MongooseMatt
First Post
Hi guys,
The latest roleplaying game from Mongoose Publishing is out in the shops next week - the Starship Troopers RPG. Following on from our very successful miniatures game, this RPG serves to flesh out Heinlein's original setting, exploring and super-detailing the Citizens' Federation, Arachnids and the universe they inhabit.
The book kicks off with Basic Training, introducing players to all the common rules of the system - this is a streamlined adaption of the core D20 SRD/OGL rules, honed to provide the Starship Troopers experience!
After the SICON Oath of Military Service, the core charactrers classes are detailed. Players are encouraged to play Mobile Infantry in their first games to get used to the rules and setting - other character classes are covered later in the book. The core class is the Mobile Infantry Trooper though players will soon have the chance to specialise in a variety of Cross Training classes including Comms Technician, Engineer, Field Medic, Marauder Driver, Neodog Handler, Officer Cadet, Sniper or Veteran. Very soon, any squad of MI will have a variety of specialists to call upon. Skills have been streamlined from the core D20 rules, with Listen and Spot being combined into Perception, for example. Feats, too, have been tweaked for the setting, with far more emphasis on ranged combat than melee.
The Armoury and Stores chapter will certainly hook the players' attention, especially as you don't have to pay for equipment in the MI! The standard issue equipment for the average trooper is covered, in both power and lighter armour guises. The famous power armour of the Mobile Infantry is given a lot of attention, as is the faithful Morita rifle (complete with underslung grenade launcher). From there, we go into the various support weaponry and ancilliary equipment available to troopers such as the Triple GL, Javelin Missile Launcher and Twin-Fifty Autocannon - all very familiar to those who are already enjoying the miniatures game. In addition, Cybernetics are given a great deal of coverage, especially as, given the lethality of the combat rules, veteran players are likely to end up with a false limb or two. . .
The Garage chapter does for vehicles what the last did for weaponry, and players will have plenty of opportunity to try them out in battle. Every squad with suitably skilled characters can try the heavy Marauder armoured suits (in both Ape and Chickenhawk varieties) but there are also Pegasus skimmers, Gecko APCs, Sprite bikes and many others that players can have fun with.
The Combat chapter is, again, based on the core OGL rules but we have streamlined them to keep Starship Troopers fast, fast, fast! Combat is centred on firefights, Attacks of Opportunity have been replaced with much easier Free Attacks and there are plenty of chances to earn scars and Grevious Wounds in battle - see Cybernetics above. . . Fear and mental trauma can also be serious factors in combat when you are fighting giant bugs on Pluto. An ingenious cartoon gives a frame-by-frame example of combat in Starship Troopers.
Environmental Hazards is an important chapter, as bugs will sometimes be the least danger players have to counter - there are rules for engaging in pursuit, falling, gravity (or the lack of), radiation sickness, decompression, stellar hazards and more.
Psychics do not play a huge part in the life of the average trooper, but Military Intelligence 'Specials' exist and some players may like to try their hand at them - if not, they can certainly be called in for support and bugs have their own psychic creatures. Psychics are divided into the disciplines of Telepathy, Clairsentience, Psychometry and Probability Control, all of which are of great interest to SICON and the Federation. The Special Services Agent character class is presented and with advanced training, characters can progress onto specialists such as the Telepath, Senser, Memory Man and Lucky Man.
The next chapter details the United Citizens' Federation, the bastion of humanity in an unfriendly universe. The birth of the Federation is covered, along with its organisation today, the nature of Citizenship, and the role of civlians (with rules provided for playing Civilian characters for those wishing to fully explore the non-military side of the setting). A chapter on the all-important Mobile Infantry comes next, providing background on how the army functions, the chain of command, tours of duty, tactics - in fact, everything a trooper needs to take the fight to the enemy. The Fleet chapter does the same for the fly boys and includes orbital facilities, capital ships and the Fleet Officer character class.
Humanity may be strong but there are a lot of enemies out there, all determined to ensure their species dominates the universe. The best known of these are the Arachnids and Games Masters will find plenty to work with here from general tactics and special close combat rules to the different bug species themselves - from Workers and Warriors to Blisters, Brains and Tankers. Again, those involved with the miniatures game will be on familiar ground. If a more 'calculating' enemy is required for a scenario, the Skinnies are presented in the next chapter, a race that appeared in both Heinlein's novel and the Roughnecks TV series. What is known of Skinnie society and their technology is detailed and for very adventurous groups, guidelines on playing Skinnies.
Mankind has far to go in his exploration of the Milky Way but the major known locations of the The Galaxy are covered in the next chapter, from the Terran system to Zeguma Beach. Between this and the chapter on Games Mastering, you will have all you need to run a cracking Starship Troopers campaign.
Speaking of campaigns, The Pluto Campaign covers Mankind's initial clash with the Arachnids and several full blown missions are provided for instant play, allowing you to get straight into the action. Sprinkle a few officers and other characters into the mix and you have a full blown roleplaying campaign at your fingertips.
A Glossary, Index and Character Sheet round off this 288 page full colour hardback. A week after the release of this RPG will see the arrival of the Starship Troopers Floorplans, allowing players to incororate our miniatures range into the game - miniatures are not necessary to play Starship Troopers but put a few dozen Arachnid Warriors on the table and your players will soon start backing off!
A preview of the Starship Troopers RPG can be downloaded from http://www.mongoosepublishing.com/rpg/series.php?qsSeries=35
The Starship Troopers RPG is priced at $44.95 and will be appearing in stores next week!
The latest roleplaying game from Mongoose Publishing is out in the shops next week - the Starship Troopers RPG. Following on from our very successful miniatures game, this RPG serves to flesh out Heinlein's original setting, exploring and super-detailing the Citizens' Federation, Arachnids and the universe they inhabit.
The book kicks off with Basic Training, introducing players to all the common rules of the system - this is a streamlined adaption of the core D20 SRD/OGL rules, honed to provide the Starship Troopers experience!
After the SICON Oath of Military Service, the core charactrers classes are detailed. Players are encouraged to play Mobile Infantry in their first games to get used to the rules and setting - other character classes are covered later in the book. The core class is the Mobile Infantry Trooper though players will soon have the chance to specialise in a variety of Cross Training classes including Comms Technician, Engineer, Field Medic, Marauder Driver, Neodog Handler, Officer Cadet, Sniper or Veteran. Very soon, any squad of MI will have a variety of specialists to call upon. Skills have been streamlined from the core D20 rules, with Listen and Spot being combined into Perception, for example. Feats, too, have been tweaked for the setting, with far more emphasis on ranged combat than melee.
The Armoury and Stores chapter will certainly hook the players' attention, especially as you don't have to pay for equipment in the MI! The standard issue equipment for the average trooper is covered, in both power and lighter armour guises. The famous power armour of the Mobile Infantry is given a lot of attention, as is the faithful Morita rifle (complete with underslung grenade launcher). From there, we go into the various support weaponry and ancilliary equipment available to troopers such as the Triple GL, Javelin Missile Launcher and Twin-Fifty Autocannon - all very familiar to those who are already enjoying the miniatures game. In addition, Cybernetics are given a great deal of coverage, especially as, given the lethality of the combat rules, veteran players are likely to end up with a false limb or two. . .
The Garage chapter does for vehicles what the last did for weaponry, and players will have plenty of opportunity to try them out in battle. Every squad with suitably skilled characters can try the heavy Marauder armoured suits (in both Ape and Chickenhawk varieties) but there are also Pegasus skimmers, Gecko APCs, Sprite bikes and many others that players can have fun with.
The Combat chapter is, again, based on the core OGL rules but we have streamlined them to keep Starship Troopers fast, fast, fast! Combat is centred on firefights, Attacks of Opportunity have been replaced with much easier Free Attacks and there are plenty of chances to earn scars and Grevious Wounds in battle - see Cybernetics above. . . Fear and mental trauma can also be serious factors in combat when you are fighting giant bugs on Pluto. An ingenious cartoon gives a frame-by-frame example of combat in Starship Troopers.
Environmental Hazards is an important chapter, as bugs will sometimes be the least danger players have to counter - there are rules for engaging in pursuit, falling, gravity (or the lack of), radiation sickness, decompression, stellar hazards and more.
Psychics do not play a huge part in the life of the average trooper, but Military Intelligence 'Specials' exist and some players may like to try their hand at them - if not, they can certainly be called in for support and bugs have their own psychic creatures. Psychics are divided into the disciplines of Telepathy, Clairsentience, Psychometry and Probability Control, all of which are of great interest to SICON and the Federation. The Special Services Agent character class is presented and with advanced training, characters can progress onto specialists such as the Telepath, Senser, Memory Man and Lucky Man.
The next chapter details the United Citizens' Federation, the bastion of humanity in an unfriendly universe. The birth of the Federation is covered, along with its organisation today, the nature of Citizenship, and the role of civlians (with rules provided for playing Civilian characters for those wishing to fully explore the non-military side of the setting). A chapter on the all-important Mobile Infantry comes next, providing background on how the army functions, the chain of command, tours of duty, tactics - in fact, everything a trooper needs to take the fight to the enemy. The Fleet chapter does the same for the fly boys and includes orbital facilities, capital ships and the Fleet Officer character class.
Humanity may be strong but there are a lot of enemies out there, all determined to ensure their species dominates the universe. The best known of these are the Arachnids and Games Masters will find plenty to work with here from general tactics and special close combat rules to the different bug species themselves - from Workers and Warriors to Blisters, Brains and Tankers. Again, those involved with the miniatures game will be on familiar ground. If a more 'calculating' enemy is required for a scenario, the Skinnies are presented in the next chapter, a race that appeared in both Heinlein's novel and the Roughnecks TV series. What is known of Skinnie society and their technology is detailed and for very adventurous groups, guidelines on playing Skinnies.
Mankind has far to go in his exploration of the Milky Way but the major known locations of the The Galaxy are covered in the next chapter, from the Terran system to Zeguma Beach. Between this and the chapter on Games Mastering, you will have all you need to run a cracking Starship Troopers campaign.
Speaking of campaigns, The Pluto Campaign covers Mankind's initial clash with the Arachnids and several full blown missions are provided for instant play, allowing you to get straight into the action. Sprinkle a few officers and other characters into the mix and you have a full blown roleplaying campaign at your fingertips.
A Glossary, Index and Character Sheet round off this 288 page full colour hardback. A week after the release of this RPG will see the arrival of the Starship Troopers Floorplans, allowing players to incororate our miniatures range into the game - miniatures are not necessary to play Starship Troopers but put a few dozen Arachnid Warriors on the table and your players will soon start backing off!
A preview of the Starship Troopers RPG can be downloaded from http://www.mongoosepublishing.com/rpg/series.php?qsSeries=35
The Starship Troopers RPG is priced at $44.95 and will be appearing in stores next week!