IMPERIAL SHOCK TROOPER
Distinguished by their red streaks over their white armor, imperial shock troopers are often used to break Rebel lines and infantry formations during large-scale battles.
Imperial Shock Trooper | |||
Abilities (Focuses) | |||
3 | Accuracy (Grenades, Rifles) | ||
0 | Communication | ||
2 | Constitution (Running, Stamina) | ||
3 | Dexterity (Initiative) | ||
2 | Fighting (Vibroblades) | ||
0 | Intelligence | ||
3 | Perception | ||
4 | Strength (Jumping) | ||
0 | Willpower (Courage) | ||
Speed | Health | Defense | Armor Rating |
8 | 60 | 14 | 6 |
Weapon | Attack | Damage | Range |
Frag grenade | +5 | 3d6+3 | T (2 space radius) |
Repeating rifle | +5 | 2d6+4 | M |
Vibroblades | +4 | 2d6+4 | Melee |
Special Qualities | |||
Favored Stunts: Knock Prone, Mighty Blow
Talents: Armor Training (Journeyman), Marksmanship (Novice) Avalanche Charge: An imperial shock trooper inflicts an extra 1d6 damage if it hits with an attack during a Charge. Repeating Rifle: An imperial shock trooper can make an attack with a repeating rifle as a Minor action. This attack does not generate stunt points and deals 2d6+2 damage. Equipment: Heavy blaster, jet pack, x5 missiles, missile tube, stormtrooper armor, utility belt, vibroblade, and a credstick with 43 credits. |
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Threat: Moderate (Mid Range) |
JUMP TROOPER
The Empire dispatches small squads of jump troopers for swift hit-and-run assaults against important Rebel assets, such as communication arrays and ship yards. Although their sole purpose is destruction, each jump trooper has a personal shield generator to ensure that he or she survives until the mission is accomplished.
Jump Trooper | |||
Abilities (Focuses) | |||
3 | Accuracy (Blasters, Heavy Weapons) | ||
0 | Communication | ||
2 | Constitution (Stamina) | ||
4 | Dexterity (Initiative, Piloting) | ||
0 | Fighting | ||
2 | Intelligence (Engineering) | ||
2 | Perception | ||
2 | Strength (Jumping) | ||
0 | Willpower (Morale) | ||
Speed | Health | Defense | Armor Rating |
8 | 45 | 14 | 6 |
Weapon | Attack | Damage | Range |
Buttstroke | +3 | 1d6+1 | Melee |
Heavy blaster | +5 | 2d6+4 | S |
Missile tube | +5 | 6d6+2 | L (4 space radius) |
Special Qualities | |||
Favored Stunts: Seize the Initiative, Skirmish
Talents: Armor Training (Journeyman), Gunslinger (Novice) Jet Pack: A jump trooper can Activate the jet pack to fly 12 spaces (18 meters). The rocket trooper needs use Activate in successive rounds in order to stay aloft or safely land on the ground. The jet pack has 10 charges. Emergency Shield: A jump trooper can Activate a small personal shield, granting a pool of 20 Health. Damage is subtracted from this health pool, but is not reduced by AR. Equipment: Heavy blaster, jet pack, x5 missiles, missile tube, stormtrooper armor, utility belt, and a credstick with 43 credits. |
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Threat: Moderate (Mid Range) |
SHADOW TROOPER
Employing personal cloaking devices, shadow troopers are used for targeted assassination and infiltration by the Empire. Because of their obvious value, these cloaking devices are set to the user’s vital signs and short-out when the trooper is slain.
Shadow Trooper | |||
Abilities (Focuses) | |||
3 | Accuracy (Grenades, Rifles) | ||
0 | Communication (Investigation) | ||
0 | Constitution | ||
5 | Dexterity (Stealth) | ||
2 | Fighting (Vibroblades) | ||
1 | Intelligence (Cryptography) | ||
2 | Perception (Hearing, Searching) | ||
1 | Strength | ||
0 | Willpower | ||
Speed | Health | Defense | Armor Rating |
9 | 40 | 15 | 6 |
Weapon | Attack | Damage | Range |
Heavy rifle | +5 | 3d6+2 | L |
Smoke canister | +5 | None | T |
Vibroknife | +4 | 1d6+1 | Melee |
Special Qualities | |||
Favored Stunts: Pierce Armor, Skirmish
Talents: Armor Training (Journeyman), Scouting (Novice) Cloaking Device: A shadow trooper can Activate the cloaking device, turning invisible. Opponents suffer –5 to attack rolls and Perception (Seeing) tests against the shadow trooper while invisible. Rain, dust, and other effects reduce this penalty to –3. A shadow trooper remains invisible for 1 round or until attacking with cloaked strike. Cloaked Strike: A shadow trooper inflicts an extra 2d6 damage if it hits with an attack while invisible. Equipment: Heavy rifle (w/ weapon scope), code cylinder (w/ mission objectives and extraction points), x3 smoke canisters, stormtrooper armor (modified for cloaking), utility belt (w/ cloaking device), vibroknife, and a credstick with 38 credits. |
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Threat: Moderate (Mid Range) |
SNOW TROOPER
Snow troopers represent the Empire’s resolve in pursuing the Rebellion to even the most inhospitable worlds in the galaxy.
Snow Trooper | |||
Abilities (Focuses) | |||
3 | Accuracy (Rifles) | ||
1 | Communication | ||
2 | Constitution (Stamina) | ||
2 | Dexterity (Initiative, Stealth) | ||
0 | Fighting | ||
0 | Intelligence | ||
2 | Perception (Searching, Seeing) | ||
1 | Strength | ||
0 | Willpower (Morale) | ||
Speed | Health | Defense | Armor Rating |
6 | 20 | 12 | 6 |
Weapon | Attack | Damage | Range |
Buttstroke | +2 | 1d6 | Melee |
Heavy rifle | +5 | 3d6+2 | L |
Special Qualities | |||
Favored Stunts: Mighty Blow, Skirmish
Talents: Armor Training (Journeyman) Snow Camouflage: Snow troopers receive +2 to Dexterity (Stealth) tests while in snow. Equipment: Heavy rifle, stormtrooper armor (modified to withstand Level 3 hazard cold environments), utility belt, and a credstick with 27 credits. |
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Threat: Minor (Mid-Range) |
ZOMBIE TROOPER
Whether by a failed Imperial experiment or an alien parasite, these horrid creatures throw themselves against anything living, killing both foe and former friend alike in their ravenous hunger.
Zombie Trooper | |||
Speed | Health | Defense | Armor Rating |
4 | 25 | 8 | 6 |
For all other stats, see the ‘Walking Dead’ entry in the Fantasy Age Basic Rulebook. | |||
Threat: Minor (Mid-Range) |