Imperial troops have entered the base! Imperial troo-*static*

By Grumm2, in Star Wars: Imperial Assault

After a little debate with myself, I ended up buying IA and absolutely love it. However, I almost feel let down, seeing as how it came with far fewer minis than descent.

Not wanting to wait for later expansions, I've decided to dig out my huge collection of the WotC SW minis and create homebrew rules for them. This is the first batch: Scout Troopers, Heavy Troopers, and Jump Troopers.

Note: I realize that the model I'm using for the Jump Troopers is actual a Dark Trooper based on what was in the Battlefront games, but as A) The actual Dark Trooper Project droids were much larger than a human, and B) I also have all three phases of the Dark Trooper droids in proper scale, which I'll be writing rules for later, I felt that the Imperials having a regular stormtrooper armed with a jet pack would be a neat addition.

So, here we go:

Imperial Scout Troopers

Scout%20Troopers_zpsbivrsoac.jpeg

Scout Troopers (3 figures per group)

(Trooper-Scout)

1 Surge: Gain 1 movement point

1 Surge: +1 Accuracy

Agile: After an attack targeting you is resolved, gain 2 movement points. Limit once per round.

Health: 3 Speed:4 Defense: 1 White Die Attack: Ranged; 1 Blue Die, 1 Yellow Die

Elite Scout Troopers (3 figures per group)

1 Surge: Gain 2 movement points

1 Surge: +1 Accuracy, +1 Damage

Agile: After an attack targeting you is resolved, gain 2 movement points. Limit once per round.

Cunning: While defending, apply +1 block to the defense results for each evade result.

Health: 4 Speed: 4 Defense: 1 White Die Attack: Ranged; 1 Blue Die, 1 Yellow Die

Imperial Heavy Weapons Stormtroopers

Heavy%20Troopers_zpsutg0mcqw.jpeg

Heavy Troopers (2 figures per group)

(Trooper- Heavy Weapon)

+3 Accuracy

1 Surge: +1 Damage

Heavy Weapon: During your activation, your movement points are halved if you attack.

Assault: You can perform multiple attacks each activation.

Health: 3 Speed: 4 Defense: 1 Black Die Attack: Ranged; 1 Blue Die, 1 Red Die

Elite Heavy Troopers (2 figures per group)

(Trooper- Heavy Weapon)

+3 Accuracy

1 Surge: +2 Damage

1 Surge: +1 Accuracy, +1 Damage

Heavy Weapon: During your activation, your movement points are halved if you attack.

Assault: You can perform multiple attacks each activation.

Health: 5 Speed: 4 Defense: 1 Black Die Attack: Ranged; 1 Blue Die, 1 Red Die

Imperial Jump Troopers

Imperial%20Jump%20Troopers_zpsmgrya2xk.j

Jump Troopers (2 figures per group)

(Trooper)

1 Surge: +1 Damage

1 Surge: Pierce 1

Jet Pack: You may ignore figures and the effects of terrain while moving. You must end your movement in an empty space, following normal movement rules. Cannot be used while occupying an Interior Tile

Scattergun: While attacking, if you are adjacent to the target, add +1 Damage to the attack.

Health: 3 Speed: 5 Defense: 1 Black Die Attack: Ranged; 1 Blue Die, 1 Green Die

Elite Jump Troopers (2 figures per group)

(Trooper)

1 Surge: +2 Damage

1 Surge: Pierce 2

Jet Pack: You may ignore figures and the effects of terrain while moving. You must end your movement in an empty space, following the normal movement rules. Cannot be used why occupying an Interior Tile.

(Action) Strafe: You may move up to your speed. Then you perform one attack targeting each figure that you moved over. Each figure rolls defense dice separately. For this attack you are considered to be adjacent to the targeted figures. Your Scattergun ability does not apply to this attack.

Scattergun: While attacking, if you are adjacent to the target, add +1 Damage to the attack.

Health: 5 Speed: 6 Defense: 1 Black Die Attack: Ranged; 1 Blue Die, 1 Green Die

Imperial Navy Troopers

Imperial%20Navy%20Troopers_zpsslntjx64.j

Navy Troopers (3 figures per group)

(Trooper)

1 Surge: +1 Damage

1 Surge: +2 Accuracy

Aim: If you have not exited your space during this activation, apply +1 Damage and +2 Accuracy to your attack results.

Health: 3 Speed: 4 Defense: 1 White Die Attack: Ranged; 1 Blue Die, 1 Green Die

Elite Navy Troopers (3 figures per group)

(Trooper)

1 Surge: +2 Damage

1 Surge: +3 Accuracy

Aim: If you have not exited your space during this activation, apply +1 Damage and +2 Accuracy to your attack results.

Health: 5 Speed: 4 Defense: 1 White Die Attack: Ranged; 1 Blue Die, 1 Green Die

Imperial Shock Troopers

Imperial%20Shock%20Troopers_zpszdfatdmz.

Shock Troopers (2 figures per group)

(Trooper- Heavy Weapon)

Blast 1

1 Surge: Pierce 1

Heavy Weapon: During your activation, your movement points are halved if you attack.

Health: 3 Speed: 4 Defense: 1 Black Die Attack: Ranged; 1 Blue Die, 1 Red Die

Elite Shock Troopers (2 figures per group)

(Trooper- Heavy Weapon)

Blast 2

1 Surge: Pierce 2

1 Surge: +1 Damage

Heavy Weapon: During your activation, your movement points are halved if you attack.

Shrapnel: Your Blast ability affects figures up to 2 spaces away from the target space.

Health: 5 Speed: 4 Defense: 1 Black Die Attack: Ranged; 1 Blue Die, 1 Red Die

Scout Trooper on Speeder Bike

Speeder%20Bike%20Scouts_zps54qumovy.jpeg

Speeder Bike Scout (1 figure per group)

(Vehicle)

Mobile

1 Surge: +2 Damage

1 Surge: +1 Accuracy

Fragile: If you end your movement in, or are forced into, blocking or impassible terrain, you are immediately defeated.

Health: 5 Speed: 6 Defense: 1 White Die Attack: Ranged; 1 Blue Die, 1 Green Die

Elite Speeder Bike Scout (1 figure per group)

(Vehicle)

Mobile

1 Surge: +3 Damage

1 Surge: +2 Accuracy

Fragile: If you end your movement in, or are forced into, blocking or impassible terrain, you are immediately defeated.

Health: 7 Speed: 8 Defense: 1 White Die Attack: Ranged; 1 Blue Die, 1 Green Die

Dark Side Marauder

Dark%20Side%20Marauders_zps46c2imsn.jpeg

Dark Side Marauder (1 figure per group)

(Force User- Brawler)

+2 Damage

1 Surge: Pierce 2

(Action) Brutality: Perform 2 attacks. Each attack must have a different target.

Assault: You can perform multiple attacks each activation.

Health: 8 Speed: 5 Defense: 1 Black Die Attack: Melee; 1 Red Die, 1 Green Die

Elite Dark Side Marauder (1 figure per group)

(Force User- Brawler)

+2 Damage

2 Surges: Pierce 4

(Action) Brutality: Perform 2 attacks. Each attack must have a different target.

Assault: You can perform multiple attacks each activation.

Foresight: While defending, you may reroll 1 defense die.

Health: 10 Speed: 6 Defense: 1 Black Die Attack: Melee; 1 Red Die, 1 Green Die

Phase 1 Dark Trooper

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Phase 1 Dark Trooper (1 figure per group)

(Droid-Brawler)

+1 Block

1 Surge: +2 Damage

(Action) Ravage: You perform 2 attacks against a single target.

Health: 7 Speed: 5 Defense: 1 Black Die Attack: Melee; 1 Red Die, 1 Green Die

Elite Phase 1 Dark Trooper (1 figure per group)

(Droid-Brawler)

+2 Block

1 Surge: +3 Damage

1 Surge: Bleed

(Action) Ravage: You perform 2 attacks against a single target.

(Action) Charge: Move a number of spaces up to your speed. Then, you may perform an attack.

Health: 9 Speed: 5 Defense: 1 Black Die Attack: Melee; 1 Red Die, 1 Green Die

Phase 2 Dark Trooper

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Phase 2 Dark Trooper (1 figure per group)

(Droid)

Pierce 1

1 Surge: +2 Damage

1 Surge: +1 Accuracy

Jet Pack: You may ignore figures and the effects of terrain while moving. You must end your movement in an empty space, following normal movement rules.

ACP Scattergun: While attacking, if you are adjacent to the target, apply +2 Damage to the attack results.

Health: 9 Speed: 6 Defense: 1 Black Die Attack: Ranged; 1 Blue Die, 1 Green Die

Elite Phase 2 Dark Trooper (1 figure per group)

(Droid)

Pierce 1

1 Surge: +3 Damage

1 Surge: +1 Accuracy

Jet Pack: You may ignore figures and the effects of terrain while moving. You must end your movement in an empty space, following the normal movement rules.

ACP Scattergun: While attacking, if you are adjacent to the target, apply +2 Damage to the attack results.

Health: 11 Speed: 6 Defense: 1 Black Die Attack: Ranged; 1 Blue Die, 1 Green Die

Phase 3 Dark Trooper

Phase%203%20Dark%20Trooper_zps18uaia8c.j

Phase 3 Dark Trooper (1 figure per group)

(Droid)

Blast 2

+2 Accuracy

1 Surge: +2 Damage

1 Surge: Pierce 2

Assault: You can perform multiple attacks each activation.

Arsenal: Your attack pool consists of any combination of 2 attack dice.

Health: 13 Speed: 5 Defense: 2 Black Dice Attack: Ranged; ? ?

General Rom Mohc (1 figure per group)

(Leader)

+1 Block

1 Surge: +2 Accuracy

Cunning: While defending, apply +1 Block to the defense results for each Dodge result.

Tactics- Dark Troopers: Choose a Dark Trooper (any variant) within line of sight of this figure. That figure may Interrupt to perform an action.

Health: 10 Speed: 4 Defense: 1 White Die Attack: Ranged; 1 Blue Die, 1 Green Die

Thoughts and feedback are always appreciated.

I plan on adding more figures as time allows; there's a ton of models from the WotC stuff that can be used, including a lot of characters and even some vehicles (TIE Crawler, anyone? Maybe the dreaded AT-AT?)

Note: Added Navy Troopers, Shock Troopers, Scouts on Speeder Bikes, and Dark Side Marauders.

Note: Added Phase 1 Dark Troopers, Phase 2 Dark Troopers, Phase 3 Dark Trooper, and General Rom Mohc.

Next to be added: Coruscant Guards, Stormtrooper Commanders, Imperial Pilots, and Dark Side Acolytes

Edited by Grumm

I applaud the efforts to recruit brave and loyal citizens to The Emperor's New Order, this (insignificant) Rebellion must be crushed

Cool idea. Heavy Troopers need Blast...maybe Blast 2 for the Elites?

Cool idea. Heavy Troopers need Blast...maybe Blast 2 for the Elites?

Nah, since by the fluff they've got light repeating blasters. Well, that and I've got some figures armed with missile launchers that I've written up that have blast. Those should get posted some time today.

Remember to add Deploy and reenforce cost :)

Remember to add Deploy and reenforce cost :)

I've left those out since I'm not too sure what the costs should be. Any input would be appreciated though :)

With a blue/yellow attack and no way to increase their damage, the regular Scout Troopers are mostly good for pursuing objectives and screening for more important figures, blocking enemy shooters' sight lines. They do also qualify to give Stormtroopers their attack reroll. I'd say they're probably fine at 6 deployment/2 reinforcement. The elite version probably would fit in at 9/3.

The heavy troopers are tough for me to judge. With a blue/red attack and +3 accuracy, they can do pretty good damage from a long distance, and they even have assault without having the E-Web Engineer's tripod drawback. With a pair of them coming together, that's possibly 4 pretty good ranged attacks a round. But they're even bigger glass cannons than the E-Web. I think you have to put them at 8/4 because of the threat they pose, and I could see it being even higher than that. So I would tend to start off the elites at 12/6. You'd have to playtest them to figure out what is appropriate, but that's my initial estimate.

I think the regular Jump Troopers would be appropriate at 5 or 6 for a group of two. The elite jump troopers are a big jump in power, though. Speed 6 and strafe is a really powerful combination. I'm thinking at least 10/5 for the elites. And what range would you count the strafe attacks as? Would they always get their scattergun bonus, or do you measure from the end point of the movement?

Edited by Leveton

With a blue/yellow attack and no way to increase their damage, the regular Scout Troopers are mostly good for pursuing objectives and screening for more important figures, blocking enemy shooters' sight lines. They do also qualify to give Stormtroopers their attack reroll. I'd say they're probably fine at 6 deployment/2 reinforcement. The elite version probably would fit in at 9/3.

The heavy troopers are tough for me to judge. With a blue/red attack and +3 accuracy, they can do pretty good damage from a long distance, and they even have assault without having the E-Web Engineer's tripod drawback. With a pair of them coming together, that's possibly 4 pretty good ranged attacks a round. But they're even bigger glass cannons than the E-Web. I think you have to put them at 8/4 because of the threat they pose, and I could see it being even higher than that. So I would tend to start off the elites at 12/6. You'd have to playtest them to figure out what is appropriate, but that's my initial estimate.

I think the regular Jump Troopers would be appropriate at 5 or 6 for a group of two. The elite jump troopers are a big jump in power, though. Speed 6 and strafe is a really powerful combination. I'm thinking at least 10/5 for the elites. And what range would you count the strafe attacks as? Would they always get their scattergun bonus, or do you measure from the end point of the movement?

Wow, thanks. That's pretty close to what I had thought about pricing them as, but without having used them in a game I wasn't sure.

For the Elite Jump Troopers, I'll change their Strafe ability to include: "This attack is treated as if you are adjacent to the targeted figures. Your Scattergun ability does not apply to this attack."

Added:

Imperial Navy Troopers

Imperial Shock Troopers

Scout Troopers on Speeder Bikes

Dark Side Marauders

Added: The Dark Trooper Project

Phase 1 Dark Troopers

Phase 2 Dark Troopers

Phase 3 Dark Trooper

General Rom Mohc

Jump troopers are already in the game, that's pretty much the whole reason I'm running Technological Superiority. :P

Well, there's a Jetpack upgrade from that agenda, but not actual "Jump Troopers" as I wrote them up. Plus, these could be used in Skirmish games, whereas the agenda upgrades can't.

Are these figures the same scale as the IA figures?

Monsieur Mullet, They are as pretty close as you can get and many players use them to supplement their games.

Thanks for the quick response. I was thinking about getting a tarkin for my elite officer ;) guess I'll go ahead and buy one now.

Thanks for the quick response. I was thinking about getting a tarkin for my elite officer ;) guess I'll go ahead and buy one now.

The quintessential Imperial leader and my favorite Star Wars villain, you are a man of discerning tastes and a Loyal Citizen of The Empire.

Grand Moff Tarkin (Before the Events of A New Hope )

Imperial Leader (Unique)

1 Surge: Focus

1 Surge: Stun

1 Surge: Gain 2 Movement Points

1 Surge: +3 Accuracy to Another Imperial Unit within Line of Sight next turn

Imperial Directive: All Imperial Units including Uniques Deploy for 1 Less Cost. Death Star Commandos deploy for 2 less cost (use Stats for Elite Navy Troopers)

Overreaching Command: Choose another Imperial Figure within Line of Sight. That figure can interrupt to perform a move and attack .

Moment of Triumph: Choose another Imperial Deployment Card with units that are in Line of Sight. That group becomes Focused.

Far Too Trusting: While defending Tarkin can not be targeted if he is adjacent to another Imperial unit. If not adjacent to another Imperial Figure, Tarkin may reroll a defense die.

Health: 6 Speed: 4 Defense: 1 White Die Attack: Ranged; 1 Blue Die, 1 Green Die

Note: Is Tarkin a little over powered? HELLs yeah!

Edited by Imperial Advisor Arem Heshvaun

He's not overpowered because you missed off his ability to blow up a planet.

He's not overpowered because you missed off his ability to blow up a planet.

Had to make it sporting and give the pitiful band of Rebels a semblance of hope.

It will be far easier to crush this insignificant Rebellion if they are drawn out of their hidden womp rat holes.