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Starship Troopers: Terran Ascendancy
Official On-Line FAQ

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Starship Troopers FAQ Ver. 1.0 - October 3 2000
http://www.stta.com/faqvanilla.html

INDEX


1. Introduction

1.1 What is the Starship Troopers FAQ?
This FAQ is all about Starship Troopers, the 3D Role-Playing Strategy game published by Microprose. The game draws its content and inspiration from the 1959 Robert Heinlein novel and the 1997 Paul Verhoeven movie of the same name. In this FAQ, we answer some of the most commonly asked questions about the game.

1.2 What is the PC game "Starship Troopers" about?
Starship Troopers is a squad based, 3D action game set in the 23rd century. Like the novel and the movie, the PC game is about the experiences of the men and women of the Mobile Infantry. During the game, the player assumes the role of a Lieutenant, given charge of a platoon at the commencement of the 3rd Terran Space war. This is a war between humanity and the giant arachnids of Klendathu. Given the technological superiority of the Terran war machine, Games and Theory [Terran military intelligence] predict that the war will be over quickly. The Bugs, however, are not so easily defeated.

1.3 Who are the Troopers?
In the 23rd century, Terra [Earth] is governed by the United Citizens Federation, a veteran-lead republic, forged from the chaos created by 22nd century "social scientists." The Mobile Infantry are the elite fighting arm of this republic. Composed entirely of volunteers, each Trooper swears to lay down his or her life in the defense of Terra, when they take the Service oath. This term of service is for "not less than two years, or as much longer as may be required by the needs of the Service....". Once the term has been served out, the Troopers are accorded all the rights and privileges of Federation citizenship. Service guarantees citizenship.

1.4 Who flies the "Starships"?
The other main branch of the Terran armed services is the Terran Fleet. Fleet controls the mighty armada of Terran starships, and is responsible for transporting Mobile Infantry troopers to their frontline destinations. Fleet also co-ordinate battlefield support for MI strike teams. Each MI strike team is assigned a Fleet Liaison Officer. [minimum rank: Ensign] Fleet Liaison will coordinate air strikes, medevac, arachnid specimen retrieval, and strike team retrieval; as well as communicating relevant intelligence updates.

1.5 Where can I learn more about Starship Troopers?
The official website of the game can be accessed at http://www.stta.com/, this will provide you with the most comprehensive information pertaining to Starship Troopers.

1.6 How can I have my question answered?
Send an email to faq@stta.com and we will respond to your query.

2. Trooper Development

2.1 What ranks are available in Starship Troopers?
There are seven ranks available to player controlled units in Starship Troopers. Promotion to these ranks is automatic provided there is space in your platoon for another trooper at that rank.

Trooper Rank Grade Needed Experience Needed
1st Lieutenant 33 12500+
2nd Lieutenant 27 9500+
3rd Lieutenant 20 6000+
Sergeant 15 3500+
Corporal 10 1800+
Lance Corporal 7 800+
Private [PFC] 1 0

2.2 What is the difference between experience and grade?br> Grade in Starship Troopers is the equivalent of experience level in a fantasy RPG. A unit must earn a certain amount of experience before they can go up a grade. Grade allows you to compare at a glance the relative strengths of two units of the same rank.

Experience, then, is a raw tally of in-combat experience, earned through killing bugs and bugholes; and by completing mission objectives.

2.3 What experience do I need to go up a grade?

Grade EXP Needed   Grade EXP Needed
1st 0 - 99   26 9000 - 9499
2nd 100 - 199   27 9500 - 9999
3rd 200 - 299   28 10000 - 10499
4th 300 - 399   29 10500 - 10999
5th 400 - 499   30 11000 - 11499
6th 500 - 799   31 11500 - 11999
7th 800 - 1199   32 12000 - 12499
8th 1200 - 1499   33 12500 - 12999
9th 1500 - 1799   34 13000 - 13499
10th 1800 - 2099   35 13500 - 13999
11th 2100 - 2399   36 14000 - 14499
12th 2400 - 2699   37 14500 - 14999
13th 2700 - 2999   38 15000 - 15499
14th 3000 - 3499   39 15500 - 15999
15th 3500 - 3999   40 16000 - 16999
16th 4000 - 4499   41 17000 - 18999
17th 4500 - 4999   42 19000 - 22999
18th 5000 - 5499   43 23000 - 30999
19th 5500 - 5999   44 31000 - 46999
20th 6000 - 6499   45 47000 - 78999
21 6500 - 6999   46 79000 - 142999
22 7000 - 7499   47 143000 - 270999
23 7500 - 7999   48 271000 - 526999
24 8000 - 8499   49 527000 - 1038999
25 8500 - 8999   50 1039000+

2.4 How do I get promoted?
Promotion occurs automatically at the end of each mission. During your debriefing, if a trooper has increased in experience to the correct MI Grade, then that unit will be promoted to the appropriate rank. This will always happen unless the player has too many units at that rank already in the platoon. If there are too many troopers of a certain rank, the Trooper will not be promoted.

2.5 What numbers of each rank can I have in my platoon?
The table below illustrates the number of troopers that can occupy ranks in the platoon.

Trooper Rank Maximum Number
1st Lieutenant 1
2nd Lieutenant 1
3rd Lieutenant 1
Sergeant 3
Corporal 3
Lance Corporal 6
Private [PFC] no limit

2.6 What special abilities do different ranks have?
Each MI rank is able to carry a different range of weapons and armor. Additionally, units at higher ranks will have better all round performance. See below for further details about the availability of weapons and armor.

2.7 What makes the Lieutenant so special?
The Lieutenant is the heart and soul of your platoon, if you let the Lieutenant die, your mission will automatically end. Your lieutenant is the only trooper authorized to call air strikes, and mission retrieval boats.

3. Specialist Assignments

3.1 What is a specialist assignment?
Specialist assignments are special roles that you can assign to members of your platoon. These assignments are not permanent, and the trooper can be returned to normal duties between missions.

When a trooper is given a specialist assignment, they are automatically issued the equipment they need for that assignment. Unlike Troopers on standard duties, this equipment cannot be changed. Specialists have everything they need to do their job.

3.2 Where do I put specialists in my strike team?
Specialist assignments occupy the three slots on the right-hand side of your strike team. When a specialist assignment becomes available, the slot will no longer be grayed out. Once a unit has been dragged into the specialist assignment slot, clicking on the arrows beside the box will toggle the unit through any available assignment types.

3.3 How many specialist assignments are there in the game, and when are they available?
There are four specialist assignments available in Starship Troopers. They are Medic; Combat Engineer; MIST and Special Talent.

Specialist Assignment Becomes available:
Medic Operation: Paradise Lost
Combat Engineer Operation: Royalty I
MIST Operation: CLASSIFIED
Special Talent Operation: Mindsnare

3.4 What special abilities do specialists have?

3.4.1 Medics
Medics carry medi-kits which allow them to heal wounded troopers. Medics wear a modified 3rd class Command suit which provides the power for their medi-kit. They are also authorized to call for medevac. Medevac is a crucial strategy for preserving the lives of veteran troopers.
Special Abilities:
Heal - this allows your medic to heal wounded troopers in the field.
Medevac - allows your medic to save dead troopers for revival back on board the ship.
3.4.2 Combat Engineers
Combat Engineers wear a special armored suit, which is modeled on a civilian labor chassis. These suits come fitted with a repair system that allows the engineer to repair armor, in the same way that medics heal wounded troopers. Engineers can also lay and detect mines. In a close combat situation, the engineer is able to use the repair system to generate an electric shock which will stun bugs.
Special Abilities:
Repair - this allows your engineer to damaged suits in the field.
Lay/Destroy Mines - allows your engineer to deploy or detonate mines in the mission area
3.4.3 MIST
MIST stands for [Mobile Infantry Stealth Technology]. MIST Troopers are stealth infiltrators; they come equipped with a stealth suit with cloaking capabilities. This allows them to sneak deep into enemy territory, and using their sniper rifle, take out the leadership caste of the arachnid swarm. The MIST trooper is able to snipe, using lethal nightshade rounds, eliminating their arachnid targets with a single shot.
Special Abilities:
Cloak - allows the MIST to become invisible and infiltrate arachnid controlled areas.
Snipe - allows the MIST Trooper to enter sniper mode and kill arachnid units with the Morita sniper rifle
3.4.4 Special Talent
Special Talents are psychic sensitives who have been trained to use their psychic talents in combat situations. They are trained in four standard talents,
Talents
Sense Arachnid - allows the talent to perceive hidden arachnids and arachnids under psychic control.
Force Field - allows the talent to throw up a protective shield, which other units can hide under.
Control Mind - allows the talent to turn bugs into Terran friendly units, they will attack other bugs.
Psychic Shadow - allows the talent to project a cloaking field, which prevents bugs from seeing the talent.

4. Mobile Infantry Armor
4.1 What kinds of equipment can MI Troopers carry?
In Starship Troopers, all troopers can carry armor, weapons and tech items. Armor and weapon availability is dependent on the rank and grade of the trooper. Tech items are limited in number and must be carefully issued to members of your strike team.

4.2 What is MI Basic Armour?
Mobile Infantry troopers have a range of armor types at their disposal. Basic armor is the standard issue MI body armor [as seen in the movie]. Basic Armour is issued to every trooper. A trooper in basic kit is known as a Cap Trooper.

4.3 What is MI Powered Armor?
Powered Armor suits are difficult to produce and limited in number. The different classes of armor are made available to troopers progressively through the war.

4.4 What kinds of Powered Armour are available?
There are three types of powered armor suits: Scout, Marauder and Command. Each type of armor comes in three classes: 3rd class, 2nd class and 1st class armor.
3rd Class armor is a light armor, with minimal on-board systems.
2nd Class armor is much heavier and has special abilities tied to the type of armor.
1st Class armor is extremely heavy duty armor. It boasts dual fire power, as well as special abilities.

4.5 When is Powered Armour available?
Armored suits become available to the player as the platoon completes more missions. Once an armor class becomes available, it can always be selected.

Armor Class Available when:
MI Basic Armor Always
3rd Class Powered Armor Operation: Bughouse
2nd Class Powered Armor Operation: Black Ice
1st Class Powered Armor Operation: Recovery

4.6 What ranks can wear what suits?
The table below lists what suits can be worn by Troopers of different rank.

Rank 3rd Sct 2nd Sct 1st Sct 3rd Mar 2nd Mar 1st Mar 3rd Com 2nd Com 1st Com
1st Lieutenant No No No No No No Yes Yes Yes
2nd Lieutenant No No No No No Yes Yes Yes Yes
3rd Lieutenant No No No No No Yes Yes Yes No
Sergeant Yes Yes Yes Yes Yes Yes Yes No No
Corporal Yes Yes Yes Yes Yes Yes Yes No No
Lance Corporal Yes Yes No Yes Yes No No No No
PFC No No No No No No No No No

4.7 What does "on the bounce" mean?
"On the bounce" is a common phrase among troopers. It refers to the ability of 1st and 2nd Class armor suits to jump over the battlefield. Bouncing is an extremely useful tactic, allowing rapid advancement across the mission terrain.

4.8 What is Scout Armour?
Scout Armor are very fast and designed for long range reconnaissance. They support a range of light armaments, and provide addition intelligence through onboard "Snooper" systems in the 1st and 2nd class models.

Special abilities of Scout armor:
Searchlights - all Scout suits have searchlights attached to them, these are very helpful on night missions.
Snooper - this is a remote camera, similar to those used by Tac-Recon, which allows the trooper to scout out the mission terrain ahead. 1st and 2nd class Scouts suits are the only units which possess Snoopers.

4.9 What is Marauder Armour?
Marauder class armor is designed for heavy combat support. They can carry a range of heavy weapons, and possess excellent armor shielding.

Special abilities of Marauder armor:
Targeting System - all Marauder suits give their wearer an accuracy bonus.
Multi Launch Missile Rank - 1st and 2nd Class Marauder suits possess these devastating multi-launchers. These rockets deliver the knock out power of a nuke without the danger of splash damage.

4.10 What is Command Armour?
Command class armor is designed to enhance the abilities of commanding officers on the battlefield. It provides enhanced combat efficiency, excellent armor protection, plus onboard shield generator in later models.

Special abilities of Command Armor:
Optical systems - all Command class suits incorporate vision enhancement systems which provide greater perception ranges for your platoon commanders.
Power Shield - 1st and 2nd class Command suits are able to generate a power shield similar to those used in MI fortifications. This places a huge drain upon suits batteries but does provide an invulnerable shelter for the troopers under its protection. The power shield works beautifully in combination with an airstrike.

5. Weapons

5.1 What kinds of weapons are available?
Weapons are classified into three classes: Standard, Artillery and Heavy. Standard and artillery weapons are available to all MI units, depending upon the grade of the Trooper. Heavy weapons cannot be carried by a Cap Trooper unless they are wearing a combat harness, or have been issued powered armor.

Weapon Grade Needed
Standard
Morita SmartRifle Mk1/Mk2 1
PRISM LightRifle Mk1/Mk2 1
MD797 Combat Shotgun Mk1/Mk2 10
Lucifuge Flamethrower Mk1/Mk2 10
RADON Plasma Rifle Mk1/Mk2 20
MI Specimen Capture Weapon Mk1/Mk2 1
Artillery
MK59 Missile Launcher Mk1/Mk2 1
MK70 Nuke Launcher Mk1/Mk2 10
MXL Grenade Launcher Mk1/Mk2 1
Heavy
Morita ChainCannon Mk1/Mk2 15
SOLARIS LightCannon Mk1/Mk2 10
RADON PlasmaCannon Mk1/Mk2 20

5.2 How many weapons can I carry?
All units can carry one weapon along with their personal sidearm. Suits are able to carry two weapons, 2nd and 3rd class suits must swap between the weapons, but 1st Class suits are able to use two weapons simultaneously. All units carry a side arm that they can use in the event of running out of ammunition.

5.3 Why can't I use my sidearm?
Each trooper is equipped with a sidearm. These small energy pistols, while an excellent weapon against other Terrans, are of limited utility against arachnids. They could save your life, but in general, are only used when a trooper has run out of ammo in their primary weapon.

5.4 How do I reload a weapon?
Troopers can only carry a certain amount of ammunition. Fleet always seeds mission sectors with ammunition dumps. These ammo caches are a point at which units are able to replenish the ammunition in their weapons. In order to reload a weapon, simply move the unit into proximity with an ammo dump and click upon the dump with the hand cursor. This will cause selected units to reload up to their starting capacity. When the weapon is out of ammo, that trooper will automatically switch to their sidearm.

5.5 What is an artillery weapon?
An artillery weapon is a weapon better suited for long range killing power, than for close combat. Weapons in this category are MK59 Missile launchers, MK70 Nuke Launchers, and MXL Grenade Launchers. Artillery weapons can be spotted by their green triangle in their bottom right corner. [Identical to the one on the "Artillery Fire" button in the interface.]

5.6 How do you fire an artillery weapons?
Artillery weapons are very dangerous to fire into close combat, so firing them requires a separate command. By pressing the "Artillery Fire" command (or the keystroke "F"), the player is able to toggle between normal modes of weapon fire and artillery fire. When the artillery fire command is given, only units equipped with an artillery weapon as primary weapon will fire at the target.

5.7 What is a Specimen Capture Weapon?
The MI SCW system is an adaptation of Civilian Defense non-lethal technology. Its presence on the battlefield is driven by the growing need for more arachnid specimens. Unlike normal weapons, the SCW fires an energy snare that traps the target arachnid in a power sphere. This snare has a health bar that represents the amount of damage it can sustain before the imprisoned arachnid frees itself.

5.8 How do I capture a bug?
To capture a bug you must ensure that at least one trooper in the strike team is equipped with a Specimen Capture Weapon. When this unit is selected, and the SCW is their active weapon, the selected Trooper can normally attack with the SCW. If the trooper hits the target arachnid, it will become trapped in an energy bubble.

5.9 I've captured a bug, how do I retrieve it?
Once a trooper has trapped an arachnid "prisoner" in an energy bubble, then a specimen retrieval boat needs to be called. Do this by clicking upon the "Retrieve Bug" button (or the keystroke "ALT-R"), and then clicking upon the bugs ensnared in the energy sphere. When the cursor is moved over the prisoner, clicking upon it will call a Retrieval Boat to collect the selected specimen. Only the trooper who captured the bug is authorized to call for retrieval.

5.10 What is the xenograph?
The Xenograph provides you with an orbital analysis of the arachnid population in your mission sector. Prior to each mission, Tac-Recon collates the xenograph data so that you are able to select the most appropriate weaponry for the mission ahead.

The Xenograph data is accessed by clicking on the toggle button beneath the Tac Map on your mission briefing screen. This will bring up the xenograph data. Scrolling up and down through this list will give you tips as to which weapons to equip for each mission.

5.11 What weapons work best against the bugs?
You should always consult the xenograph before commencing a mission. Some arachnids are very tough and unless you take the correct weaponry, your troopers will quickly become bug food.

6. Mobile Infantry Tech

6.1 What types of technology are available?
MI Troopers are able to equip up to two items of military technology, as well as their armor and weapons. All tech items are limited in quantity, but can used by troopers as described in the table below.

MI 1st S 2nd S 3rd S 1st M 2nd M 3rd M 1st C 2nd C 3rd C
RECON TECH
Targeting System Yes No No Yes No No Yes Yes Yes Yes
Field Binoculars Yes No No Yes No No Yes Yes Yes Yes
COMBAT TECH
Combat Harness Yes No No No No No No No No No
Combat Booster Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes
SPECIAL TECH
Heavy Nerve Gas Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes
Nova Bombs Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes

6.2 How do tech items help me?
Tech items are important and if equipped properly can give you the edge in tough missions.

Targeting System - increases the accuracy of your unit.
Field Binoculars - increases the perception range of your unit.
Combat Harness - allows MI Cap troopers to carry more weapons and ammo.
Combat Booster - heals your trooper's wounds.
Heavy Nerve Gas - allows you to seal bugholes, without artillery.
Nova Bombs - heavy demolition weapon.

Tech items cannot be shared between troopers once a mission has been launched.

7. Arachnids

7.1 Who are the Arachnids?
The Arachnids (though to be correct, they are pseudo-Arachnids) more closely resemble Terran social insect species (like bees and ants) than Terran arachnids, which tend to be solitary predators. Much speculation has revolved around the varying castes that exist within the species.

Current Terran research divides them amongst:

  • Command caste (as yet unknown)
  • Breeder caste (as yet unknown)
  • Soldier caste (for example, Warrior)
  • Worker caste (for example: Worker, Plasma).

Communication among the various castes occurs through a combination of chemical scents and psychic directions. The Arachnids are a holometabolous species, meaning that they have a number of different developmental life stages. The arachnids also appear to be a diurnal species, but are capable, especially the Soldier caste, of nocturnal activity. There is no optimal time of day or night, to fight the bugs!

7.2 Where do they come from?
The arachnids hail from Klendathu, a star system many light years from Terra. When Klendathu was first discovered by a federal survey team in 2339, our first encounter with these insects was but a glimpse of the savagery to come. In response, the UCF created the Arachnid Quarantine Zone, a huge sector of arachnid controlled space which is subject to federal interdiction.

7.3 Why are the MI fighting them?
The Arachnids have discovered our homeworld, Terra. The data was given to them by their allies, the duplicitous Skinnies. With this information the bugs were able to launch an unprovoked attack, they vaporized Buenos Aires in a meteor attack. The Terran republic has no choice but to take action in defense of its citizens.

7.4 How many kinds of arachnids exist?
What little knowledge we have about the arachnids is mainly theory. Currently, only warriors and workers have been captured and studied. Colonel Holland, Terran special talent and Director of Arachnid Intelligence, believes that the bugs communicate via telepathy and are co-ordinated by vast Swarm Minds. These Swarm Minds have not yet been encountered, Command HQ has placed a top priority on the capture of one of these bugs.

8. Gameplay

8.1 What is a strike team?
The strike team consists of the Troopers which you assemble to go down on a mission with you. The strike team will always include your lieutenant, and any number of troopers, up to the maximum strikes team size. Specialist assignments are not considered a part of the maximum strike team size, and can be placed in any available specialist slot.

8.2 How do I assemble a strike team?
Your strike team is assembled after you have received your mission briefing. You can begin by selecting the most appropriate troopers from your platoon and dragging them into the Strike Team panel. Once you have moved sufficient units into the strike team, you can then individually customize their equipment at the "Unit Equip" screen. Or, if you're in a hurry, you can just press the "Auto Select" button.

8.3 What does auto-select do?
Auto Select is the quick way to jump into a Starship Troopers mission. By clicking upon this button, you will be able to get the best selection of troopers and equipment. This, however, may overwrite any of your customizations.

8.4 What are the different Trooper response states?
MI troopers can be set in four different aggression states. They are:

  • Code: Scarlet - This actives a post-hypnotic battle frenzy in the Troopers. Troopers charge ahead fearlessly, actively look for trouble. They're difficult to control in this state, but are guaranteed to get the job done, or die trying!
  • Code: Red - Troopers will be on the offensive, and will move to bring any bugs they see into weapon range.
  • Code: Blue - Troopers will engage the enemy only when they move into weapon range. This is the normal response state for troopers.
  • Code: Indigo - Troopers will creep along slowly and try to avoid detection by the bugs. They will only engage the enemy unless instructed to do so, and are attacked themselves.

8.5 What are dogtags?
Dogtags are the symbolic representation of the body of a dead trooper. Whenever one of your comrades dies in the field, you should always attempt to bring the dogtags back. Units who are dead and whose dogtags are not recovered are listed as MIA, and will reduce the number of upgrade points you can earn.

8.6 How do I use the Tac Map?
You can toggle the Tac Map by clicking upon the HUD button [or keystroke F10]. Both versions of the Tac Map will highlight any current mission objectives with a flashing beacon. The larger version of the Tac Map allows you to issue orders directly to it.

8.7 How do I use turrets?
Most MI fortifications have gun turrets. These Twin 50 turrets are powerful gun emplacements that can only be used by mi Cap troopers [i.e. trooper in MI Basic Armour]. Whenever you enter a fort that has these towers, station any cap troopers in these turrets incase of any unexpected "trouble".

8.8 When can I call medevac?
If you have a medic as part of your strike team, then the option becomes available to save fallen troopers using medevac.

When a trooper dies, a countdown will appear above the head of the fallen unit. In order to medevac the unit, the player must click upon the "Call Medevac" [or keystroke Ctrl H] and then click upon the dead unit, either on the ground or in the strike team panel. If this is accomplished before the time runs out, you will here a confirmation from the Ensign that a retrieval boat has been dispatched, and then the unit will be recovered and removed from play.

8.9 What happens when my Trooper gets possessed?
"Some" arachnids appear to have psychic powers that allow them to cloud and confuse Terran minds. MI Troopers under psychic assault will fall to their knees and gibber insanely. The bugs seem drawn to these possessed units, and they rarely survive an attack when possessed. The only defense is to gather other MI units around the possessed unit and protect the Trooper until the possession wears off.

8.10 Can I use marquee selection to issue orders?
Marquee select can be used for any command in Starship Troopers. This is particularly useful for such functions as heal, repair, and specimen capture [attack].

8.11 How do I call for retrieval?
Once you have completed all your mission objectives, the Ensign [or someone similar] will clear your team for retrieval. You must now move all your team up to the retrieval zone in the mission sector. [This will be marked as a green (r) on the terrain.] When the Lieutenant is in the Zone, the command button "Call Retrieval" becomes active. Clicking on this button will call the retrieval boat down to the RZ.

8.12 How do I get all my units into the retrieval boat?
Once the retrieval boat has descended, select all your strike team and click on the "Enter Retrieval Boat" [shortcut R]. All the units will then enter the retrieval boat and your mission will be over.

8.13 Summary of Keyboard Shortcuts

Keystroke Function   Keystroke Function
A Attack   NUMPAD 1  
CTRL A Airstrike (Lt)   NUMPAD 2  
B Bounce (2nd Class Suits +)   NUMPAD 3  
C Code Blue - Normal Response   NUMPAD 4  
D Detonate Mines (Engineer)   NUMPAD 4  
E Scout Snooper   NUMPAD 5  
CTRL E Psychic Sight   NUMPAD 6  
F Fire Artillery   NUMPAD 7  
G Guard Unit   NUMPAD 8  
CTRL G Hold Ground   NUMPAD 9  
H Heal/Repair (Medic/Engineer)   NUMPAD 0  
CTRL H Medevac (Medic)      
I Lights   NUMPAD + Camera distance increase
J Mist Cloak/ Psychic Shadow   NUMPAD - Camera distance decrease
K Control Enemy (Psyche)   NUM Enter Camera optimal distance
L Lay Mines (Engineer)   SPACE Shifts camera to different unit
M Move   SHIFT Free Camera
N Snipe (Mist)      
O Objective Text Toggle   F1 - F8 Set Formations 1 - 8
P Assign Waypoint   F9 Formation Panel Toggle
CTRL P Patrol Waypoint   F10 Tac Map Toggle
(Fullmap->Smallmap->Nomap)
Q Shield (Command/Psyche)   F11 PlatMan Weapon/Face Toggle
R Goto Retrieval   F12 Toggle Bug Perception Icon
CTRL R Call Retrieval (Lt)      
ALT R Retrieve Specimen (Capturer)   TAB HUD Display
S Stop      
      1 1st Squad
U Go To Waypoint   2 2nd Squad
V Code Indigo - Stealth Response   3 3rd Squad
W Toggle Prim/Sec Weapon   4 Specialist 1
X Code Red - Aggressive Response   5 Specialist 2
Y Micro Missile (1st and 2nd Marauder)   6 Specialist 3
Z Code Scarlet - Berserk Response   7 User Defined Squad
      8 User Defined Squad
      9 User Defined Squad
[ ] Sniper Zoom (-/+)      
      ALT 1-9 Save Squad Selection
ESC Cancel current command   CTRL Additive/Subtractive Selection
Pause Game Options      
      ~ Select all

9. Hardware

9.1 What is the Minimum Spec for Starship Troopers?

Operating System: Win 95/98
Processor: Pentium II 233
Memory: 64 Mb RAM
Hard Drive Space: 300 Mb free
CD ROM Drive: 8 x CDROM drive
Video: 3d Video card needed [Voodoo 2]
Sound: Win 95/98 compatible sound card
DirectX: DirectX 7.0a included

9.2 What is the Recommended Spec for Starship Troopers?

Operating System: Win 95/98
Processor: Pentium II 400
Memory: 128 Mb RAM
Hard Drive Space: 800 Mb free
CD ROM Drive: 8 x CDROM drive
Video: 3d Video card needed [Matrox G400]
Sound: Win 95/98 compatible sound card
DirectX: DirectX 7.0a included

10. Other Questions

10.1 Where are the Skinnies, the Special Bombs, and the Neodogs?
We just didn't have enough time to introduce these other key elements of the Troopers universe. However, we do have plans for an expansion pack, which will feature all of these special ingredients.

10.2 Why isn't there a Roughneck platoon?
The Roughnecks are no ordinary platoon, and we have plans to make a special Roughneck campaign pack that will recreate all the "historic" engagements of this famous MI platoon.

10.3 Where are the drop capsules?
We went with the movie's concept of deployment.

END FAQ


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