Allies & Adversaries: Stormtrooper Edition

A few things worth noting:

  • Grenades replacing Explosives: Unlike the playtest document, I am working on at least three different grenades to flesh out this weapon group. Things like explosive charges do not require an attack roll, and so are best treated as equipment rather than weaponry.
  • Improvised weapons: The weapon entry ‘buttstroke’ is simply to represent striking with the stock of the pistol or rifle.

Stormtroopers
Your average buckethead is narrow-minded, weak-willed, and is a faceless drone that is only interested in performing his or her duties until relieved. Stormtroopers are used for the most part to control civilian populations, and although their notoriously poor aim may make them a minor threat to the player characters, they often do endanger NPCs.

Stormtrooper
Abilities (Focuses)
1 Accuracy (Brawling)
0 Communication
3 Constitution (Running)
1 Dexterity
1 Fighting
0 Intelligence
0 Perception (Hearing)
2 Strength
–1 Willpower
Speed Health Defense Armor Rating
4 10 11 6
Weapon Attack Damage Range
Blaster rifle +1 2d6+4 M
Buttstroke +3 1d6+1 Melee
Special Qualities
Favored Stunts: Knock Prone, Skirmish

Talents: Armor Training (Novice)

Equipment: Blaster rifle, stormtrooper armor, sabacc deck, utility belt, and a credstick with 13 credits.

Threat: Minor (Low End)

Stormtrooper Officers
Those that demonstrate modicum of ability are eventually raised to the officer ranks. Stormtrooper officers can be seen fulfilling a variety of roles, such as leading a patrol of stormtroopers or piloting a TIE Fighter. In the case of the latter, a stormtrooper officer will be equipped with an armored flight suit (Armor Rating 5). Others may be technicians, replacing the Dexterity (Piloting) focus with the Intelligence (Engineering) focus.

Stormtrooper Officer
Abilities (Focuses)
2 Accuracy (Pistols, Rifles)
1 Communication (Leadership)
2 Constitution
2 Dexterity (Piloting, Stealth)
0 Fighting
2 Intelligence
1 Perception (Hearing, Searching)
2 Strength
0 Willpower
Speed Health Defense Armor Rating
6 20 12 6
Weapon Attack Damage Range
Buttstroke +2 1d6+1 Melee
Heavy rifle +4 3d6+1 L
Ion pistol +4 2d6+1 ion S
Special Qualities
Favored Stunts: Defensive Stance, Pierce Armor

Talents: Armor Training (Journeyman)

Equipment: Heavy rifle or ion pistol, binder cuffs, handscanner, holo-messenger, stormtrooper armor, utility belt, and a credstick with 37 credits.

Threat: Minor (Mid-Range)

Flame Trooper
Flame Troopers are often deployed on raids against Rebels and Rebel sympathizers, enforcing the Empire’s dominance through use of terror and collective punishment. Their flame projectors are just as destructive against food stockpiles, weapons caches, and vital medical supplies as they are to civilians.

Flame Trooper
Abilities (Focuses)
1 Accuracy (Heavy Weapons, Pistols)
0 Communication
3 Constitution (Running, Stamina)
1 Dexterity
1 Fighting
0 Intelligence
1 Perception (Seeing)
3 Strength
–1 Willpower
Speed Health Defense Armor Rating
4 25 11 6
Weapon Attack Damage Range
Buttstroke +3 1d6+1 Melee
Flame projector +3 2d6+2 penetrating S
Heavy blaster +3 2d6+3 M
Special Qualities
Favored Stunts: Rapid Reload, Threaten

Talents: Armor Training (Novice)

Equipment: Bandolier w/ 10 power cells, flame projector, heavy blaster, stormtrooper armor, sabacc deck, utility belt, and a credstick with 17 credits.

Threat: Minor (High End)

Heavy Trooper
Heavy troopers are often used to support infantry and protect artillery. It is not unusual for Rebels to encounter them on raids against Imperial bases, especially if a VIP is present or if it is the site of secret R&D.

Heavy Trooper
Abilities (Focuses)
3 Accuracy (Grenades, Heavy Weapons, Pistols)
0 Communication
2 Constitution (Stamina)
2 Dexterity
0 Fighting
0 Intelligence
1 Perception (Seeing)
3 Strength (Might)
0 Willpower
Speed Health Defense Armor Rating
6 40 12 6
Weapon Attack Damage Range
Blaster cannon +5 4d6+1 M
Gauntlet +3 1d3+4 Melee
Thermal detonator +5 4d6+1 T
Special Qualities
Favored Stunts: Mighty Blow, Rapid Reload

Talents: Armor Training (Journeyman), Ship Gunnery (Novice)

Equipment: Bandolier w/ 10 power cells, blaster cannon, thermal detonators (2), stormtrooper armor, utility belt, and a credstick with 37 credits.

Threat: Moderate (Low End)

Scout Trooper
Although often found in pairs or small groups, each scout trooper is meant to be self-sufficient and trained to flee in order to report hostile movements, rather than engaging. Scout troopers are usually seen riding speeder bikes.

Scout Trooper
Abilities (Focuses)
3 Accuracy (Pistols, Rifles)
1 Communication (Investigation)
1 Constitution
4 Dexterity (Piloting, Stealth)
–1 Fighting
0 Intelligence
2 Perception (Hearing, Seeing)
1 Strength
0 Willpower
Speed Health Defense Armor Rating
7 30 14 6
Weapon Attack Damage Range
Buttstroke +3 1d6 Melee
Heavy blaster +5 2d6+4 S
Ion rifle +5 2d6+2 ion L
Special Qualities
Favored Stunts: Defensive Stance, Skirmish

Talents: Armor Training (Journeyman), Scouting (Novice)

Equipment: Heavy blaster (w/ weapon scope) or ion rifle (w/ rifle tripod), electrobinoculars, datapad (w/Imperial intelligence report), holo-messenger, stormtrooper armor, utility belt, and a credstick with 24 credits.

Threat: Moderate (Low End)
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