Starshiptroopers RPG? Is that by any chance about the awesome book? Or more about the ... well ... movie?
Starship Troopers RPG page 9 sidebar wrote:
Wherever possible, the novel itself was our ‘bible’ for what is and what is not Starship Troopers.
They do include some stuff from the movies, BUT... The Mobile Infantry standard armour is the M-1A4 Power Suit, not the crappy half-arsed armour those idiots on the screen were wearing. Jump Boots are included. They also pulled a lot from the cartoon series, but that wasn't too bad. Overall, I think they did a good job of capturing the feel of the book. Since TriStar Pictures owns the copyright on the RPG, I figure they HAD to include some of the movie & cartoon stuff. It is entirely possible to play the game "as in the book" just by making a "you can't use that" list.
It was put out by Mongoose Publishing in 2005, and runs off the d20 system, with a few changes. Base classes go up to level 10, prestige classes usually have three or five levels, and you can multiclass as much as you like (as long as you fit the requirements for the class, of course). There's a Civilian class for those who prefer noncombat stuff (in Starship Troopers? They must be crazy!). The Psychics are "Special Services Agents", with prestige classes like Telepath or Senser. The Mobile Infantry Trooper is the real focus of the game, with several 3-level prestige classes like engineer, field medic, officer cadet, and sniper, with veteran as a 10-level prestige class (plus marauder driver and neodog handler, but I usually ignore those). There's also a single class for fleet officers. Hit Points per level are flat, and based on class.
It's generally expected that a group of four will have three M.I. Troopers (if not all four of them), with maybe a Special Services Agent or a Fleet Officer tagging along. In ground combat, anyone not starting as an M.I. Trooper learns REAL quick to stay away from the enemy. For best results, each player will multiclass in a different direction. With three troopers, a good combination is a Field Medic, an Engineer or Coms Officer, and an Officer Cadet (Command and Aura of Responsibility are GREAT). A fourth Marine is usually a Sniper or Veteran (or both). Using a Special Services Agent in the group does have the disadvantage of him not being able to benefit from Command, as he outranks the Officer Cadet (he still benefits from Aura of Responsibility, though). Another good combination for the GM to work with is 2 M.I. Troopers, 1 Fleet Officer, and 1 Special Services Agent. It's fairly easy to write "troubleshooter" type adventures for a group like this, running them as a mobile strike/recon force under the command of the SSA.
There's a decent review of it here
, and you can snag the books in pdf form on DriveThruRPG
. They're still a bit pricey... $27 is a bit more than I'd expect to pay for a pdf copy of a 7-year-old RPG.