Snowtroopers: Human Thug 3; Init +0; Defense 16 (+6
armor); Spd 8m; VP/WP -/10 ; Atk +3 melee (unarmed, 1d3), +3 ranged (blaster
carbine, 3d8); SQ Immunities (cannot be bribed, blackmailed, seduced, or
routed), Snowtrooper armor (+6 save vs. cold, +2 vs. other environments,
+2 Listen and Spot); SV Fort +3, Ref +1, Will +1; SZ M; FP 0; DSP 0; Rep
0; Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10. Challenge Code:
A.
Equipment: Snowtrooper armor, blaster
rifle, fragmentation grenade, utility belt (includes liquid cable dispenser,
grappling hooks, three spare power packs, ion flares, one day of rations
w/ water, spare comlink, two medpacs)
Skills: Survival +3, Intimidate +4,
Knowledge: Imperial Army +2, Profession: Stormtrooper +4, Listen +2, Spot
+3.
Feats: Weapon group proficiency (simple,
blaster rifles), Armor proficiency (light, medium, powered)
Seatroopers: Human Thug 3; Init +0; Defense 15 (+5 armor);
Spd 10m; VP/WP -/10 ; Atk +3 melee (unarmed, 1d3), +3 ranged (blaster rifle,
3d8), +3 ranged (speargun, 2d8); SQ Immunities (cannot be bribed, blackmailed,
seduced, or routed), Seatrooper armor (+2 save vs. hostile environments,
+2 Listen and Spot, +6 Swim, 10 hours of life support); SV Fort +3, Ref
+1, Will +1; SZ M; FP 0; DSP 0; Rep 0; Str 10, Dex 10, Con 10, Int 10,
Wis 10, Cha 10. Challenge Code: A.
Equipment: Seatrooper armor, blaster
rifle-speargun, fragmentation grenade, utility belt (includes liquid cable
dispenser, grappling hooks, three spare power packs, ion flares, one day
of rations w/ water, spare comlink, two medpacs)
Skills: Swim +6 (carrying about 12
kg of gear), Pilot +1, Intimidate +4, Knowledge: Imperial Army +2, Profession:
Stormtrooper +4, Listen +2, Spot +2.
Feats: Weapon group proficiency (simple,
blaster rifles), Armor proficiency (light, medium, powered)
Sandtroopers: Human Thug 3; Init +0; Defense 16 (+6 armor);
Spd 8m; VP/WP -/10 ; Atk +3 melee (unarmed, 1d3), +3 ranged (heavy blaster
rifle, 4d8); SQ Immunities (cannot be bribed, blackmailed, seduced, or
routed), Sandtrooper armor (+6 save vs. heat, +2 vs. other environments,
+2 Listen and Spot); SV Fort +3, Ref +1, Will +1; SZ M; FP 0; DSP 0; Rep
0; Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10. Challenge Code:
A.
Equipment: Sandtrooper armor, heavy
blaster rifle, fragmentation grenade, utility belt (includes liquid cable
dispenser, grappling hooks, three spare power packs, ion flares, one day
of rations w/ water, spare comlink, two medpacs)
Skills: Survival +3, Ride: Dewback
+2, Intimidate +4, Knowledge: Imperial Army +2, Profession: Stormtrooper
+4, Listen +2, Spot +2.
Feats: Weapon group proficiency (simple,
blaster rifles), Armor proficiency (light, medium, powered)
Scout troopers: Human Thug 3; Init +0; Defense 14 (+4 armor);
Spd 10m; VP/WP -/10 ; Atk +3 melee (unarmed, 1d3), +3 ranged (blaster pistol,
3d6); SQ Immunities (cannot be bribed, blackmailed, seduced, or routed),
Scout trooper armor (+2 save vs. hostile environments, +2 Listen and Spot,
macrobinocular viewplate gives Spot range increment of 10m); SV Fort +3,
Ref +1, Will +1; SZ M; FP 0; DSP 0; Rep 0; Str 10, Dex 10, Con 10, Int
10, Wis 10, Cha 10. Challenge Code: A.
Equipment: Scout trooper armor, blaster
pistol, Aratech 74-Z speeder bike, fragmentation grenade, utility belt
(includes liquid cable dispenser, grappling hooks, three spare power packs,
ion flares, one day of rations w/ water, spare comlink, two medpacs)
Skills: Pilot +3, Survival +1, Intimidate
+4, Knowledge: Imperial Army +2, Profession: Stormtrooper +4, Listen +2,
Spot +2.
Feats: Weapon group proficiency (simple,
blaster rifles), Armor proficiency (light, medium, powered)
Spacetroopers: Human Soldier 4; Init +2; Defense 19 (+9
armor); Spd 6m (Space Maximum Speed: Docking); VP/WP 30/12 ; Atk +5 melee
(laser cutters, 3d10, ignores DR and Hardness), +6 ranged (blaster cannon,
4d8, range: 20 meters), +6 ranged (mini-torpedo launcher, 4d8/2d8, six
shots, range: 70 meters (6 meters)), +6 ranged (grenade launcher, 30 shots,
4d6/2d6, range: 20 meters (4 meters)); SQ Stormtrooper immunities, Spacetrooper
armor (4 hours of power, 10 hours of oxygen, magnetic couplers allow spacetrooper
to walk in zero-gee along a metallic hull); SV Fort +5, Ref +3, Will +2;
SZ M; FP 1; DSP 0; Rep 1; Str 12, Dex 14, Con 12, Int 12, Wis 12, Cha 12.
Challenge Code: C.
Equipment: Spacetrooper armor (with
attached weapons systems).
Skills: Survival +7, Astrogate +5,
Pilot +8, Spot +6, Search +4, Listen +3, Demolitions +4, Disable Device
+4, Repair +5.
Feats: Weapon group proficiency (simple,
vibro weapons, blaster pistols, blaster rifles, heavy weapons), Armor profiency
(light, medium, heavy, powered), Skill emphasis (Survival), Point-blank
shot, Precise shot, Rapid shot.
Coruscant Guard: Human Thug 6; Init +0; Defense 16 (+6
armor); Spd 8m; VP/WP -/10 ; Atk +6/+1 melee (force pike, 2d8), +6/+1 ranged
(blaster rifle, 3d8); SQ Stormtrooper immunities, Darkvision (20 meters);
SV Fort +5, Ref +2, Will +2; SZ M; FP 1; DSP 0; Rep 1; Str 10, Dex 11,
Con 10, Int 12, Wis 10, Cha 11. Challenge Code: C.
Equipment: Coruscant guard armor (includes
nightvision IR/UV lamps), blaster rifle, blaster pistol, force pike, utility
belt (includes liquid cable dispenser, grappling hooks, three spare power
packs, ion flares, one day of rations w/ water, spare comlink, two medpacs).
Skills: Profession: law enforcement
+5, Gather Information +4, Spot +5, Disable Device +3, Treat Injury +3,
Search +3, Intimidation +3, Listen +2.
Feats: Weapon group proficiency (simple,
vibro weapons, blaster rifles), Armor proficiency (light, medium, powered)
Radtroopers: Human Soldier 4; Init +1; Defense 19 (+8 armor,
+1 Dex); Spd 6m; VP/WP 30/12 ; Atk +7 melee (force pike, 2d8+2), +5 ranged
(heavy blaster carbine, 4d8); SQ Stormtrooper immunities, Radtrooper armor
(+6 Fort save vs. radiation, +2 save vs. other hostile environments); SV
Fort +5, Ref +2, Will +2; SZ M; FP 1; DSP 1; Rep 1; Str 14, Dex 13, Con
12, Int 12, Wis 12, Cha 11. Challenge Code: C.
Equipment: Radtrooper armor, force
pike, heavy blaster carbine, two frag grenades, vibroblade, utility belt
(includes liquid cable dispenser, grappling hooks, three spare power packs,
ion flares, one day of rations w/ water, spare comlink, two medpacs).
Skills: Survival +4, Hide -3, Spot
+5, Listen +3, Repair +4, Treat Injury +3, Demolition +3, Move Silently
-3, Knowledge: Imperial Army +2, Professionn: Stormtrooper +4.
Feats:
Storm Commando (Standard): Human Solider 8; Init +1; Defense
17 (+6 armor, +1 Dex); Spd 10m; VP/WP 64/14 ; Atk +9/+4 melee (combat knife,
1d6+1), +10/+5 ranged (heavy blaster carbine, 4d8); SQ Stormtrooper immunities,
Storm commando armor (+2 save vs. hostile environments, +2 Listen and Spot,
macrobinocular viewplate makes Spot range increment of 10m, UV/IR capability
provides Darkvision with a 20m range and Low-Light Vision); SV Fort +8,
Ref +3, Will +3; SZ M; FP 2; DSP 2; Rep 2; Str 12, Dex 13, Con 14, Int
12, Wis 12, Cha 12. Challenge Code: D.
Equipment: Storm commando armor, heavy
blaster carbine, blaster pistol, combat knife, utility belt (includes liquid
cable dispenser, grappling hooks, three spare power packs, ion flares,
one day of rations w/ water, spare comlink, two medpacs).
Skills: Survival +6, Pilot +8, Hide
+10, Spot +5, Search +3, Listen +2, Move Silently +10, Repair +7, Treat
Injury +3, Demolitions +5, Disable Device +4, Computer Use +6, Knowledge:
Streetwise +5.
Feats: Dodge, Point-blank shot, Skill
Emphasis (Survival), Stealthy, Precise Shot, Weapon focus (heavy blaster
carbine), Mobility, Shot-on-the-Run.
Storm Commando (Assault): Human Solider 8; Init +1; Defense
17 (+6 armor, +1 Dex); Spd 10m; VP/WP 64/14 ; Atk +9/+4 melee (combat knife,
1d6+1), +10/+10/+5 ranged (light repeating blaster, multishot, 3d8), +8/+8/+8/+3
ranged (autofire), +6/+6/+6/+6/+1 (autofire with rapid shot); SQ Stormtrooper
immunities, Storm commando armor (+2 save vs. hostile environments, +2
Listen and Spot, macrobinocular viewplate makes Spot range increment of
10m, UV/IR capability provides Darkvision with a 20m range and Low-Light
Vision); SV Fort +8, Ref +3, Will +3; SZ M; FP 2; DSP 2; Rep 2; Str 12,
Dex 13, Con 14, Int 12, Wis 12, Cha 12. Challenge Code: D.
Equipment: Storm commando armor, heavy
blaster carbine, blaster pistol, combat knife, utility belt (includes liquid
cable dispenser, grappling hooks, three spare power packs, ion flares,
one day of rations w/ water, spare comlink, two medpacs).
Skills: Survival +6, Pilot +8, Hide
+10, Spot +5, Search +3, Listen +2, Move Silently +10, Repair +7, Treat
Injury +3, Demolitions +5, Disable Device +4, Computer Use +6, Knowledge:
Streetwise +5.
Feats: Dodge, Point-blank shot, Skill
Emphasis (Survival), Stealthy, Precise Shot, Rapid Shot, Multishot, Weapon
Focus (light repeating blaster).
Storm Commando (Saboteur): Human Solider 8; Init +1; Defense
17 (+6 armor, +1 Dex); Spd 10m; VP/WP 64/14 ; Atk +9 melee (combat knife,
1d6+1), +9 ranged (heavy blaster carbine, 3d8); SQ Stormtrooper immunities,
Storm commando armor (+2 save vs. hostile environments, +2 Listen and Spot,
macrobinocular viewplate makes Spot range increment of 10m, UV/IR capability
provides Darkvision with a 20m range and Low-Light Vision); SV Fort +8,
Ref +3, Will +3; SZ M; FP 2; DSP 2; Rep 2; Str 12, Dex 13, Con 14, Int
12, Wis 12, Cha 12. Challenge Code: D.
Equipment: Storm commando armor, heavy
blaster carbine, blaster pistol, combat knife, utility belt (includes liquid
cable dispenser, grappling hooks, three spare power packs, ion flares,
one day of rations w/ water, spare comlink, two medpacs).
Skills: Survival +6, Pilot +8, Hide
+13, Spot +5, Search +3, Listen +2, Move Silently +13, Repair +7, Treat
Injury +3, Demolitions +7, Disable Device +6, Computer Use +6, Knowledge:
Streetwise +5.
Feats: Dodge, Point-blank shot, Skill
Emphasis (Survival), Stealthy, Precise Shot, Cautious, Skill Emphasis (Hide),
Skill Emphasis (Move Silently).
Storm Commando (Tech): Human Solider 8; Init +1; Defense
17 (+6 armor, +1 Dex); Spd 10m; VP/WP 64/14 ; Atk +9 melee (combat knife,
1d6+1), +9 ranged (heavy blaster carbine, 3d8); SQ Stormtrooper immunities,
Storm commando armor (+2 save vs. hostile environments, +2 Listen and Spot,
macrobinocular viewplate makes Spot range increment of 10m, UV/IR capability
provides Darkvision with a 20m range and Low-Light Vision); SV Fort +8,
Ref +3, Will +3; SZ M; FP 2; DSP 2; Rep 2; Str 12, Dex 13, Con 14, Int
12, Wis 12, Cha 12. Challenge Code: D.
Equipment: Storm commando armor, heavy
blaster carbine, blaster pistol, combat knife, utility belt (includes liquid
cable dispenser, grappling hooks, three spare power packs, ion flares,
one day of rations w/ water, spare comlink, two medpacs).
Skills: Survival +6, Pilot +8, Hide
+10, Spot +5, Search +3, Listen +2, Move Silently +10, Repair +12, Treat
Injury +3, Demolitions +5, Disable Device +4, Computer Use +11, Knowledge:
Streetwise +5.
Feats: Dodge, Point-blank shot, Skill
Emphasis (Survival), Stealthy, Precise Shot, Gearhead, Skill Emphasis (Repair),
Skill Emphasis (Computer Use).
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