Specialist Stormtroopers
To use this document, add these stats to the basic stats for a veteran Stormtrooper.
It should be noted that WEG has provided official stats for the various branches of the ISTC discussed here. In many cases, I have had to disagree with those figures, and have, over time, developed these. Units with an asteriks have not been play tested.
Cold Assault
Most worlds have frozen, polar regions that even with galactic standerd technology remain inhosbitable wastes. Just the place to hide from the Empire. For this reason, the Empire's ISTC has formed a corps of specialist with the training and equipment to operate in these enviroments.
Snowtroopers typically use little stealth in thier operations. Rather, they train the the closest with AT-AT teams of all branches of the ISTC, and typically can also call on orbital and TIE fire support, or organic support in the form of light artillery or heavy repeating blasters. They hit fast and hard, crushing opposition rapidly and totally, making them one of the most feared units in the Empire.
stat add-ins
- DEX
- Blaster Artillery 4D, Skiing 4D
- KNOW
- Survival (Arctic 4D)
- PERC
- Search 3D+1
- STR 3D
-
- Equipment
- Snowtrooper Armour, cold-weather survival kit, blaster rifle (5D), blaster pistol (4D), concussion grenades (5d/4d/3D/2D), terrain-grip boots, either skis or snowshoes as needed.
Desert Assault
Like ice caps, most worlds include deserts to some degree. Also like polar regions, burning fields of sand and rock are very difficult to operate in. Sandtroopers are trained to live and florish in scorching heat. They are also trained in jungle operations, were the sealed cooling systems of thier suits make even the hottest rain forest's steam and humidity.
Trained to operate with a greater-than-usual level of autonomy than most Stormtrooper units, as they are often operating without suport from other units and a long distance from a higher command. Skilled in concealment and tracking, they frequently utilize indigenous riding animals rather than repulsorcraft or walkers, both for stealth and reliability.
stat add-ins
- DEX
- Vehicle Blasters 4D
- KNOW
- Survival (Desert 4D)
- MECH
- Beast Riding 4D+1
- PERC
- Search 4D
- STR 3D
-
- Equipment
- Sandtrooper Armour, desert survival kit, water packs, long-range comlink, blaster rifle (5D, often replaced with long-range or heavy-impulse models)
Aquatic Assault
Every humanly inhabitable planet is covered, at least in part, with bodies of water. Others have pools of methane, ammonia or alcohal. In any form, these enviroments require special equipment and tactics. For these areas, there are the Seatroopers.
They are typcially supported by garrisons (either positioned in coastal areas, on floating platforms, or even submerged), surface vessels of all types, and specially designed submersables. Usually only used for short patrols and supported assualts, the Seatroopers are lightly equipped, but with equipment that is designed to work underwater rather than adaptations of a dubious nature.
stat add-ins
- DEX
- Missle Weapons (speargun 4D)
- KNOW
- Survival (Aquatic 4D)
- MECH 2D+2
- Watercraft Operation 4D
- PERC
-
- STR 3D
- Swimming 5D
- Equipment
- Seatrooper Armour utility belt, concussion grenades (5D/4D/3D/2D, or 4D underwater), either blaster speargun (blaster 5D, 0-10/50/100 in air, 4D+2, 0-5/25/50 in water; speargun 4D 0-5/25/50 in water only) or E11/A (same as E11, but with a fire rate of 2 if not submerged), vibroknife (STR+1D)
Zero Gravity/Vaccume Assault
He who controls space controls all that is known. While the Navy has the ability to blow vessels out of the space lanes, there are times where it is nessassary to board them, preferably without connecting them to your ship. Usually thought of in the same class as the Royal Guard, Spacetroopers are the weapon of choice for such missions. Clad in heavy battle armour, and equally at home inside or outside of a ship, they are an impossing sight.
Based off of a Star Destroyer or a space station, and are supported by armoured assualt shuttles, Spacetroopers are a fearsome fighting force. Equipped with minature proton torpedos, laser cutters, blasters and grenade lauchers, a forty-man platoon in power armour is typically considered to be enough to take a most vessels under 500 meters in length. In regular armour, they are used when the vessel is directly boarded, and they can take anything under 200m.
stat add-ins
- DEX 3D
- Brawling Parry 5D, Grenade 5D, Melee Combat 5D, Melee Parry 5D, Missle Weapons 5D, (A) 0-gee Combat 4D
- KNOW 2D
- Tactics 3D, Survival (Space 5D)
- MECH 3D
- Powersuit Operation (Spacetrooper armour 6D), Repulsorlift Operation 4D, Space Transports 4D, Starship Gunnery 4D
- PERC 3D
- Search 4D
- STR 3D
- Brawling 5D, Stamina 4D
- TECH 2D
- Demolitions 3D+1, Powersuit Repair (Spacetrooper armour 4D) Security 3D
- Force Points 0-2
- Darkside Points 0-2
- Character Points 3-15
- Equipment
- loadout a: Spacetrooper armour , blaster pistol (4D, carried in the suit for emergencies)
- loadout b: Stormtrooper armour, blaster rifle (5D), blaster pistol (4D), various types of gas grenades, utilty belt
Radiation Zone Assualt*
Due to natural occurances, industrial accident or warfare, many worlds have areas that are uninhabitable due to radiation and chemical contamination. Even though Spacetroopers are able to survive in these enviroments, thier armour is too bulky and thier weapon often too powerful or short-ranged for these areas. While regular Stormtrooper armour is able to handle this contamination, it is only rated for a short period of time and the weapons are often not hardened for residual radiation. Thus, the Radtroopers were born.
Even though they armed with boosted-power carbines, their main weapons are vibroblades and forcepikes, as these close-in weapons are more resistant to residual radiation. Often operating for long times without external support, they require much the same kind of man as the Sandtroopers. Wearing thier distinctive silver armour, they cut an stunning figure that is little known outside of the Imperial high command and the ISTC, simply because most people who see them in action aren't going to be leaving if all goes right.
stat add-ins
- DEX 3D
- Grenade 5D, Melee Combat 6D+2, Melee Parry 6D, Missle Weapons 5D
- KNOW 3D
- Survival (radiation contamination zone 5D, chemical contamination zone 5D)
- MECH 2D
-
- PERC 3D
- Hide 4D, Search 4D
- STR 3D
- Brawling 5D, Stamina 4D
- TECH 2D
- Armour Repair (radtrooper armour 5D), Blaster Reapir 4D, Demolitions 3D+1, First Aid 3D (radiation injuries 5D), Melee Weapons Repair 3D+1
- Force Points 0-2
- Darkside Points 0-2
- Character Points 3-15
- Equipment
- Radtrooper armour, blaster carbine (6D+2), forcepike (STR+3D), vibroblade (STR+3D), concussion grenades (5D/4D/3D/2D), utility belt, radiation zone or chemical zone survival kit, decontamination kit
Imperial Gaurds
Intended as a law enforcement arm of the ISTC, the Imperial Gaurds are a sign of law and order through the Core Worlds. In thier disctive red and black armour, they are easily spotted and stand out in peoples' memory. Trained to support the Inquisitus, Intelligence, the ISB and local law enforcment, they are seen by many Core Worlders as daily heros who protect the law abiding citizens.
Armour with blaster carbines in special thigh holsters and energy staves, the Imperial Gaurd are the least likely to use leathal force of the ISTC. Since they are often called on to perform "public improvement" work in schools and with various pro-New Order civic groups, one of thier selection requiements is good looks, and they are often allowed to keep thier hair, as they often address audiances with thier helmets off.
- stats add-ins:
- DEX
- Brawling Parry 5D, Dodge 5D+1, Melee Combat 4D+2, Melee Parry 4D+2
- KNOW
- Law Enforcement 3D (Imperial 5D)
- MECH
- Beast Riding 3D
- PERC
- Con 4D, Search 4D, Investigation 4D
- STR
- Lifting 3D
- TECH
- First Aid 3D+2, Security 4D
- Equipment
- Imperial Guard armour, blaster carbine (5D+2), taser staff (5D, either stun or leathal), utility belt
Imperial Fireguards
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Storm Commandos
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Royal Gaurds*
In thier crimson armour and capes, the Royal Gaurdsmen are the last line of defense against assassians and crazies that the Emperor has. These men are among the most dangerous in existance, as they must complete all Stormtrooper taining cources, except for the Storm Commando school, to finally become members of the Royal Gaurd. Selected for thier exceptional intelligence, co-ordination, perception and loyalty, these men are often Free Births.
Seen in public with thier force pikes and hassocked armour, many people mistakenly believe that they are cerimonial troops. In reality, they carry several blasters in thier robes, and rotate through various legions to maintain thier fighting trim and conduct missions even too sensitive for regular Stormtroopers (after the creation of the Storm Commandos, these missions were split between the two groups). No one knows how many of them there are, except maybe the Emperor, although logic would dictate that they are no more than equal in size to the Storm Commandos (which is itself questionable). They are loyal only to themselves, thier naval sister unit, and to thier Emperor.
- stats add-ins for the Royal Guard:
- DEX 5D
- Blaster 7D, Brawling Parry 6D, Melee Combat 9D, Melee Parry 8D, (A) 0-gee Combat 4D, (A) Martial Arts 5D
- KNOW 3D
- Cultures 4D, Law Enforcement 4D, Planetary Systems 4D, Streetwise 3D+1, Survival 6D, Tactics 4D,
- MECH 3D
- Beast Riding 4D+1, Ground Vehicle Operation 4D, Hover Vehicle Operation 4D, Powersuit Operation (Spacetrooper 6D), Repulsrolift Operation 6D, Sensors 5D, Space Transports 4D, Starship Gunnery 4D, Watercraft Operation 4D
- PERC 3D
- Bargian 4D, Command 5D (Stormtroopers 7D), Con 4D, Investigation 4D, Hide 4D, Search 6D, Sneak 4D
- STR 3D
- Brawling 6D, Climbing/Jumping 4D, Lifting 5D, Stamina 5D, Swimming 5D
- TECH 3D
- Armour Repair (Stormtrooper 6D), Blaster Repair 4D, Demolitions 4D, First Aid 5D, Melee Weapons Repair 4D, Security 6D
- Special Abilities
- Mental Condtitioning:
- Conditioned to die rather than betray the Emperor. Totally fearless in thier service to him.
- Force Points 1-5
- Darkside Points 1-5
- Character Points 5-30
- Equipment
- Royal Guard armour and robes, utility belt, forcepike (STR+3D), Merr-Sonn M-434 DeathHammer blaster pistol (5D+1), holdout blaster (3D+2), other weapons as needed.
- Note: if rotating through the line legions, they use the appropriate armour and weapons for the unit they are with.
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