Combat Forces of the Yaeger Sector, Imperial:

Enhanced Stormtroopers


One of Moff Rulduk's success, the Enhanced Stormtroopers are not nearly as effective as they appear. However, they can be incredibly powerful in combat in optimum circumstances, and Rulduk has used them only in such circumstances, giving them a reputation as being the ultimate fighting machines.

Enhanced Stormtroopers are simply ordinary stormtroopers with a drug delivery system built into their armor. The suit contains a number of internal medical sensors, monitoring the effects of the drugs as well as the natural chemicals present in the body. When these sensors indicate that the soldier is in a fight or flight situation, the performance enhancing drugs are administered. The troopers can also induce the drug created arousal state by simply pressing a button.

These drugs include Aren-B, Methalin, Cornic, and a host of others. In addition to these, the system also enhances the body's production of natural chemicals, such as enorphins and hormones, and super-oxygenates the soldier's blood. This system produces an enormous rush of power when the drugs are injected. In game terms, the soldiers get a 2D+1 bonus to STR, and a 1D+2 bonus to DEX while in the arousal state. In addition, the soldiers are immune to stun damage, and show no reaction to wounds of any sort until 3 rounds after they are hit. This includes killing damage, but not maiming damage. However, they will continue to fight on as best they can after being maimed, until blood loss renders them unconscious (if that is the logical result of the type of maiming damage they endured).

Despite these benefits, the system has a number of side effects, and these detriments are so great that they render Enhanced Stormtroopers less than cost effective as combat troops. Repeated exposure to the drugs and hormones lead to unpleasant, and often fatal withdrawal symptoms. The wear and tear that the drug induced alertness puts on the system is very damaging, usually causing the death of the users within 5 years of their induction to the enhanced stormtrooper program. Methalin is injected to control the trooper's emotions, but even that drug is not powerful enough to completely damp down the rush produced by the arousal state, and many Enhanced Stormtroopers have gone berserk in combat situations, killing everything in range until the next effect took place: Prolonged usage of the arousal state is invariably fatal, and if it used for more than an hour out of five, the enhanced trooper will die. Finally, neither the drugs or the system is cheap.

Still, even if less effective than ordinary troopers, Enhanced Stormtroopers have proved an effective weapon of terror, and Moff Rulduk has used the threat of their violence with far greater effect than he could use the actuality of that violence. Work on the project has not stopped, and a new version of the system, the Enhanced Stormtrooper II is currently in testing. This version is even more expensive, as it uses cybernetics to replace some of the trooper's more fragile parts. However, while all the other detriments are reduced somewhat, a soldier wearing this suit can last for upward of twenty years, as long as the cybernetic parts are replaced regularly. This increase in life span has allowed some of the Enhanced Stormtroopers II to improve their skills with experience. These individuals serve in Rulduk's special forces, or as super-elite terror troops.

Enhanced Stormtroopers:

Dexterity: : 3D+1 (Dexterity attribute and skills are improved by 1D+2 while in arousal state)
Blaster 5D, brawling parry 4D+1, dodge 4D+2, missile weapons 4D, melee combat 5D, melee parry 5D
Knowledge: 2D
Mechanical: 2D
Perception: 2D
Strength: 3D+1(Strength attribute and skills are improved by 2D+1 while in arousal state)
Brawling 4D+1
Technical: 3D

Force points: 0
Character points: 0-3
Dark Side points: 0-1
Move: 10 (15 when in arousal state)

Standard Equipment: Enhanced Stormtrooper Armor, blaster pistol, blaster rifle, vibroaxe.

Maulers: Same as standard with no blaster, dodge, or missile weapons skills, but with a +1D bonus to brawling parry, melee combat, melee parry and brawling.

Mauler Equipment: Enhanced Stormtrooper Armor, vibroclaws, 2 vibroblades, 2 vibroaxes.

Heavy Gunners: Same as standard with blaster and missile weapons skills at +1D, but with a -1D penalty to Brawling parry, melee combat, melee parry and brawling.

Heavy Gunner Equipment: Enhanced Stormtrooper Armor, light repeating blaster with power-cell backpack, vibroblade, and blaster pistol or with an automatic grenade launcher and ammunition instead of light repeating blaster.

Commando: Varies considerably from individual to individual, with skills often in the 6-8 Dice range.

Commando Equipment: Enhanced Stormtrooper Armor Mark II, and a variety of other equipment tailored to the individual.
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