Imperial Army Trooper. DEX 3D, blaster 4D+1, dodge 4D+1, grenade 3D+2, vehicleblasters 3D+2, KNO 1D+1, survival 2D+1, MEC 1D+1, repulsorlift ops 2D+1, PER 2D, STR 3D+1, brawling 4D+1, TEC 1D. Move: 10. Equipment: Blast helmet (+1D physical, +1 energy) w/ comlink, partial armor (+1D physical, +2 energy), blaster rifle (5D), survival gear, utility belt w/ supplies. Character points: 2. (Rules of Engagement, 92-93) GM's Notes: Highly resistant to damage (high Strength and body armor) and more deadly in combat than stormtroopers (higher Blaster skill, no Dexterity penalty from partial armor). As these are supposed to be average soldiers, not shock troops, you are advised to play up their very low Knowledge and Technical atrtibutes: Army Troopers are as dumb as bricks ... not very educated bricks, either. Generally, the Imperial Army is uptight about doctrine (Imperial Sourcebook, 43-45), so play Army Troopers as being very "by-the-book" types.
Veteran Army Trooper. DEX 3D, blaster 4D+1, blaster: hvy. blaster pistol 5D+1, blaster artillery 3D+2, brawling parry 3D+1, dodge 4D+1, grenade 3D+2, melee combat 4D, melee parry 3D+2, missile weapons 4D, vehicle blasters 3D+2, KNO 1D+1, intimidation 2D+1, law enforcement 2D+1, law enforcement: Imperial military code 3D+2, streetwise 2D+1, survival 2D+1, MEC 1D+1, ground vehicle ops 2D+1, hover vehicle ops 2D+1, repulsorlift ops 2D+1, PER 2D, command 3D, hide 2D+2, search 3D, sneak 2D+2, STR 3D+1, brawling 4D+1, stamina 4D+1, TEC 1D, blaster repair 2D, first aid 2D. Move: 10. Equipment: Blast helmet (+1D physical, +1 energy) w/ comlink, partial armor (+1D physical, +2 energy), blaster rifle (5D), survival gear, utility belt w/ supplies, grenades (5D). Character points: 3. (RoE, 92-93) GM's Notes: Compared to a standard Army Trooper, the veterans are tough ... but not in the way you'd expect. They are good with heavy blaster pistols, for example, which have very short range and are not very useful on the battlefield. Likewise, note the intimidation, law enforcement, command, and search. It seems to me that these are more intended for security or military police roles ... perhaps the good troops are more heavily indoctrinated in the Emperor's New Order and used to keep the raw and green Army Troopers in line. Play them in an enforcer's role, almost Gestapo in their attitude, and adding one or two of these to every Army squad of 9-12 soldiers would be a good idea.
Imperial Army Sharpshooter. DEX 2D+2, blaster 5D+2, blaster: blaster rifle 7D+1, blaster: rpt’g blaster 6D+2, blaster artillery 4D+2, brawling parry 3D+2, dodge 4D+2, grenade 4D+2, melee combat 3D+2, melee parry 3D+2, running 3D+2, vehicle blasters 5D+2, KNO 1D, intimidation 3D, streetwise 2D, survival 3D, MEC 3D+2, communications 4D+2, ground vehicle ops 5D+2, hover vehicle ops 4D+2, repulsorlift ops 4D+2, PER 2D+1, command 3D+1, hide 3D+1, search 3D+1, sneak 3D+1, STR 1D+1, brawling 3D+1, climbing/jumping 2D+1, stamina 3D+1, TEC 1D, armor repair 2D, blaster repair 2D, first aid 2D+2, ground vehicle repair 2D, hover vehicle repair 2D, repulsorlift repair 2D. Move: 10. Equipment: Blaster rifle (5D), field armor and helmet (+1D physical, +2 energy) w/ comlink, 3 grenades (5D), survival gear, utility belt w/ supplies. Character points: 3. (RoE, 93-96) GM's Notes: Very, very deadly with their rifles ... the average to-hit roll with a rifle is 25.5, good enough to nail targets at long range with a wide margin of error. In my own games, I added a new range category (Extreme Range, extending from the edge of long range to 10x medium range at Very Difficult base difficulty) to take advantage of their skill, and I likewise usually equipped their snipers with mounted macrobinoculars (+3D to shots at medium range or beyond, but requires one round of aiming to use, according to SW:RPG R&E, 226) to make PCs respect the elite of the Imperial Army. However, take note of the low Knowledge ... they are essentially highly-trained grunts who are still slaves to doctrine, so play them as such. Snipers will find high ground with good cover and stay there, sniping from 500-1000m, while those armed with repeating blasters will provide suppressing fire against anyone trying to close with the squad. Use their 3D+1 Sneak liberally, and give them camouflage (+1D to Sneak, +2D if more than 35 meters away, RoE, 33). Note that Sharpshooters almost always work in teams with Combat Engineers, so construct their squads accordingly.
Special Missions Engineer. DEX 2D, blaster 5D, brawling parry 3D+2, dodge 4D+2, grenade 4D+2, melee combat 3D+2, melee parry 3D+2, running 3D+2, vehicle blasters 5D+2, KNO 1D+2, streetwise 2D, survival 3D, MEC 1D, communications 2D+2, ground vehicle ops 2D+2, hover vehicle ops 2D+2, repulsorlift ops 2D+2, PER 2D+1, command 3D+1, hide 3D+1, search 3D+1, sneak 3D+1, STR 1D+1, brawling 3D+1, climbing/jumping 2D+1, stamina 3D+1, TEC 3D+2, armor repair 4D, blaster repair 5D, demolitions 5D+2, first aid 4D, ground vehicle repair 5D+2, hover vehicle repair 5D+2, repulsorlift repair 5D+2. Move: 10. Equipment: Blaster pistol (4D+2), field armor and helmet (+1D physical, +2 energy) w/ comlink, grenades (5D), detonite, helmet comlink, survival gear, utility belt w/supplies, toolkit. Character points: 1-5. (RoE, 93-96) GM's Notes: More deadly than normal troopers, but not by much in a firefight. Their real strength comes from their demolitions ability ... be liberal with traps, mines, and so forth when PCs are approaching any position that engineers have had a chance to prepare. Also keep in mind that with a Technical of 3D+2, they can perform routine Security and Computer/Programming tasks fairly well ... especially if they prepare (+1D) or are using codebreakers or electronic lockpicks (+2D to Security, RoE, 45). Give them such equipment if their mission would call for breaking and entering. Their high Vehicle Blasters skill is interesting, indicating that when the squad has transportation, they usually do the driving and man the heavy weapons mounted thereupon.
Imperial Army Assault Trooper. DEX 2D+2, blaster 4D+2, blaster artillery 3D+2, vehicle blasters 5D+2, KNO 1D, survival 2D, MEC 3D+2, one vehicle operation skill at 5D+2 (choose from ground vehicle ops, hover vehicle ops, repulsorlift ops, or walker ops), PER 2D+1, search 3D+1, STR 1D+1, brawling 3D, TEC 1D, one vehicle repair skill at 2D (choose from ground vehicle repair, hover vehicle repair, repulsorlift repair, or walker repair). Move: 10. Equipment: Blaster pistol (4D+2), helmet comlink, shock suit and helmet (+1D physical, +1 energy), survival gear, utility belt w/ supplies. Character points: 0-5. (ISB, 45-46) GM's Notes: Tank and assault vehicle crews have a special attitude, that being to roll over the target, guns blazing (to quote Patton: "We are going to rip out his living guts and use them to grease the treads of our tanks!"). Play them as direct, professional, and deadly ... but above all play them inside their vehicles! They do not leave unless the fuel cells are burning. Assault crews probably hold infantry ("crunchies") in a fair amount of contempt, but as a GM you have to recognize that without infantry support heavy armored vehicles are very, very vulnerable to ground troops, especially in rough or urban terrain.
Imperial Army Veteran Assault Trooper. DEX 2D+2, blaster 5D+2, blaster: blaster rifle 7D+1, blaster: rpt’g blaster 6D+2, blaster artillery 4D+2, brawling parry 3D+2, dodge 4D+2, grenade 4D+2, melee combat 3D+2, melee parry 3D+2, running 3D+2, vehicle blasters 5D+2, KNO 1D, intimidation 3D, streetwise 2D, survival 3D, MEC 3D+2, one vehicle operation skill at 5D+2, two at 4D+2 (choose from ground vehicle ops, hover vehicle ops, repulsorlift ops, or walker ops), communications 4D+2, PER 2D+1, command 3D+1, hide 3D+1, sneak 3D+1, search 3D+1, STR 1D+1, brawling 3D+1, climbing/jumping 2D+1, stamina 3D+1, TEC 1D, armor repair 2D, blaster repair 2D, first aid 2D+2, three vehicle repair skills at 2D (choose from ground vehicle repair, hover vehicle repair, repulsorlift repair, or walker repair). Move: 10. Equipment: Blaster rifle (5D), helmet comlink, shock suit and helmet (+1D physical, +1 energy), survival gear, utility belt w/ supplies. Character points: 0-5. (ISB, 45-46) GM's Notes: Not much more skilled than regular assault crews in their vehicles, but they are not nearly as helpless if they lose their ride. Play them as competent in an infantry role, but uncomfortable with it ... generally add one or two of these to a tank platoon (4 AT-ATs or other heavy tanks, 8 AT-STs or other light tanks) and give the tank commander a top-mounted light repeating blaster that he can remove if necessary.
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