. When confronting Skinnies, an enemy may never know just what to expect and this has enabled the Hegemony to capture vast tracts of territory since its emergence. When first deployed to counter a Skinnie thrust into the Federation, the Mobile Infantry equipped itself to eradicate large numbers of raiders and militia, as these units were the only ones the Skinnies had ever sent into human space. When troopers started battling against powerful venerables and vicious brutes, the true capabilities of the Hegemony became startlingly apparent. No longer a race of primitives or a small band of raiders fighting across the colony worlds of the Federation, the Skinnies have manifested themselves into a dangerously effective force with a level of technology at least the equal of the Mobile Infantry.

Going Native A worrying development arising from reclaimed abductees is the appearance of humans who appear to have ‘gone native’, to use an antique term. Exhibiting a desire to wear Skinnie clothing and adopting their customs, these rare individuals have also taken to communicating purely in the alien tongue. Reports from frontline Mobile Infantry units have given rise to rumours of such men and women rising within the Hegemony to claim high rank, permitting them to lead entire raiding forces. This has been put down to combat stress and a lack of discipline within certain Mobile Infantry platoons, with the appropriate action being taken.

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Skinnie Physiology

SKINNIE PHYSIOLOGY

Skinnies are tall, grey-skinned bipeds with thin limbs and knobbly hides. Ranging from seven to nine feet in height these wiry humanoids are covered in a hide with occasional greenish blotches, this coloration seemingly either shifts throughout the Skinnie lifecycle or are a sign of racial variation, similar in nature to the skin tones of humanity. Their leathery epidermis is pierced in places by protrusions of bone, most commonly on the shoulders, elbows and the length of the spine. Skinnies are completely hairless and do not appear to require surface respiration. Skinnies have a much higher body temperature (45°C/113°F), a temperature that can be fatal to humans. This higher body temperature causes a naked Skinnie to show up on a pair of Federation snoopers like a neon sign. The appendages of a Skinnie are elongated and, as mentioned above, bear numerous bone protrusions. These protrusions come to distinct points and suggest that while they may not exhibit any pugilistic tendencies now, their ancestors may have been physical hunters at some point in their evolution. The combination of their long limbs, thick skin and height requires a remarkable efficient cardiopulmonary and respiratory system to ensure proper circulation of gas and fluid to the structures of the body. Sex traits are almost completely concealed inside a Skinnie’s body and though there is certainly a gender difference as of the dozens of specimens taken during their unprovoked attacks, nearly 50% have been what SICON researchers have determined to be ‘females’. SICON scientists are still not prepared to confirm, however, whether or not Skinnies reproduce sexually. Skinnies have four joints in every one of their three fingers, improving their manual dexterity by an estimated 12% when compared to that of a human. The most prominent feature of the Skinnie hand is the sweeping talon on the back of the palm, which appears to be similar in nature to the dew claw of a neodog. This fearsome spike is typically between six and eight inches in length, however, some rare specimens have exceeded ten inches.

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The unusual traits of the Skinnie hand are mirrored in the pedicular array of this race. While each ‘foot’ has five toes, these are jointed in three places. Skinnie toes splay our in a wide fan with the third or central toe being the longest, at almost 12 inches in length. This fan of toes elevates the ankle joint, as the Skinnies appear to lack any form of heel. As with Skinnie fingers, each toe is tipped with a sharp cuticle. Skinnies have the same sensory capabilities as human organs; they smell, sight, hear, touch and taste, with the tongue appearing to aid both consumption and communication. Scientists have so far been unable to attribute any function to the mandibles that lie to either side of the Skinnie mouth, filled with a wide row of large incisors. Their other four senses are presumably as sharp as a human’s, though their sense of smell may be far less acute due to the reduced size of a Skinnie’s nasal passages, the nostrils of which are situated between the bulging, close-set ocular organs. Also, given the slightly caustic effect of methane on scent receptors, this would not be a surprising biological adaptation. It is likely that a Skinnie can see only in the red spectrum, in much the same fashion as dogs, this would certainly explain their proclivity for gaudily coloured garments. Hearing is similarly no more acute than a human’s audio sensitivity. Surprisingly, the structure of their ears, the five jointed appendages, similar to fingers that crest the elongated skull of the Skinnie, does not grant the same ability to sense vibrations outside their normal hearing range. It is possible that their humanoid evolution has robbed them of this capacity or that on their homeworld such a feature was never part of the forebear race they came from originally. Regardless, these ‘fingers’ serve as the Skinnies aural organs, capable of receiving the vibrations of sound waves across their surfaces before transmitting them to the brain. Their tactile senses are in no way limited by their dense layers of skin that covers the Skinnie body. A Skinnie has a thinner layer of skin over his hands, feet and face, while this is still noticeably thicker than the epidermis of a human, an advanced nervous system and a greater propensity of nerve endings seems to have adapted to this. SICON scientists are, however, at a loss to explain this apparent adaptation, as there does not seem to be any biological reason for this degree of

THE SKINNIE ANATOMY

Skinnie Physiology

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Skinnie Physiology sensitivity, suggesting that this adaptation is environmental in nature. It is likely that if the Federation could answer the tactile riddle of the Skinnies, they would learn a lot more about their homeworld. SICON medical staff have been able to closely examine Skinnie cadavers and in doing so have uncovered a number of microscopic lacerations on the back of the neck. These lacerations have been the subject of special investigation, as the small incisions and discoloration surrounding them form a distinct pattern that match other cadavers autopsied by SICON scientists. While Military Intelligence would have preferred to perform these examinations directly, it is their opinion that these marks are a form of cultural patterning, much akin to ritualistic scarification seen on Earth before the Disorders. They may indeed have some racial importance, but SICON scientists have made the assertion that these lacerations indicate the presence of a piece of equipment or some other foreign object that ‘disengages’ from the user immediately upon death.

Internal Anatomy While cadavers have been captured for study, only very little is known of Skinnie internal physiology. The Skinnies display a reflex that permits a Skinnie to die at will by activating a gland or organ within their bodies to self-destruct, releasing some kind of putrefying agent into their bloodstream. Indeed, this acidic chemical has made it almost impossible to determine anything substantial about their organs and blood chemistry, as so little of it remains uncorrupted after this toxin has been released. Theoretical anatomical models indicate that Skinnies share many basic biological traits with humanity, but the full extent of that similarity is impossible to accurately gauge. It has been determined from the recovery of Skinnie power suits that the Skinnies are methane breathers, the nature of these suit’s respiratory systems imply that this must be supplied at a constant rate suggesting rapid, shallow breathing is normal for this race. Their respirators cycle pure methane and carry a typical supply that, at the assumed rate of breath for a Skinnie, lasts roughly two hours. This is probably because of the heavy nature of methane and the amount of space it requires for storage. This may explain the rapid nature of Skinnie raids; they do not have time for protracted battles given their limited methane supplies. Bones and cerebral matter have both been difficult to study as neither is sufficiently intact after Skinnie putrefaction to promote analysis. In the case of a Skinnie brain, decapitation and hydrogen freezing are required to preserve a useful sample, as the decomposing chemicals will work their way into the skull and liquefy it within minutes. Bones will also eventually decay if permitted, but this process takes long

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enough that even without external preservation they can be examined in detail. The skeletal structure of a Skinnie is intriguing in its basic yet elegant design. Every joint in the body of a Skinnie is omnijointed through the same uniquely shaped open socket and even their spinal columns are free moving to a certain extent, making them nearly impossible to immobilise. However the constriction of their own muscle mass, which is severely limiting and the thickness of their skin impair their ability to move many parts of their body in alternative directions. Skinnie bones are not built in layers by their bodies as with human skeletal systems. They are a form of permeable but insoluble organic calcium growth, strong yet uniform in composition. As a Skinnie grows, it is theorised that they add density to their bones through a chemical rebuilding and transport process researchers have yet to fully comprehend. It is known that Skinnie bones are not as resistant to injury as those of a human would be, though they are theoretically also easier and faster to heal. The brain of a Skinnie is as complex as their bones are simple. Four lobed, as opposed to the human two, and extremely well developed, its overall composition is still very much a mystery to SICON scientists. Through laboratory analysis, it has been determined that every Skinnie dissected at the cerebral level shows no evidence of psychic capability. This thinking has so far been borne out by the fact that Skinnies have never been witnessed exerting any form of mental ability on the battlefield. The Skinnies’ lack of psychic potential, however, makes this race no less worrisome to the Federation and they require continued investigation.

Know Your Enemy

KNOW YOUR ENEMY

SICON ANALYSIS OF CAPTURED SKINNIE POWERED SUIT #alpha 01028

Encounter Helmet Protects wearer’s head and regulates flow of methane life support systems. Helmet

also incorporates various sensory enhancing systems and a lamp.

Environmentally Sealed Bodysuit Sealed against gases, liquids and other contaminants. Sealed suit also protects against harmful atmospheres and vacuum.

Temperature & Biological Regulator Skinnie armour has a built-in climate and health control. These regulators can only operate for approximately 24 hours before their power cells and chemical supplies are depleted.

Psychic Shielding Though we cannot isolate any equipment we surmise that an inherent property of the polymer used in this suit’s composition generates psychic interference.

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Know Your Enemy

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The Skinnie Military

THE SKINNIE MILITARY ARMY LEADERS

The leader of a Skinnie army usually defines the composition of his force, becoming an outward projection of his tribe, personality and tactics. Such Skinnies adopt various titles and legends, often shaped by the way they see themselves and how they wish their tribe to be seen by others.

Cabal On worlds dominated by the primitive brute gene, Skinnies displaying psychic potential are often treated with mistrust and suspicion. Forced to gather together in small groups known as cabals for mutual protection, they are capable of dominating lesser brutes with the power of their collective minds, becoming leaders of their tribe. Newly born Skinnie brutes displaying similar talents are either taken into the cabal or cast out of the tribe altogether, often on the whim of the ruling psychics. Those who are thrown into the wilderness and survive to adulthood will often be drawn together, forming their own cabal, albeit one without a tribe to rule over. Occasionally, they return to their original homes, challenging the ruling cabal for leadership in a psychic duel to the death.

ranks of the professional soldiery, he is wise in the ways of battle and leads forces well-equipped from the riches of the tribe.

Leader of Slaves Many slaves who are captured by the Skinnies either buckle down to servitude or die at the hands of their masters. Few have the opportunity to rise above their station and the chances of rescue are slim once they have been taken deep into the Hegemony. A rare few are spared the back-breaking burdens of hard labour for the terrors of the gladiatorial arenas, where their lives are often brutally short. A skilful warrior, however, may survive hundreds of matches as he begins to learn the ways of Skinnie society. If he possesses the traits of a great leader, he may gather other slaves to his banner, finally rising up in rebellion against his Skinnie master. Successful rebellions are usually crushed by a fully mobilised army but, occasionally, a leader of slaves may gain the respect of a neighbouring tribe as he proves his strength and courage.

General Born into the highest orders of Skinnie society, the general usually arises from tribes who have grown fabulously wealthy from an iron grip held on their local resources, be they precious minerals, vast herds of livestock or huge swathes of industrial developments. Trained from birth to lead, the general has a finely tuned military mind, possessing a military genius that is almost unmatched within the Hegemony. Rising through the

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The Skinnie Military Permitted to rise within the ranks of the Skinnie military, he is allowed to wield real power in exchange for serving the tribe and Hegemony. Now turned truly native, the leader of slaves often returns to his homeworlds at the head of a mixed slave and Skinnie army, looking for new blood to throw into the arenas, the spectacle of which he now enjoys himself.

Lord Having served the Hegemony and tribe as a soldier, the lord has risen through the ranks by dint of hard work and proven ability. The veteran of a hundred or more battles, he has progressed through the ranks of the elite venerables and now stands at the head of his tribe, the undisputed leader. Possessing both great tactical cunning and ownership of the finest warriors and technology the Hegemony has to offer, there are few armies that can stand toe to toe with his force. Though rarely seen far outside Skinnie held systems, a lord will always be present at the head of an army for campaigns which the Council deems critical.

Tyrant The tyrant is a rare tribal leader who believes that the Hegemony is at its strongest when tribe conquers tribe, when the survival of the fittest is allowed to play to its logical conclusion. He thinks nothing of slaughtering thousands of innocents in a defeated and weaker tribe, if it means his own force is allowed to prosper. The tyrant aims for nothing less than the total domination of the entire Hegemony, with himself as Emperor at its head. With so vast an aim, the tyrant is often forced to look beyond the boundaries of the Hegemony for new territory and resources, looking to harness entire alien worlds and so build an empire vaster than the rest of the Hegemony, becoming its sole ruler by default. This is an attractive goal to many Skinnies who have chosen a career as a professional soldier, for the tyrant always has need of good warriors and will keep them gainfully employed. It is believed that the first true military campaign against the Federation was initiated by a Skinnie tyrant.

Arachnids Within the Hegemony The Time of the Headless Tribe was only the beginning of Arachnid domination within Hegemony space. Indeed, the Mobile Infantry’s first encounter with the Skinnies was with a tribe that was directed by control bugs. Though the Roughnecks, famously, freed the Skinnies from this oppression and earned the respect of their leader, T’Phai, more worlds along the borders of the Hegemony are under constant threat from the Arachnids and the bugs seem more likely to try to dominate the Skinnies than they do human colonies. SICON Military Intelligence does its best to keep track of Arachnid movements within the Hegemony but even its top officials acknowledge this can be a difficult and dangerous pursuit at best. Mobile Infantry companies, particularly pathfinders, may be deployed in deep strike missions to identify the nature of the threat that may be faced on Hegemony worlds. More worryingly, SICON analysts have begun to suspect that some Skinnie leaders are acting in voluntary concert with the Arachnids, willingly giving up their people in order to muster a strong military force that can conquer entire systems and thus provide them with more leverage within the Council.

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The Skinnie Military Warchief Blessed with a natural ability of inspirational leadership, warchiefs liken themselves to the heroes of old during the Age of Tribes. Dressed in armour similar in style to the ancient livery said to be worn by these heroes, he also charges into battle astride a pecadon, a reptilian riding beast that once carried tribal kings. As skilled an orator as he is a military leader, the warchief is able to make great speeches of the glories of the old days, bringing huge numbers of common Skinnies into his force and moulding them into an effective fighting force. Though archaic in his approach, the warchief is capable of stunning heroic feats on the battlefield, serving to further inspire his devoted followers.

SKINNIE UNITS

Most Skinnies are taught to fight, forming large raider and militia bands. Others become professional soldiers, fighting for a living – an occupation that grows in necessity as the galaxy slowly descends into total war.

Brutes

issue equipment. Designed to be fielded in huge numbers by leaders who cannot afford a large professional force, the tactics used by the militia tend to be very basic, revolving around their weight of numbers. They are sometimes used by more callous leaders to tie enemy troops up and bog them down in a firefight while the rest of the Skinnie army moves into an advantageous position relatively unharmed.

Raiders Many in the Mobile Infantry consider these to be the ‘original’ Skinnies, first encountered on colony worlds at the edge of the Federation. Sharing much in common with the under-equipped militia, raiders are the Skinnie equivalent of civilians, though they all have some degree of military training, surpassing the brief compulsory service of the militia. In effect, raiders operate as reserve forces within the Skinnie military, though they are seen in many armies. Encased in simple power suits, raiders are able to fight in any environment and can be fielded by most tribes in large numbers. They are used primarily for low-priority raiding missions (hence the name) and as a light ambushing force in larger battles, brandishing constrictor rifles and a variety of smaller, more specialised pistols.

On the furthest edges of Skinnie space, there exist tribes for whom the Age of Hegemony never truly happened. In the first expansion of the race across the stars, these tribes were dumped by colony ships and then left to their own devices. For whatever reason, they soon devolved into their base state, becoming savages who constantly fight with any intruder. These Skinnies have grown stronger and more violent than their civilised cousins and are able to wield huge weapons in battle. Neighbouring tribes sometimes recruit these brutes as heavy shock troops, while others will use them on great riding lizards known as tawns.

Guard Many tribal leaders create an inner cadre of warriors, troops fanatically loyal to him and rewarded by the very best weaponry and armour he can provide. They are often drawn from the ranks of professional soldiers but very rich tribal leaders will often expand the concept, creating an entire army of guard. In doing so, he will ensure that few enemies can match his troops one-toone, as his guard will be deployed in heavy armour that will shrug off most hits and be armed with weapons that can even blast apart armoured vehicles. The prestige such an army gains him is without match.

Militia Almost as common as raiders, militia are invariably drawn from the same section of the population when recruiting drives are in operation but they do not receive the benefit of armour or much other military

Doug Birtles (order #11026579)

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The Skinnie Military

Slaves Ranking below the militia in a Skinnie army are slaves, drawn from a pool of millions of alien races that have been raided throughout the years. Such is the population of slaves in some Skinnie settlements that many are bred for the sole purpose of entering the gladiatorial arena or battle. Though most tribal leaders have the option of using slaves, many do not, preferring instead to rely on troops that will not run at the first sign of danger or try to escape when sent on patrol. They are armed very poorly and most are not expected to survive the confrontation into which they are sent.

Soldiers Similar to raiders in many respects, soldiers are professional warriors in Skinnie society. They are therefore accorded a higher status with most tribal leaders and so field better armour and weaponry. They are solid troops and are certainly the equal to the Mobile Infantry in most battlefield conditions. Though most have the standard issue constrictor rifles used by raiders, squads also have access to a variety of heavy weaponry that enables the soldiers to engage almost any enemy.

Speeder Chariots Crewed by soldiers, speeder chariots are small one and two man fast attack craft. Utilising a technology that seems to replicate anti-gravity, a technique never successfully

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developed by the Federation, they are capable of astonishing speeds and are used as front line attack craft, relying on agility to avoid incoming fire. Two-seater versions mount a heavy weapons pintle in their rear hardpoint, enabling them to engage an enemy in a strafing run and then dispatch any survivors as they sweep past.

Venerables Regarded as the elite among Skinnie warriors, venerables are drawn from the ranks of soldiers and the guard, individuals who have distinguished themselves in some way during battle. Most are veterans of many fights, hence the name, but a few are far younger, having gained their position by acts of incredible heroism or sacrifice. Becoming a venerable is a mark of distinction in Skinnie society and marks an individual for greatness later on, be it as a potential leader of the tribe or representative within the Council. Venerables have access to the very latest in technology and sport highly advanced power suits with deadly weaponry. They have no real equivalent within the Mobile Infantry.

Venerable Marauders Used only by well-funded units of venerables, these Marauders (dubbed this by SICON, in recognition of the role they serve in battle) are fast, well-armoured and carry a lethal array of weaponry. They are used to flank enemy positions before turning into an assault force that will crush any weakly held area.

HOBBY SECTION

HOBBY SECTION

SKINNIE RAIDERS BREAK FROM AMBUSH TO SURROUND AN ARACHNID PLASMA BUG

A CLOSE STUDY OF SKINNIE RAIDERS

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HOBBY SECTION

TED CHANG’S BURGEONING SKINNIE ARMY, FEATURING SOME OF THE ORIGINAL METAL SKINNIE MILITIA

BRAVE SKINNIE RAIDERS STORM FORWARD TO ENGAGE A SOLITARY MOBILE INFANTRY BIGFOOT

A SKINNIE VILLAGE COMES UNDER ATTACK FROM ARACHNID HOPPER BUGS

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HOBBY SECTION

PATHFINDERS WITH NEODOGS ATTEMPT TO FLUSH OUT SKINNIE RAIDERS DEFENDING A BATTLEFIELD RUIN

ANOTHER VIEW OF THE SKINNIE DEFENDERS

SKINNIE RAIDERS DEFEND A HOMESTEAD AGAINST FEROCIOUS ARACHNID TIGER WARRIORS

Doug Birtles (order #11026579)

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HOBBY SECTION

TWO STUDIES OF THE T’PHAI MINIATURE FROM THE ROUGHNECKS SET SHOWING A SKINNIE FIGHTING WITH THE FEDERATION

A SKINNIE SOLDIER PREPARES TO UNLEASH THE POWER OF HIS NEURAL BEAMER ON AN ADVANCING ARACHNID INFILTRATOR BUG 24

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HOBBY SECTION

A BELEAGURED GARRISON OF LIGHT MOBILE INFANTRY FACE A RUTHLESS ONSLAUGHT BY SKINNIE SOLDIERS

SKINNIE RAIDERS ACT AS DECOYS WHILE SOLDIERS OUTFLANK A MOBILE INFANTRY POSITION

Doug Birtles (order #11026579)

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The Skinnie Army List

THE SKINNIE ARMY LIST

This section gives you all the information you need in order to recruit your own Skinnie army before blasting off across the stars to join in with the war of the species. You will have a great deal of flexibility in the forces you can commit to battle – many types of units are available from simple militia through to the heavily armed venerables. It is up to you what kind of force you choose to field. Do you want a simple lightly armed reconnaissance force or a full army of bug-smashing, trooper-hurting Skinnie guard? This army list will guide you through the choices and options you can take.

Choosing a Skinnie Leader

In a Skinnie army every unit has a designated unit leader, usually a renowned champion or other high-ranking individual. They command the unit until they are removed as a casualty. Some units have the option of taking more than one champion. In this case, the champion is the unit leader but should he die, another champion immediately steps up and becomes the overall unit leader. A Skinnie unit that loses all of its champions falls out of command into Alert Status. Either the leader of the army or a champion from another unit (who will likely still be leading that unit!) can take command so long as all members are within its command range.

A Skinnie player can choose to field many variations of an army. Each has its own strengths and weaknesses which make some preferable for specific tasks or missions.

Skinnie Command Range

Before choosing which troops will make up your army, you must choose what type of leader will command your army. The type of leader you choose will affect the composition of your entire Skinnie army, dictating which units are available and in what quantity. You may only ever include one leader in any Skinnie army.

Skinnie Alert Status Reactions

Skinnie command range is the standard 6” unless the leader of the army and all champions have been killed, in which case it becomes 3”.

Skinnie models on Alert Status can use the Flee or Hide reactions in addition to the default Shoot reaction.

Once you have chosen which platoons to include in your army, you can pick the individual units which will form the fighting men and women you use in battle. You may only choose units appropriate to your leader, as shown on pages 27-33. Certain other restrictions may apply, such as the minimum or maximum number of squads of a certain type that can be included in the army.

Flee (special Skinnie Move reaction)

The Priority Level will depend on the leader you have chosen.

Hide (special Skinnie Ready reaction)

SKINNIE SPECIAL RULES

The following special rules apply to all Skinnies, regardless of the leader you choose.

Partially Exothermic Skinnies thrive in high temperatures but suffer badly in colder climes. Skinnie units do not lose a dodge save when targeted by weapons with the Flame trait.

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Skinnie Champions

Doug Birtles (order #11026579)

Any Skinnie model on Alert Status can take a single Move reaction when an enemy unit completes an action within 10”. Turn the model around after moving to signify that it cannot make any further reactions for the rest of the player turn. Models that are readied can use a special movement mode when making a Flee reaction if desired.

Any Skinnie model on Alert Status can take a Hide reaction when enemy models complete an action within 10”. Lie the model on its side to show it is hiding. The model gains a +1 save bonus until the end of the player turn. This bonus applies to any kind of dodge or armour save the model is called upon to make. It is cumulative with any other save bonus, such as that provided by cover and does not interfere with the model’s ability to Shoot as a reaction. If the model chooses the Flee reaction, any save bonus gained from Hide is lost.

Skinnie Leaders

SKINNIE LEADERS GENERAL Type General Elite Guard

255 POINTS Value 95 40

Size 1 1

Move 5” 5”

Close Combat 2xD6+2 2xD6+1

Target 5+ 4+

Save 4+/5+ 4+/6+

Kill 8+ 7+

Traits Jump/12” Jump/12”

Unit Size: The general’s unit consists of the general and four elite guard. Priority Level: An army led by a general may choose its Priority Level before the start of the game. Unit Options: Up to five extra elite guard may be purchased at a cost of +40 points each. Each guard may be bought up to +25 points of heroic traits. Weapons/Equipment: The general has a light neural beamer and shock stick. The elite guard have boneshard rifles and shock sticks. Heroic Traits: The general may purchase up to 150 points of heroic traits.

Special Rules A general is subject to the following special rules. Improved Training: Every guard unit in the general’s army may re-roll one missed shooting or close combat dice per action.

Tribal Army An army led by a general may choose units from the following list. Brutes: Up to 1 unit. Guard: Any number of units. Militia and Raiders: Any number of units. Raiders Speeder Bike and Heavy Speeder: Total may not outnumber Raiders units. Slaves: Up to 1 unit. Soldiers: Up to 2 units per 1,000 points. Venerables: Up to 1 unit if the army exceeds 1,000 points. Venerable Marauder: Up to 1 unit per Venerables unit.

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Skinnie Leaders

CABAL Type Cabal Psychic

225 POINTS Value 75

Size 1

Move 6”

Close Combat D6

Target 3+

Save -/5+

Kill 6+

Traits

Unit Size: A cabal consists of three cabal psychics. Priority Level: An army led by a cabal has a Priority Level of 1. Unit Options: Up to seven extra cabal psychics may be purchased at a cost of +75 points each. Weapons/Equipment: Shock sticks.

Special Rules A cabal is subject to the following special rules. Psychic Talent: Working together, members of the cabal can fuse their minds in order to wield powerful psychic forces. This talent grants the cabal a number of permanent effects, depending on how many cabal psychics are within command range. These effects can never exceed the maximum bonus shown, no matter how many cabal psychics are present. Psychic Effect Battle Masters Resolute Leaders Slippery Opponents

Bonus per Cabal Psychic +1 Close Combat bonus +1 Target/+1 Kill +1 armour save

Maximum Bonus +8 7+/10+ 3+

Psychic Lightning: This is a powerful psychic attack, manifesting itself as multi-hued energy charges streaming from the outstretched fingers of cabal psychics. Only one cabal psychic may use it per action, as he calls on the mental energies of the other members. It is used as a ranged weapon with the profile detailed below, depending on how many members of the cabal are within command range. Cabal Psychics 1-3 4-5 6-8 9-10

Range 15” 18” 24” 30”

Damage 3xD6+1 4xD6+1 5xD6+1 6xD6+1

Type Infinite Infinite Infinite Infinite

Traits Piercing/1 Piercing/2 Piercing/3 Killshot

Alternatively, psychic lightning can be focussed into a huge mega-blast designed to hammer the greatest of enemies, using the profile below instead. At least 4 cabal psychics must be within command range to use this talent and it may not be used in the same turn as the attacks described above. Range 24”

Damage 2xD10+D6

Type Internal

Traits Killshot

Tribal Army An army led by a cabal may choose units from the following list. Brutes: Any number. Brute Tawn Riders: Any number. Militia and Raiders: Up to 3 units total per 1,000 points. Slaves: Any number.

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Skinnie Leaders

Doug Birtles (order #11026579)

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Skinnie Leaders

LEADER OF SLAVES Type Leader of Slaves

Value 80

80 POINTS Size 1

Move 4”

Close Combat 2xD6+1

Target 4+

Save 5+/5+

Priority Level: An army led by a leader of slaves has a Priority Level of 2. Weapons/Equipment: Constrictor pistol, disruptor glove. Heroic Traits: The leader of slaves may purchase up to 100 points of heroic traits.

Special Rules A leader of slaves is subject to the following special rules. “I’m Spakartus”: If the leader of slaves is killed while a friendly slave model is within 3” of him, roll a dice. On a 2 or more, the slave leaps forward and is killed by the attack instead. On a 1, the leader of slaves is killed as normal. Loyalty: All slave units in an army led by a leader of slaves ignore the Bid for Escape special rule. Only Human: The leader of slaves does not benefit from the Partially Exothermic special rule. Regroup: If a slave fails a save and is removed from the table, roll a D6. On a 4+, it may instead be placed within command range of the leader of slaves at the end of the Skinnie player’s next turn. The enemy only receives Mission Points for slaves that are permanently removed from the table, not those that manage to regroup in this fashion.

Tribal Army An army led by a leader of slaves may choose units from the following list. Brutes: Total may not outnumber Slaves units. Brute Tawn Riders: Up to 1 unit per 1,000 points. Militia and Raiders: Up to 1 unit total per 1,000 points. Raiders Speeder Bike and Heavy Speeder: Total may not outnumber Raiders units. Slaves: Any number. Soldiers: Up to 1 unit if the army exceeds 1,000 points.

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Kill 7+

Traits Independent Parry/2

Skinnie Leaders

LORD Type Lord

200 POINTS Value 200

Size 1

Move 6”

Close Combat 2xD10

Target 5+

Save 3+/4+

Kill 9+

Traits Independent Jump/12”

Priority Level: An army led by a lord has a Priority Level of 3. Weapons/Equipment: beamer.

Advanced targeting array, boneshard rifle, two disruptor gloves, a dual laser, and light neural

Heroic Traits: The lord may purchase up to 150 points of heroic traits.

Special Rules A lord is subject to the following special rules. Trophy Hunter: Any Independent or multi-Hit model killed by the Lord is worth a bonus number of Mission Points equal to one half its points value.

Tribal Army An army led by a lord may choose units from the following list. Guard: Up to 1 unit total per 1,000 points. Militia and Raiders: Any number. Raiders Speeder Bike and Heavy Speeder: Total may not outnumber Raiders units. Soldiers: Up to 1 unit total per 1,000 points. Venerables: Any number. Venerable Marauder: Up to 1 unit per Venerables unit.

Doug Birtles (order #11026579)

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Skinnie Leaders

TYRANT Type Tyrant

100 POINTS Value 100

Size 1

Move 6”

Close Combat 2xD6+1

Target 5+

Priority Level: An army led by a tyrant has a Priority Level of 2. Weapons/Equipment: Harmonic shield, light neural beamer. Heroic Traits: The tyrant may purchase up to 100 points of heroic traits.

Special Rules A tyrant is subject to the following special rules. Callous: The weak have no right to survive. The first unit in the tyrant’s army to be destroyed does not grant any Mission Points to the enemy. Dreadful Inspiration: The tyrant’s followers will seek to do their utmost best if they believe he is watching. Any unit with at least one model in line of sight of the tyrant may re-roll any one failed shooting or close combat roll, and one failed armour or dodge save it is called upon to make. Megalomaniac: The tyrant utterly dominates his army but, by the same token, is also its weak point. If the tyrant is killed, every Skinnie unit has its command range reduced to 3”, no matter how many champions are still alive. Personal Stronghold: The tyrant may take double the normal number of Emplacements, as shown on p56.

Tribal Army An army led by a tyrant may choose units from the following list. Guard: Up to 1 unit per 1,000 points. Militia and Raiders: Any number. Raiders Speeder Bike and Heavy Speeder: Total may not outnumber Raiders units. Slaves: Up to 1 unit per 1,000 points. Soldiers: Any number. Venerables and Venerable Marauders: Up to 1 unit total if the army exceeds 1,000 points.

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Save -/5+

Kill 7+

Traits Independent

Skinnie Leaders

WARCHIEF Type Warchief

175 POINTS Value 175

Size 3

Move 8”

Close Combat 2xD10+2

Target 6+

Save 5+

Kill 10+

Traits Hits/4 Independent

Priority Level: An army led by a warchief has a Priority Level of 2. Weapons/Equipment: Shock lance. Heroic Traits: The warchief may purchase up to 150 points of heroic traits.

Special Rules A warchief is subject to the following special rules. Command Range: The warchief’s command range is 12”. Improved Ambush: Every raider unit in the warchief’s army may use the special Ambush rules. War Cry: Every Skinnie unit with at least one model in command range of the warchief gains a +1 bonus to its Target score.

Tribal Army An army led by a warchief may choose units from the following list. Brutes: Up to 1 unit per 1,000 points. Brute Tawn Riders: Up to 1 unit per 1,000 points. Militia and Raiders: Any number. Raiders Speeder Bike and Heavy Speeder: Up to 2 units total per Raiders unit. Slaves: Up to 1 unit per 1,000 points. Soldiers: Up to 1 unit per 1,000 points.

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The Skinnie Army

THE SKINNIE ARMY

BRUTES Type Brute Champion Brute

100 POINTS Value 40

Size 1

Move 6”

Close Combat 2xD6

Target 5+

Save 6+/4+

Kill 7+

15

1

6”

2xD6

5+

6+/5+

7+

Unit Size: A brute unit consists of four brutes and a champion. Weapons/Equipment: Each unit member is equipped with a disruptor glaive.

Special Rules Brute units are subject to the following special rules. Berserkers: Brutes may not choose to Shoot or Hide as a reaction. However, a brute model may choose to Berserk Charge if an enemy completes an action within 10”. This is treated as a normal Charge action.

Options Brute units may purchase the following options. Veterans: Champions may be bought heroic traits up to a total value of +25 points. Unit Upgrades: Up to four brutes may be upgraded to brute champions for +25 points each. Up to ten extra brutes may be added to the unit for +15 points each. Weapon Options: Up to two models may replace their disruptor glaive with one of the weapon choices below: * *

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Mass Driver for +75 points. Constrictor Cannon for +30 points.

Doug Birtles (order #11026579)

Traits

The Skinnie Army

BRUTE TAWN RIDERS Type Value 65 Brute Tawn Rider Champion 40 Brute Tawn Rider

225 POINTS Size 2

Move 8”

Close Combat 2xD10

Target 6+

Save 5+

Kill 8+

Traits Hits/3

2

8”

2xD10

6+

5+

8+

Hits/2

Unit Size: A brute tawn rider unit consists of four brute tawn riders and a brute tawn rider champion. Weapons/Equipment: Each unit member is equipped with a disruptor glaive.

Special Rules Brute tawn rider units are subject to the following special rules. Berserkers: Brute tawn riders may not choose to Shoot or Hide as a reaction. However, a brute tawn rider model may choose to Berserk Charge if an enemy completes an action within 10”. This is treated as a normal Charge action.

Options Brute tawn rider units may purchase the following options. Veterans: Champions may be bought heroic traits up to a total value of +25 points. Unit Upgrades: Up to four brute tawn riders may be upgraded to brute tawn rider champions for +25 points each. Up to five extra brute tawn riders may be added to the unit for +40 points each.

Multihit Model Units The main rulebook does a good job of describing how units act when their Multihit leader is reduced to a single Hit (see Unit Command in the Basic Rules chapter). However, it is worth looking at what happens when another model in an entire unit of Multihit models is reduced to a single Hit and, therefore, can only take one action per turn. Instead of the entire squad being forced to stay in command range of the wounded model, they are free to use one of their actions to move away from it. This effectively takes the wounded model out of command range, meaning he will drop to Alert Status for the rest of the game (unless another unit moves close enough to cover him with their command range, however briefly).

Doug Birtles (order #11026579)

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The Skinnie Army

GUARD Type Guard Champion Guard

200 POINTS Value 60

Size 1

Move 5”

Close Combat 2xD6

Target 4+

Save 4+/5+

Kill 7+

Traits Jump/12”

35

1

5”

2xD6

4+

4+/6+

7+

Jump/12”

Unit Size: A guard unit consists of four guards and a guard champion. Weapons/Equipment: Each unit member is equipped with a boneshard rifle and shock stick.

Options Guard units may purchase the following options. Veterans: Guard champions may be bought heroic traits up to a total value of +50 points. Unit Upgrades: Up to four guards may be upgraded to guard champions for +25 points each. Up to five extra guard may be added to the unit for +25 points each. Weapon Options: Up to two models may replace their boneshard rifle with one of the weapon choices below: * *

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Doug Birtles (order #11026579)

Constrictor Cannon for +20 points. Neural Beamer for +40 points.

The Skinnie Army

MILITIA Type Militia Champion Militia

108 POINTS Value 45

Size 1

Move 5”

Close Combat D6

Target 4+

Save 5+/5+

Kill 6+

7

1

6”

D6-1

3+

-/6+

5+

Traits

Unit Size: A militia unit consists of nine militia and a militia champion. Weapons/Equipment: Each militia is equipped with a constrictor rifle. The militia champion is armed with a constrictor pistol and shock stick.

Options Militia units may purchase the following options. Veterans: The champion may be bought heroic traits up to a total value of +25 points. Unit Upgrades: Up to ten extra militia may be added to the unit for +7 points each. Weapon Options: The champion may replace its constrictor pistol and shock stick with a constrictor rifle for +0 points. Up to two models may replace their constrictor rifle with one of the weapon choices below: * *

Doug Birtles (order #11026579)

Constrictor Cannon for +20 points. Neural Beamer for +40 points.

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The Skinnie Army

RAIDERS Type Raider Champion Raider

185 POINTS Value 45

Size 1

Move 5”

Close Combat D6

Target 4+

Save 5+/5+

Kill 6+

20

1

5”

D6

4+

5+/6+

6+

Traits

Unit Size: A raider unit consists of seven raiders and a raider champion. Weapons/Equipment: Each squad member is equipped with a constrictor rifle.

Special Rules Raider units are subject to the following special rules. Ambush: One raiders unit in every army is considered to comprise of veterans of many raids. It may be concealed in an area of terrain outside the enemy’s deployment zone before the game begins. Write down the location of the unit before any models are deployed on the table. You can reveal the ambush by placing the unit on the table at any time. However, the unit must be revealed by the end of the air phase in turn three or be counted as destroyed.

Options Raider squads may purchase the following options. Veterans: Champions may be bought heroic traits up to a total value of +25 points. Unit Upgrades: Up to two raiders may be upgraded to raider champions for +25 points each. Up to ten extra raiders may be added to the unit for +20 points each. Weapon Options: Any model can replace its constrictor pistol with: * * *

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Boneshard pistol for +5 points per model. Light neural beamer for +10 points per model. Phase beamer for +5 points per model.

Doug Birtles (order #11026579)

The Skinnie Army

RAIDERS HEAVY SPEEDER Type Raiders Heavy Speeder

Value 165

Size 3

165 POINTS Move 4”

Close Combat 2xD10

Target 5+

Save 4+/5+

Kill 8+

Traits Hits/3 Hover/18”

Unit Size: Every raiders heavy speeder unit consists of one model. Weapons/Equipment: Two constrictor cannon (FxF) and one mass driver (FxR).

Special Rules Raiders heavy speeders are subject to the following special rules. Lock and Load: Raiders heavy speeders can fire three weapons in a Shoot action. Unstable Weapons Platform: The constrictor cannon on the raiders heavy speeder have a maximum range of 12”.

Options Raider heavy speeders may purchase the following options. Weapon Options: The mass driver may be replaced with a heavy laser for +30 points.

Doug Birtles (order #11026579)

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The Skinnie Army

RAIDERS SPEEDER BIKE Type Raiders Speeder Bike

Value 90

Size 2

90 POINTS Move 4”

Close Combat 2xD6

Target 5+

Save 4+/5+

Kill 7+

Traits Hits/2 Hover/18”

Unit Size: Every raiders speeder bike unit consists of one model. Weapons/Equipment: Two constrictor cannon (FxF).

Special Rules Raiders speeder bikes are subject to the following special rules. Lock and Load: Raiders speeder bikes can fire two weapons in a Shoot action. Unstable Weapons Platform: The weapons on the raiders speeder bike have a maximum range of 12”.

Skinnie Leadership Mobile Infantry units deployed within the Skinnie Quarantine Zone have reported a certain tangible resilience within the command structure of the raiding forces they fight. Though not on par with the colony-driven mind of the typical Arachnid, Skinnies seem capable of accepting and receiving command of units within seconds of their leaders suffering debilitating wounds. It is theorised that Skinnies must have some common military training within the Hegemony, leading to the conclusion that they are drafted into service rather than being a volunteer force. Earth’s history demonstrates that conscripted armies can never be the equal of an all volunteer force. SICON has concluded that Skinnies will never be a match for the Mobile Infantry.

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The Skinnie Army

SLAVES Type Slave Champion Slave

75 POINTS Value 30

Size 1

Move 4”

Close Combat 2xD6

Target 3+

Save 6+/6+

Kill 6+

5

1

4”

2xD6

3+

6+

5+

Traits

Unit Size: A slave unit consists of nine slaves and one slave champion. Weapons/Equipment: Each squad member is equipped with a blast gun.

Special Rules Slave units are subject to the following special rules. Bid for Escape: If a slave model finds itself more than 24” from any Skinnie at the end of a either player’s turn, roll a D6. On a 5 or more, it sees a chance of freedom and runs from the battlefield. Remove it as a casualty immediately. Only Human: Slaves do not benefit from the Partially Exothermic special rule.

Options Slave units may purchase the following options. Veterans: Champions may be bought heroic traits up to a total value of +25 points. Unit Upgrades: Up to four slaves may be upgraded to slave champions for +25 points each. Up to ten extra slaves may be added to the unit for +5 points each. Weapon Options: Any model may purchase a shock stick for +5 points or a disruptor glaive for +10 points. One model may replace his blast gun with one of the weapon choices below: * *

Doug Birtles (order #11026579)

Mass Driver for +75 points. Constrictor Cannon for +30 points.

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The Skinnie Army

SOLDIERS Type Soldier Champion Soldier

125 POINTS Value 45

Size 1

Move 5”

Close Combat D6

20

1

5”

D6

Target 4+

Save 4+/5+

Kill 7+

4+

4+/6+

7+

Traits

Unit Size: A soldier unit consists of four soldiers and a soldier champion. Weapons/Equipment: Each unit member is equipped with a constrictor rifle.

Options Guard squads may purchase the following options. Veterans: Champions may be bought heroic traits up to a total value of +25 points. Unit Upgrades: Up to four soldiers may be upgraded to soldier champions for +25 points each. Up to ten extra soldiers may be added to the unit for +20 points each. Weapon Options: Up to five models may replace their constrictor rifle with one of the weapon choices below: * *

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Constrictor Cannon for +20 points. Neural Beamer for +40 points.

Doug Birtles (order #11026579)

The Skinnie Army

VENERABLES Type Venerable Champion Venerable

250 POINTS

Value 100

Size 1

Move 6”

Close Combat 2xD6+1

Target 5+

Save 3+/4+

Kill 8+

Traits Jump/12”

75

1

6”

2xD6+1

5+

3+/5+

8+

Jump/12”

Unit Size: A venerable unit consists of two venerables and a venerable leader. Weapons/Equipment: Each unit member is equipped with an advanced targeting array, boneshard rifle, two disruptor gloves, a light neural beamer, and a light rocket launcher.

Special Rules Venerable units are subject to the following special rules. Lock and Load: Venerables can fire two weapons in a Shoot action.

Options Venerable units may purchase the following options. Veterans: Champions may be bought heroic traits up to a total value of +50 points. Unit Upgrades: Up to four venerables may be upgraded to venerable champions for +25 points each. Up to seven extra venerables may be added to the unit for +75 points each. Weapon Options: Any model can replace its light rocket launcher with a dual laser for +10 points.

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The Skinnie Army

VENERABLE MARAUDER Type Venerable Marauder

Value 220

Size 3

220 POINTS Move 8”

Close Combat D10

Target 6+

Save 3+

Kill 9+

Traits Hits/4 Jump/12”

Unit Size: Every venerable marauder unit consists of one model. Weapons/Equipment: A mass driver (FxF), a heavy laser (FxF), a dual laser, and an harmonic shield.

Special Rules Venerable marauders are subject to the following special rules. Lock and Load: Venerable marauders can fire two weapons in a Shoot action.

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The Skinnie Army

COLONEL T’PHAI

Before he was freed from the bondage of the Arachnids and their control bugs by the Roughnecks, T’Phai enjoyed an elevated status within the Hegemony and commanded a sizeable military force. Bearing a rank that roughly equates to a colonel in the Mobile Infantry, this now famous Skinnie was responsible for successfully launching raids on a dozen Federation colonies, greatly adding to his stock of slaves. A keen attendee of the gladiatorial arenas on Tophet, T’Phai refused to dirty his own hands with combat outside of a bona fide war, regarding his peers with disgust as they toyed with slaves for the adulation of the crowd. However, he had a fine eye for a good slave and became quite wealthy through gambling on the successful outcome of matches. This changed when the Arachnids entered Hegemony space, attacking several worlds with lightning speed. T’Phai and his raiders were enslaved by the use of control bugs and forced to toil in their planet’s mines. When freed by the Roughnecks, T’Phai could not bear the shame of having been so successfully subjugated by his enemy and so he fled the Hegemony to eventually join the Roughnecks, leaving behind a bride and their children.

Using T’Phai T’Phai was a popular leader who refused to squander the troops under his command like many other Skinnie leaders. He was adept at creating ambushes and though his name was not known to the Federation before he joined the Roughnecks, his exploits certainly were. You can use T’Phai as the leader of a Skinnie force, using the rules below.

COLONEL T’PHAI Type Colonel T’Phai

Value 95

95 POINTS Size 1

Move 6”

Close Combat D6

Target 4+

Save 4+/4+

Kill 7+

Traits Jump/13”

Priority Level: An army led by T’Phai has a Priority Level of 1. Weapons/Equipment: Constrictor rifle, harmonic shield. Heroic Traits: T’Phai has the Fast Mover and Pathfinder Heroic Traits (see main rulebook).

Special Rules T’Phai is subject to the following special rules. Command Range: T’Phai’s command range is 12” Improved Ambush: Every raider unit in T’Phai’s army may use the special Ambush rules.

Tribal Army An army led by T’Phai may choose units from the following list. Militia and Raiders: Any number. Raiders Speeder Bike and Heavy Speeder: Up to 1 unit per Raiders unit. Slaves: Any number.

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The Skinnie Army

THE TABLES TURN!

Skinnie forces range throughout the galaxy, seeking new resources and slaves to fuel their ever-growing Hegemony. Their lightning strikes and stealthy spacecraft allow them to operate almost with impunity but sometimes a Skinnie leader finds he has bitten off more than he can chew. Occasionally, an alien world that has been raided in the past will fall to the Arachnids, and the next Skinnie leader that fancies his chances of an easy raid may suddenly find roles are reversed as his raiding force is ambushed by waves of bugs.

Skinnie Briefing Rich pickings were promised to you on this world, but trust a Venerable to get it wrong – this is the last time you will take his advice. Instead of lowly Cirricans lying helpless before your troops, Arachnids are rising out of the ground and closing on your landing party. You must fight for your very survival! • • •

You have 1,500 points which may be spent on any Skinnie forces. You may not select a Lord or brain bug as a leader. You deploy first. You may choose to take the first or second turn.

Arachnids Briefing This world has proved to be truly bountiful! First you assimilated a weak race that had no right to survive in this galaxy, and now newcomers have landed. Slaughter them, but remember to capture at least one alive so you can suck their brains dry and find out where they came from! • • • •

You have 1,500 points which may be spent on an Arachnid force at Priority Level 2. You must include a single brain bug. You must select the Endless Tide option for warrior bugs. No tunnel entrances may be deployed in the Skinnies deployment zone. Up to half your units may be kept in reserve and brought in from any table edge detailed on the map as belonging to you.

Scenario Length The battle will continue for six turns or until one army has been completely wiped out.

Victory Conditions Mission points are used to calculate the victor of this mission. Both sides earn half the value of every enemy unit reduced below half strength. Both sides earn the value of every enemy unit wiped out. The Skinnie player loses 50 points for every Arachnid model in his deployment zone at the end of the battle. He gains a +250 point bonus if there is at least one Skinnie unit in the Arachnid deployment zone with no Arachnid models within 12”.

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The Skinnie Army

RAIDER REPRISAL

Skinnie raiders have been detected around a Federation colony and the civilians are panicking, fearing they will be carried away to some far off world in the Hegemony for a short life of terror and violence. Fortunately, a single Mobile Infantry platoon has been garrisoned on this world for just such an eventuality. Dispersing his squads, the Lieutenant scours the surrounding wilderness in an effort to root out the raiders.

Mobile Infantry Briefing The civvies call for aid and the Mobile Infantry responds! This is a dreadful world to fight on, as there are a million places the Skinnies might be hiding. Your squad has been detailed to sweep through the sector and deal with any alien resistance met. • • •

You have one squad (power suit or light armour) with which you may spend up to 400 points on troopers and upgrades. You may not use drop capsules or WASP packs. You take the first turn, moving on from any one table edge of your choice.

Skinnies Briefing Your force managed to land on this Federation world without hindrance but the accursed Mobile Infantry seems to have detected your approach. Spreading out, you wait in ambush, determined to wipe out these human soldiers before sweeping into the colony and taking your pick of slaves. • • • •

You have three units of raiders, each with 2 champions. You may replace any number of constrictor rifles with phase beamers or boneshard pistols. You may place terrain on the table as you see fit – the more, the better! All three raiders units will use their Ambush special rules. Pick a piece of terrain for each unit and secretly note it down. Each unit must be at least 18” from the other two. You are not required to reveal your units by the end of turn three as normal. However, you must reveal them if any Mobile infantry model moves within 6” of the terrain piece they are hiding in. Otherwise, you are free to reveal them whenever you wish.

Scenario Length The battle will continue until one army has been completely wiped out.

Victory Conditions The victor will be the army that has models left on the board after its last enemy has been destroyed.

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Weapons & Equipment

WEAPONS & EQUIPMENT

Squad Weapons Name Blast Gun

Range 12”

Damage 2xD6

Type Squad

Boneshard Pistol

15”

2xD6

Infinite

Boneshard Rifle

24”

2xD6+1

Infinite

Constrictor Pistol Constrictor Rifle

12” 18”

D6 D6

Infinite Infinite

Light Neural Beamer

8”

D6

Infinite

Blast Gun Similar in principle to the shotguns of the Federation but using exotic Skinnie reactive shells, the blast gun is of limited use on the modern battlefield. Generally confined to the gladiatorial arena, where its flashy effects and smoke are appreciated, the blast gun is only given to slaves herded into battle.

Traits Auto Multihit Piercing/1 Auto Multihit Piercing/1 Piercing/2 Piercing/2 Killshot LZ (Stream)

Boneshard Pistol Firing tiny slithers of toxic darts, the ammunition for the boneshard pistol is grown organically and impregnated with a lethal molecular acid. Though not especially long-ranged, these weapons are manufactured by most tribes, giving birth to a wide variety of designs. The efficiency of the pistol itself is widely recognised among SICON intelligence agents as it has the power to blast its projectiles through weak points within a trooper’s power suit. Once in contact with his skin, the trooper will succumb to the dart’s acids within seconds.

Boneshard Rifle Identical in concept to the boneshard pistol, this rifle is considerably more powerful in terms of range, fire rate and penetrative force. A longer barrel with more conductor nodes provide the motive power to fire shards over greater distances, with amazing accuracy. The rifle uses the same acidic ammunition as the pistol but can deal serious damage to even a tanker bug or Marauder pilot.

Boneshard Pistol

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Weapons & Equipment

Boneshard Rifle Constrictor Pistol

Constrictor Rifle

A smaller version of the rifle, the constrictor pistol uses the same ammunition but cannot discharge the plasmatic coils as fast as the larger weapon, limiting its range of targets on the battlefield. The constrictor pistol will not affect any target of Size 2 or greater.

The classic Skinnie weapon and the scourge of Federation colony worlds, the constrictor rifle can be used to either capture live victims or be fired with lethal effect. The plasmatic coils fired by this weapon react violently to matter and a solid hit will leave a victim covered in a semi-liquid mass that immediately constricts, rendering him immobile or crushing him. Constrictor rifles will not affect any target of Size 3 or greater.

Light Neural Beamer Though lacking any great range, the light neural beamer is one of the most powerful weapons built within the Hegemony and is favoured by many of its military leaders. Projecting disruptive psychic waves that can scramble even the organic neural circuits used by thinking machines of the Federation, the light neural beamer will literally blast the brains of its targets. The light neural beamer will not affect structures or emplacements.

Constrictor Pistol

Constrictor Rifle

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Weapons & Equipment

Light Neural Beamer

Phase Beamer

Disruptor Glaive Constructed from an alloy known only to the Skinnies, the disruptor glaive channels an energy field across its blade that can literally blast the atoms of a target apart. The disruptor glaive is an unwieldy weapon, relatively primitive by the standards of the Hegemony and so is usually only employed by brutes who have the muscular stature to use it effectively.

Disruptor Glove Similar to the much larger glaive, the technology has been much refined in the disruptor glove, leading to a smaller and more intuitively used glove that mirrors the movements of the user’s own hand. If two disruptor gloves are used by the same model, one close combat dice may be re-rolled.

Phase Beamer A very short-ranged pistol, the phase beamer is a difficult weapon to use but highly effective against the right targets.

When fired, this weapon creates a very narrow arc of agitated particles drawn from the surrounding environment which literally flay a victim of its armour, reducing it to bare bone or smoking circuits in seconds.

Shock Lance Based on the same technology as a shock stick, the lance is designed to be used at speed, combining momentum with an energy discharge that can crack the toughest armour plating. The shock lance may only be used if the model travels at least 6” in a straight line during a Charge action.

Shock Stick More elaborate than the tools used occasionally by the Mobile Infantry, the Skinnie shock stick is no better than its human equivalent, though its wielders are often better trained in its use.

Shock Stick Close Combat Weapons

50

Name Disruptor Glaive Disruptor Glove Phase Beamer Shock Lance

Range Close combat Close combat Close combat Close Combat

Damage As user +2 As user +2 As user As user +3

Type – – – –

Shock Stick

Close combat

As user



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Traits Piercing/2 Piercing/2 Killshot Piercing/3 Parry Piercing/1

Weapons & Equipment Support Weapons Name

Range

Damage

Type

Constrictor Cannon

30”

2xD6+2

Infinite

Dual Laser

15”

2xD10

Pack

Heavy Laser

60”

D10+3

Pack

Light Rocket Launcher

20”

6xD6

Pack

Mass Driver

24”

3xD10+2

Pack

Neural Beamer

30”

D6

Infinite

Traits Auto Piercing/2 AA Auto Piercing/2 AA LZ (Stream) Piercing/2 Ready AA Auto Piercing/3 Accurate Killshot LZ (Stream) Ready

Constrictor Cannon

Heavy Laser

The ultimate evolution of constrictor technology, the cannon has massive power reserves and a rapid fire capability that can prove highly effective against numerous enemies. In addition, it throws out enough plasmatic coils to bring down even a Marauder. The constrictor cannon will not affect any target of Size 4 or greater.

The process of refining Skinnie laser technology has led to this weapon, noted for being the most advanced land-based laser system known to the Federation. Recovered examples are eagerly sought after battle and SICON scientists have yet to deduce just how the Skinnies can maintain the focus of such a powerful beam over the effective range of the weapon.

Dual Laser

Light Rocket Launcher

Unlike the experimental weaponry of the Federation, Skinnies have highly focussed laser technology. The dual laser, usually found mounted on the shoulder of a venerable, fires highpowered bursts of laser light in rapid succession, each salvo capable of punching through the thickest armour.

Tied into a venerable suit’s advanced targeting matrix, the light rocket launcher unleashes a hail of high-yield but unguided warheads at a target.

Constrictor Cannon

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Weapons & Equipment Mass Driver

Neural Beamer

Using electromagnetic principles to eject heavy matter at incredible speeds, the mass driver is a huge weapon normally only found on vehicles and small emplacements. Only brutes are strong enough to carry one into battle and they eagerly trade with more advanced tribes for the technology.

With power reserves far outweighing those of the light neural beamer, this support weapon is truly lethal, able to wipe out vast swathes of oncoming enemies. Even those who survive a direct hit from a neural beamer tend to be so agonised by the experience, they are rarely left completely unscathed. The neural beamer will not affect structures or emplacements.

Mass Driver

Neural Beamer

GENERAL ISSUE EQUIPMENT Advanced Targeting Array Used almost exclusively by venerables, this targeting array is a shoulder mounted device that automatically feeds tactical information into the Skinnie’s power suit via a neural link tuned to his own brain. This provides him with deadly accuracy. A unit with at least one array may re-roll one missed shooting dice for every array present within the unit. Weapons with the Accurate trait may not be re-rolled.

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Harmonic Shield Utilising advanced Skinnie field technologies, the harmonic shield distorts space and time in a very limited space around the user, interrupting incoming fire and diverting its course around him. Whenever the model is targeted by an attack, roll 1D10. If the roll equals or exceeds the damage of the attack, the model will be completely unaffected by the attack. This does not affect any saves the model may have.

Heroic Traits

HEROIC TRAITS The average Skinnie is a pale imitation of the Mobile Infantry trooper, lacking both training and equipment. However, there are many Skinnies within the Hegemony’s military forces who possess a great deal of experience of battle, whether earned on alien systems light years away or the gladiatorial arenas common on most Skinnie worlds. All Skinnie heroic traits are considered to be ‘Qualities’. Any heroic trait marked with an exclamation mark (!) may only be used once per battle. The traits in this section are only available to Skinnie armies and replace those in the main rulebook.

Agile! (+20 points) With reflexes honed in the arena, the model may gain a +2 bonus to any dodge saves it has to make. This may only be done once per game but lasts for the entire turn in which it is declared. Agile! must be declared before any dice are rolled for dodge saves.

Climber (+10 points) Having grown up in a mountainous area or one with many cliffs, the model gains the Climb special movement mode, at a distance equal to its basic Move.

Crack Shot (+50 points) The model is trained to shoot with pinpoint accuracy. So long as it does not move in the same turn as it shoots, the model gains a +1 bonus to any Piercing trait possessed by its ranged weapon. If the ranged weapon does not have a Piercing trait, it gains Piercing/1

Type Dacon Hound

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Value 15

Size 1

Move 8”

Dacon Hound (+15 points) A hunter by profession or in its spare time, the model has befriended a dacon hound, a reptilian creature that will serve it faithfully and fight by its side. The dacon hound may never be moved more than 6” away from the model and uses the profile below.

Close Combat 2xD6+1

Target 4+

Save 5+/4+

Kill 5+

Traits Hits/2

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Heroic Traits Type Slave

Value 5

Size 1

Move 4”

Close Combat 2xD6

Devoted Slave (+10 points) Whether through fear or good favour, the model has a slave in its possession that will remain loyal, even in battle. This slave may never be moved more than 6” away from the model and uses the profile below. The slave does not benefit from the Partially Exothermic special rule and is armed with a blast gun. The slave may be purchased a shock stick for +5 points or a disruptor glaive for +10 points. These points must come from the model’s heroic traits allowance.

Dive for Cover (+15 points) Adept at using the tiniest scrap of cover for shielding itself from enemy fire, the model gains a +2 save bonus when using the Hide reaction.

Disruptor Glove (+25 points) A relic from its days in the arena, the model has kept the disruptor glove it earned during its duelling. The model gains the full use of the disruptor glove, as detailed on p50. This trait may be bought twice for the same model, allowing it to carry two disruptor gloves into battle.

Extended Jump (+25 points) Having been trained in extracting every last ounce of power from its jump pack, the model may extend its Jump trait and that of all models in its unit by +50%.

Gladiator Champion (+25 points) The model is used to fighting a single opponent to great effect. Whenever it concentrates all its close combat dice against a single enemy, the model’s close combat attacks gain the Multihit trait.

Harmonic Shield (+25 points) Whether through theft or great wealth, this model has gained the use of an Harmonic Shield. The details of this equipment can be found on p52.

Hit and Run! (+25 points) Adapting the ambush tactics used by many Skinnies, this model and all models within its unit may make a 4” movement in any direction immediately after making a shooting attack. This is considered to be part of the Shoot action. Hit and Run may only be used once per game.

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Target 3+

Save 6+

Kill 6+

Traits

Increased Constrictor Coverage (+25 points) The model is adept at using constrictor-based weaponry to best effect. The Size of models affected by its constrictor weapon is increased by +1.

Loner (+25 points) Used to fighting alone, the model avoids grouping itself with other Skinnies in battle. It gains the Independent trait.

Orbital Support! (+100 points) Skinnie spacecraft rarely stay in place long enough to aid a battle by bombarding the surface but the model has sufficient clout with a ship’s captain for him to make one targeted attack with an advanced anti-shipping missile. Once per game, the model may call upon this orbital support as a Ready action. This is treated as an artillery fire attack with the following profile.

Heroic Traits Name

Range

Damage

Orbital Support

120”

3xD10+3

Type

Traits Flame One-Shot! LZ (4”) Multihit

Throwback (+100 points) Though the model may try to hide any telltale signs, it has a great deal of brute blood flowing in its veins. Increase the model’s Target and Skill scores by one and add another Close Combat dice (including any default bonuses). In addition, its dodge save become one better.

Psychic Throwback (+50 points) Whereas most throwbacks possess the physical characteristics of brutes, this model has gained a limited psychic ability normally found among cabals. As a Shoot action, the model can summon psychic lightning to hurl at enemies, using the profile below. Name Psychic Lightning

Range

Damage

Type

Traits

15”

3xD6+1

Infinite

Piercing/1

Vital Strike! (+10 points) This model is adept at judging an opponent and striking with devastating effect. Once per game, the model may add a +1 bonus to all of its close combat dice.

Skilled Warrior (+15 points) Scarred from a hundred duels in the arena, there are few enemies that can best this model in close combat. It gains the Parry trait.

Sharpshooter (+25 points) The model rarely misses when he takes the time to aim. So long as it is readied, the model gains the Accurate trait to any shooting attacks made in its next Shoot action.

Steadfast (+10 points) There is little that daunts this veteran warrior. It may choose to not flinch if ever forced to do so.

Stealthy (+25 points) An expert of ambushes, this model, and all models within its units, will not trigger any Alert Status reactions in the first turn of the game.

Tactical Ambush (+100 points) Having spent a great deal of time fighting alongside veteran raiders, the model has learned the principles of ambush warfare. The model can choose one unit in the Skinnie army that has no model above Size 1, and grant it the Ambush special rules used by Raider units on p38.

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Emplacements

EMPLACEMENTS Though not used by raiding forces, emplacements are greatly valued within Skinnie colonies and often allow them to defend against much tougher threats from the Federation or Arachnids. A few tactically placed emplacements can often make the difference between victory and loss in a battle.

Using Emplacements Emplacements are universally available to Skinnie forces – they are not restricted by the type of leader you choose for your force. With the many benefits troops gain by occupying an emplacement, structures can become a valuable or even indispensable asset for a Skinnie force, especially if a Hold mission is called for. If a Skinnie force chooses any emplacements, it may only deploy them if using Defend tactics for the engagement.

Emplacements List 0-2 Bunkers per platoon, for 80 points each. 0-6 Outpost Wall Sections for 25 points each. 0-4 Outpost Platforms for 40 points each. 0-5 Weapon Emplacements, armed with a Constrictor Cannon for 100 points each. * Replace Constrictor Cannon with Heavy Laser at +90 points. * Replace Constrictor Cannon with Mass Driver at +50 points. * Replace Constrictor Cannon with Neural Beamer at +20 points.

Skinnie Emplacements Bunker A Bunker is an armoured building measuring no more than 6” along any one side and up to 4” in height. No more than 10 Size points of models can occupy a bunker (maximum individual model Size of 2), gaining a +3 cover bonus to their armour save.

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Outpost Wall Sections and Platforms By using Outpost Wall Sections and Platforms, you can construct an entire Skinnie outpost, ready for defence against the Federation or other alien forces! A Wall Section can be anything up to 6” high and 10” wide, and may have a ledge at the top for defenders to stand and fire from. A Platform is any building connected to one or more Wall Sections that measures no more than 8” high and 10” wide. The Platform may or may not have a roof and it can hold 8 Size points of models (maximum individual model Size of 2, granting a +2 cover bonus to their armour save). Platforms can be stacked to create multi-storey buildings. Weapon Emplacement: These are armoured turrets, complete with crew encased in a sealed environment. With complex targeting systems, a weapons emplacement can sweep the surrounding area for threats, designate those that pose the most danger, and direct a stream of fire across the defence network of an entire outpost.

Skinnie Structures & Emplacements Name Bunker Outpost Wall Section Outpost Platform Weapon Emplacement

Size 6 4 6 4

Target 8+ 8+ 8+ 8+

Kill 12+ 10+ 10+ 10+

Hits 9 6 9 6

Arachnid Control

ARACHNID CONTROL The first Skinnies encountered by the Mobile Infantry were under the sway of the Arachnids, whole legions of them directed by control bugs. This was not the last time that Arachnids were able to successfully dominate an entire Skinnie colony, as the fragmented nature of the Hegemony often makes a comprehensive defence of several systems difficult to co-ordinate. This army list allows you to combine your existing Arachnid models with the latest Skinnie releases, so you can get the new aliens onto the tabletop in double quick time! An Arachnidcontrolled Skinnie army uses all the rules presented in this army book, but features a brain bug as its leader.

ARACHNID-CONTROLLED SKINNIES

By choosing a brain bug as a leader for a Skinnie army, you may use the special rules presented here. Partially Exothermic: This only applies to units that appear in the Skinnies Army Book, not those presented in the Arachnid Army Book. Command: All Skinnie units in this army follow the Arachnid command rules, allowing any model in a unit to act as the unit leader during an action. The command range for this army is always 6”. Reactions: Models in this army can use the Arachnid Alarm Screech and Countercharge reactions, as well as the Shoot reaction. They may not use the Skinnie Flee or Hide reactions. Unit Size: Brain Bugs are independent models. Priority Level: An army led by a brain bug has a Priority Level of 3.

Weapons/Equipment: None. Special Rules Brain bugs are subject to the following special rules. Big, Fat, Smart Bug: Brain bugs may take control of out of command Arachnid and Skinnie models within their command range. When doing so, the species of Arachnid does not matter – a brain bug can command tanker and plasma bugs as easily as it can warriors. Brain Suck: If a brain bug survives to the end of the game, you can see if any enemy models that have been removed as close combat casualties (for any reason) are in fact prisoners at the end of the game. Roll D6 for every casualty removed in close combat – only one roll is made, no matter how many brain bugs are in the force. On a roll of 6, that casualty is a prisoner and will get his brain sucked. You score a bonus +10 mission points for every prisoner brain-sucked. Obviously non-organic units – missiles and CHAS cybernauts, for example – cannot be brain-sucked. Colony Mind: If a brain bug is removed as a casualty, all Arachnid and Skinnie units are thrown into confusion. Until the end of your next turn, no Arachnid or Skinnie units are considered to be on Alert Status and they may only perform one action, rather than the usual two. Co-ordinate: Each brain bug in a force generates a bonus action for your force during your turn. This action can be used by any one Arachnid or Skinnie unit on the tabletop during the turn, enabling that unit to complete a total of three actions in one player turn. The brain does not need to do anything special to generate the action; its mere presence is sufficient, even if it is underground. Once the brain bug is wounded (reduced to one hit) or removed as a casualty, Co-ordinate no longer

BRAIN BUG – ARMY LEADER Type Brain Bug

Doug Birtles (order #11026579)

Value 300

Size 3

300 POINTS Move 6”

Close Combat D6+3

Target 4+

Save 4+

Kill 8+

Traits Hits/8 Independent

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Arachnid Control applies. Each unit may only benefit from one bonus action per turn no matter how many brain bugs are on the table. Entourage: Brain bugs are physically weak and are attended at all times by an entourage of chariot bugs. However, as the brain bug is hit, more and more of its entourage die until the Brain bug is left crawling along completely alone. Every hit the Brain bug takes affects its characteristics in the following manner: • •

-1" Move (to a minimum Move of 1”). -1 Close Combat (to a minimum Close Combat of D6+0).

Flinch: Brain bugs, for all their formidable presence and powers, are very conscious of their own vulnerability. As such, unlike other models with the Hits trait, brain bugs do not ignore the flinching rules. Special Talents: The brain bug’s value includes up to 150 points of Arachnid Talents (see the Arachnid Army Book, page 56). A brain bug cannot use special talents against models on the surface while it is underground and vice versa. Subterranean: Although Brains lack a tunnelling movement speed, they may move toward other Tunnelling Markers, Tunnel

Entrances, Camouflaged Tunnel Entrances, Nest Entrances and Bug Central when underground (they do not randomly to determine their direction when moving underground). Brain bugs can only enter or exit the tunnel network at an existing tunnel entrance; they cannot create their own.

TRIBAL ARMY

An army led by a brain bug may choose units from the following list. Blister/Blaster Bugs: Up to 1 unit. Brutes: Any number. Brute Tawn Riders: Up to 1 unit per Brute unit. Cliff Mites: Any number. Control Bugs: Up to 10 per 1,000 points. Guard and Soldiers: Up to 1 unit total per 1,000 points. Hopper and Rippler Bugs: Up to 1 unit total. Militia and Raiders: Any number. Slaves: Any number. Tanker Bug: Up to 1. Tunnel Entrances: Up to 2 per 1,000 points. Tunnel Markers: Any number. Warrior Bugs: Any number (may use Workers & Warriors option).

A FORCE OF ARACHNID CONTROLLED SKINNIES

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Skinnie Reference Guide

SKINNIE REFERENCE GUIDE SKINNIE LEADERS General Type General Elite Guard

Value 95 40

Size 1 1

Move 5” 5”

Close Combat 2xD6+2 2xD6+1

Target 5+ 4+

Save 4+/5+ 4+/6+

Kill 8+ 7+

Traits Jump/12” Jump/12”

Value 75

Size 1

Move 6”

Close Combat D6

Target 3+

Save -/5+

Kill 6+

Traits

Move Close Combat 4” 2xD6+1

Target 4+

Save 5+/5+

Kill 7+

Traits Independent Parry/2

Cabal Type Cabal Psychic

Leader of Slaves Type Leader of Slaves

Value 80

Size 1

Lord Type Lord

Value 200

Size 1

Move 6”

Close Combat 2xD10

Target 5+

Save 3+/4+

Kill 9+

Traits Independent Jump/12”

Value 100

Size 1

Move Close Combat 6” 2xD6+1

Target 5+

Save -/5+

Kill 7+

Traits Independent

Move 8”

Target 6+

Save 5+

Kill 10+

Traits Hits/4 Independent

Tyrant Type Tyrant

Warchief Type Warchief

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Value 175

Size 3

Close Combat 2xD10+2

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Skinnie Reference Guide

SKINNIE UNITS Brutes Type Brute Champion

Value 40

Size 1

Move 6”

Close Combat 2xD6

Target 5+

Save 6+/4+

Kill 7+

Brute

15

1

6”

2xD6

5+

6+/5+

7+

Traits

Brute Tawn Riders Type Brute Tawn Rider Champion Brute Tawn Rider

Value 65

Size 2

Close Move Combat 8” 2xD10

Target 6+

Save 5+

Kill 8+

Traits Hits/3

40

2

8”

2xD10

6+

5+

8+

Hits/2

Value 60 35

Size 1 1

Move 5” 5”

Close Combat 2xD6 2xD6

Target 4+ 4+

Save 4+/5+ 4+/6+

Kill 7+ 7+

Traits Jump/12” Jump/12”

Value 45 7

Size 1 1

Move 5” 6”

Close Combat D6 D6-1

Target 4+ 3+

Save 5+/5+ -/6+

Kill 6+ 5+

Traits

Value 45 20

Size 1 1

Move 5” 5”

Close Combat D6 D6

Target 4+ 4+

Save 5+/5+ 5+/6+

Kill 6+ 6+

Traits

Move 4”

Close Combat 2xD10

Target 5+

Save 4+/5+

Kill 8+

Traits Hits/3 Hover/18”

Move 4”

Close Combat 2xD6

Target 5+

Save 4+/5+

Kill 7+

Traits Hits/2 Hover/18”

Guard Type Guard Champion Guard

Militia Type Militia Champion Militia

Raiders Type Raider Champion Raider

Raiders Heavy Speeder Type Raiders Heavy Speeder

Value Size 165 3

Raiders Speeder Bike Type Raiders Speeder Bike

60

Doug Birtles (order #11026579)

Value 90

Size 2

Skinnie Reference Guide Slaves Type Slave Champion Slave

Value 30 5

Size 1 1

Move 4” 4”

Close Combat 2xD6 2xD6

Target 3+ 3+

Save 6+/6+ 6+

Kill 6+ 5+

Traits

Value 45 20

Size 1 1

Move 5” 5”

Close Combat D6 D6

Target 4+ 4+

Save 4+/5+ 4+/6+

Kill 7+ 7+

Traits

Value Size 100 1 75 1

Move 6” 6”

Close Combat 2xD6+1 2xD6+1

Target 5+ 5+

Save 3+/4+ 3+/5+

Kill 8+ 8+

Traits Jump/12” Jump/12”

Move 8”

Close Combat D10

Target 6+

Save 3+

Kill 9+

Traits Hits/4 Jump/12”

Soldiers Type Soldier Champion Soldier

Venerables Type Venerable Champion Venerable

Venerable Marauder Type Venerable Marauder

Value 220

Size 3

SKINNIE WEAPONS Squad Weapons Name Blast Gun

Range 12”

Damage 2xD6

Type Squad

Boneshard Pistol

15”

2xD6

Infinite

Boneshard Rifle

24”

2xD6+1

Infinite

Constrictor Pistol Constrictor Rifle

12” 18”

D6 D6

Infinite Infinite

Light Neural Beamer

8”

D6

Infinite

Doug Birtles (order #11026579)

Traits Auto Multihit Piercing/1 Auto Multihit Piercing/1 Piercing/2 Piercing/2 Killshot LZ (Stream)

61

Skinnie Reference Guide Close Combat Weapons Name Disruptor Glaive Disruptor Glove Phase Beamer Shock Lance

Range Close combat Close combat Close combat Close Combat

Damage As user +2 As user +2 As user As user +3

Type – – – –

Shock Stick

Close combat

As user



Name

Range

Damage

Type

Constrictor Cannon

30”

2xD6+2

Infinite

Dual Laser

15”

2xD10

Pack

Heavy Laser

60”

D10+3

Pack

Light Rocket Launcher

20”

6xD6

Pack

Mass Driver

24”

3xD10+2

Pack

Neural Beamer

30”

D6

Infinite

Traits Piercing/2 Piercing/2 Killshot Piercing/3 Parry Piercing/1

Support Weapons

62

Doug Birtles (order #11026579)

Traits Auto Piercing/2 AA Auto Piercing/2 AA LZ (Stream) Piercing/2 Ready AA Auto Piercing/3 Accurate Killshot LZ (Stream) Ready

Do You Want To Know More?

DO YOU WANT TO KNOW MORE? If you have enjoyed reading about the Mobile Infantry and using them in battle, then you will be interested to learn more about Starship Troopers—there is an entire galaxy out there!

PATHFINDERS ARMY BOOK The best trained troopers within the Mobile Infantry, it is the role of the Pathfinders to accept and complete the most hazardous missions in any war zone. Equipped with the advanced M-1A6 power suit and trained to take the fight to the Arachnids, Pathfinder platoons can be found in every campaign. With squads having easy access to specialists and advanced weaponry, the Pathfinders represent the pinnacle of the Mobile Infantry. They are the elite. This is a supplement for Starship Troopers: The Miniatures Game

Pathfinders Army Book MGP9107 $14.95/£10.00

STARSHIP TROOPERS MODELLING & PAINTING GUIDE Within the pages of this book you will find loads of handy hints on how to make and paint our exciting range of Starship Troopers miniatures. There are also tips on constructing scenery to make your games really look like they are taking place on another planet. This is a supplement for Starship Troopers: The Miniatures Game

Starship Troopers Modelling & Painting Guide MGP9108 $9.95/£5.00

ROUGHNECKS ARMY BOOK Featured on recruitment adverts throughout the Federation, the Roughnecks have grown into a legend. From their first encounter with the Arachnids on Pluto to the Klendathu Invasion and beyond, the men and women of the Roughnecks have defended the Federation with their lives. Always at the centre of a campaign, the Roughnecks are a veteran unit of the Mobile Infantry. The command squad, including Rico, Dizzy, Jenkins and their allies, contains some of the toughest and most experienced troopers found on any battlefield. This is a supplement for Starship Troopers: The Miniatures Game

Roughnecks Army Book MGP9105 $12.95/£8.00

THE KLENDATHU INVASION

This book details the invasion of Klendathu by the Mobile Infantry in an attempt to bring about a quick resolution to the Arachnid War. Introducing the Light Armour Troopers, this book contains a detailed list for the Federation army that made its first appearance in this ill-fated campaign. This is a supplement for Starship Troopers: The Miniatures Game

Doug Birtles (order #11026579)

The Klendathu Invasion MGP9103 $14.95/£10.00

63

Do You Want To Know More?

SIGNS & PORTENTS WARGAMER ONLINE MAGAZINE EVERY MONTH SIGNS & PORTENTS WARGAMER BRINGS THE VERY BEST OF NEW RULES, SCENARIOS AND HOBBY ARTICLES FOR THE STARSHIP TROOPERS MINIATURES GAME. SIGNS & PORTENTS IS AVAILABLE AS A FREE DOWNLOAD FROM WWW.MONGOOSEPUBLISHING.COM

64

Doug Birtles (order #11026579)

Doug Birtles (order #11026579)

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