Statting Specialty Stormtroopers

By DragonDust101, in Star Wars: Age of Rebellion RPG

Hey Guys and Girls,

As I continually work on my campaign, I wanted to ask you guys on thoughts on different variations of stormtroopers to diversify your ranks from the standard, snow, sand, scout, Seargants, and Dark Troopers. I've compiled a small list of troopers that could be canidates for statting.

Stormtrooper Specialty Corps- Imperial Spacetrooper-

I'd give these guys the Pulse Cannons found in Forged In Battle or the Blaster Sniper Rifles (T-21Bs) found on the Scout Trooper stat block, plus some space-survival respirator packs that allow them to survive in Vaccum Space Environments for up to 10 hours.

Stormtrooper Specialty Corps- Imperial Shocktrooper-

They'd probably carry a Heavy Blaster Rifle and have improved soak and health.

Stormtrooper Specialty Corps- Shadowtrooper-

I'd give them a light repeating blaster, flash grenades of some kind, and a cloaking device that adds three difficulty die to any checks to spot them.

Stormtrooper Specialty Corps- Magmatrooper-

These guys would be able to operate in super extreme heat environments and have a respirator/breath mask attached to the helmet.

Any other suggestions? Real stat blocks are also appreciated.

You listed what gear you think they should have, but nothing on thier role in an encounter. It's important to run the numbers as some troopers will just be reequiped Stormtroopers, and others may be something more. Special troopers will work a little different sometimes and need to be statted as such, like how Storm commandos are probably Rivals because of how they appear in the lore and how that translates to what they would do in an encounter.

Spacetrooper: which version? There's several different types. From dudes in normal armor with rebreathers to huge powered armor hulks that are intended to directly engage and board hostile ships. If it's the former, you may want to revise the weapons. Heavy slow-firing weapons make sense for the wide open, but stink when you get up close in a boarding action. If it's the latter, check the beta and update with the newer material. Hazard Trooper armor is a relative of Space Trooper armor, so there's a starting point, and most other weapons they're carry are also available in some form or another. Rival level is probably what you want here as Spacetroopers are probably not going to be encountered in groups of more than 4 or 5 simply because of what they do and how powerful they are.

Shocktroopers/Shadowtrooper/Stormcommandos/ect: OK, pro-tip: if they are elite and unlikely to be encountered in groups larger than 6 or so, make them rivals, not tougher minions. So like Shock troopers, Deathtroopers, and so on are probably best as rivals. That makes them tougher, better, and able to hold their own better. Also good for additional customizing, so you can put together a mission team by adding a skill and equipment to one guy here and another there.

Shadowtrooper: Use the concealment rules or something. I've done the "must pass a perception check to attack them" thing....Yeah sounds cool, but it's not fun.

Magmatroopers: Take sandtroopers, add breath masks.

It's weird that a trooper meant for stealth would be carrying around an obnoxiously large weapon like a Light Repeating Blaster.

1 hour ago, kaosoe said:

It's weird that a trooper meant for stealth would be carrying around an obnoxiously large weapon like a Light Repeating Blaster.

Well what do you expect from Battlefront's current incarnation? Ninjas with machine guns are kinda par for the course with EA these days....

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2 hours ago, Ghostofman said:

You listed what gear you think they should have, but nothing on thier role in an encounter. It's important to run the numbers as some troopers will just be reequiped Stormtroopers, and others may be something more. Special troopers will work a little different sometimes and need to be statted as such, like how Storm commandos are probably Rivals because of how they appear in the lore and how that translates to what they would do in an encounter.

Spacetrooper: which version? There's several different types. From dudes in normal armor with rebreathers to huge powered armor hulks that are intended to directly engage and board hostile ships. If it's the former, you may want to revise the weapons. Heavy slow-firing weapons make sense for the wide open, but stink when you get up close in a boarding action. If it's the latter, check the beta and update with the newer material. Hazard Trooper armor is a relative of Space Trooper armor, so there's a starting point, and most other weapons they're carry are also available in some form or another. Rival level is probably what you want here as Spacetroopers are probably not going to be encountered in groups of more than 4 or 5 simply because of what they do and how powerful they are.

Shocktroopers/Shadowtrooper/Stormcommandos/ect: OK, pro-tip: if they are elite and unlikely to be encountered in groups larger than 6 or so, make them rivals, not tougher minions. So like Shock troopers, Deathtroopers, and so on are probably best as rivals. That makes them tougher, better, and able to hold their own better. Also good for additional customizing, so you can put together a mission team by adding a skill and equipment to one guy here and another there.

Shadowtrooper: Use the concealment rules or something. I've done the "must pass a perception check to attack them" thing....Yeah sounds cool, but it's not fun.

Magmatroopers: Take sandtroopers, add breath masks.

For Spacetroopers, they are not the boarding types. they are supposed to operate in zero-g environments and Take out moving targets at a distance. They'd be the type to like shoot through the windows of a ship to take out a commanding officer (No way they could do that in game , but hypothetically.) Thanks for the suggetsion

Stormtrooper Specialty Corps: Shoretroopers [Minion]

Copyright LucasFilm

Coastal Defender Stormtroopers, or Shoretroopers as they are more commonly called, are specially trained and equipped troopers used to garrison Imperial facilities on tropical worlds. Shoretrooper armor is a compromise between protection and mobility, sacrificing lower body protection to avoid restraining the trooper’s ability to maneuver. Garrison troopers by training, these soldiers use markedly different tactics than the vast majority of their stormtrooper comrades in arms. Instead of spearheading assaults against the enemies of the Empire, Shoretroopers instead employ defensive tactics such as reconnaissance patrols, security sweeps, and make up for their lack of lower body armour by extensive training in fighting from defensive positions.

Characteristics

Br 3, Ag 3, Int 2, Cun 2, WP 3, Pres 1

Soak 4, W. Threshold 5, Def M/R 1/1

Skills (group only): Athletics, Discipline, Ranged (Heavy), Survival, Vigilance

Talents: None.

Abilities: None.

Equipment: Blaster rifle (Ranged [Heavy]; Damage 9; Critical 3; Range [Long]; Stun Setting) or E-22 blaster rifle (Ranged [Heavy]; Damage 8; Critical 3; Range [Long]; Linked 1; Stun Setting), vibroknife (Melee; Damage 4; Critical 2; Range [Engaged]; Pierce 2, Vicious 1), 2 frag grenades (Ranged [Light]; Damage 8; Critical 4; Range [Short]; Blast 6, Limited Ammo 1), shoretrooper armor (+1 soak, +1 defense; when making skill checks, shoretroopers may remove 1 Setback imposed due to hot environmental conditions), utility belt, extra reloads

Variant: Shoretroopers are led by non-comissioned and commisioned officers with the same command structure as standard units within the Stormtroopers Corps. Shoretrooper leaders can be represented by starting with the Imperial Stormtrooper Sergeant (Age of Rebellion pg. 420-421), adding two ranks in Survival, exchanging stormtrooper armor for shoretrooper armor, and at the gamemaster’s discretion exchanging the heavy blaster rifle for an E-22 Blaster Rifle.

E-22 Blaster Rifle

Copyright LucasFilm

A double-barreled variant of the standard E-11 Blaster Rifle, the E-22 can put out nearly twice the firepower with its reciprocating discharge system. An enhanced stock allows the firer to maintain control of the weapon over longer ranges. Compared to the extensive proliferation of E-11 rifles throughout the Imperial Military, the E-22 variant is relatively rare. These weapons are primarily issued to security forces guarding high-value installations such as the Imperial Security Complex on Scarif.

Name Skill Dam Crit Range Encum HP Price Rarity Special

E-22 Blaster Rifle Ranged (Heavy) 8 3 Long 5 3 1,300 6 Linked 1, Stun Setting