So I was playing around with statting out some stormtrooper variants and I decided to take a shot at statting out an elite unit: Vader's own infamous 501st stormtrooper legion.
Quote501st Stormtrooper Legion (minion)
all stats identical to regular stormtroopers unless otherwise notedSkills (Group Only): Add Cool, Gunnery, Ranged (light), Resilience and Vigilance.
Abilities: Vader's fist (when making ranged attacks while engaged with an opponent, reduce the ranged modifier by 1).
Jedi killers (add 1 setback die to any opposed check to directly influence or affect 501st troopers with force powers).
As you see, it's not a radical change. I toyed with the idea of giving them a rank in Adversary, increase attributes or something like that, but I figured the're still storm troopers, just good ones. If they were that much better than the norm they'd probably be an elite unit, like storm commandos or death troopers or something like that, and for individual badassery there is the Stormtrooper Sergeant rival (to which you can simply add skills and abilities above to make a 501st Sergeant).
As for the skills, I simply added all the extras Snow-, Sand- and Scout troopers get, figuring the 501st should probably have enough cross training to serve as either. I did leave out Survival though as theyre still the guys who decided to not to camouflage their bright white armor on a forest moon. I also added Cool because... why not? Between that and Vigilance also being a group skill, the PCs will soon realize that the initiative gravy train has left them behind.
That alone should make them notably more dangerous than your average storm trooper, but they needed some flavor. Since I've played a jedi in our FaD campaign for a while now, I have a pretty good idea how to deal with storm troopers in combat; close with them and smack them with your saber, and try every trick in the book to stop them from disengaging. Or just mess with their heads until you are no longer the droids they are looking for. I bet Vader knows those tricks too. I bet the 501st has some training regimes to counter that, if only out of tradition.
The Vader's fist ability is basically Dynamic Fire without the strain cost (because minions can't voluntarily take strain). It gives them a nice bonus against Jedis and whatnot that are overly eager to close with them, but since they're using standard storm trooper equipment (ie mostly Ranged (heavy) weapons) they will still probably want to disengage and shoot. But of course, they do have the Ranged (light) skill as well. They might very well have blaster pistols to light up fools who get to close, or simply be balls to the walls awesome enough to bring a grenade to a fistfight .
Jedi killers in itself is not terribly useful, as it is a fairly measly Setback die, and only works on opposed checks. So using Move to slam a spaceship on their heads with a combat check still works. However, though you normally don't roll opposed checks for using Force powers on minions, I think this works a nice reminder that, with these guys, maybe sometimes you should. And with group skills like Discipline, Cool and Resilience that can turn out to be tricky. And if nothing else, it gives the a little more flavor.
So, opinions? Critique? Cookies?
Edited by penpenpen