So. How does this Space Infantry thing actually play? With a little luck and self-discipline, over the next few blog posts I’m going to write up a serialized After Action Report of a real, live game. A little creative license may be involved in some of the reporting — the goal being entertainment, after all — but the entire narrative will be generated by in-game actions.
Seriously, if a science-fiction game can’t get your imagination going, somebody needs to check your pulse.
Here’s the setup.

Cybers. I hate these guys.
This is the third scenario in a campaign game. In the SI rulebook, it’s the first campaign, “Jovvian War Prelude,” which comprises both surface and hive missions. I have yet to play the second campaign, which is all hive missions. The Advanced rules are in play, but I’m not using any of the Optionals.
With a couple of combat missions already under their belts, our valiant squaddies have accumulated some experience. Both Fire Teams, Assault Team A and the Close Combat grunt have all acquired Veteran status. They’ve also collected Talents, as has the Squad Leader.
As I’ll get to in the next blog post, one of the Veteran units, Fire Team A with its “Eagle Eye” Talent, is staying behind on this mission. Sarge has decided to drag along a Shotgunner for some extra close-range firepower this time out.
The mission map is Surface 2, a desert area the squad must traverse in their Pilum APC in order to find and rescue some scientists who are hiding out in widely separated cave complexes. The desert is populated by giant sand worms with bad attitudes, and the enemy selected for the mission is the Cybers — heavily armored robots that favor ranged fire attacks.
Looks like our squaddies have their work cut out for them.