[Printer Friendly Version]

Imperial Stormtroopers


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).
 
 


Yahoo! GeoCities Member Banner Exchange Info 
1