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Saga Edition RPG Omnibus

Stormtrooper (archetypes): Difference between revisions

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Line 681: Line 681:
|skills=[[Endurance]] +10, [[Knowledge#tactics|Knowledge [tactics]]] +10, [[Perception]] +10
|skills=[[Endurance]] +10, [[Knowledge#tactics|Knowledge [tactics]]] +10, [[Perception]] +10
|possessions=stormtrooper armor (+6 armor, +2 equipment), blaster rifle, 2 frag grenades, [[utility belt]] with [[medpac]]
|possessions=stormtrooper armor (+6 armor, +2 equipment), blaster rifle, 2 frag grenades, [[utility belt]] with [[medpac]]
}}</div>
<div id="swamp" class="arch">
<h3 class="headline arch">Swamptrooper</h3>
<p class="single nomargin">Swamptroopers are trained to operate for extended periods in marshy environments. Each is armed with a flechette launcher, except for one squard member who carries a heavcy repeating blaster. The stormtroopers&rsquo; most impressive feature is their armor, which is camouflaged to blend in with vegetation (granting a &#43;2 equipment bonus to Stealth checks) and equipped with a rebreather, which allows swamptroopers to travel underwater for up to one hour.</p>
{{NPC
|name=Swamptrooper
|challenge=5
|image=swse_nonheroic_swamptrooper.jpg
|npclevel=[[Allies_and_Opponents#nonheroics|nonheroic]]&nbsp;4 &#47; [[scout (heroic class)|scout]]&nbsp;4
|playable=NPC
|refbook=Rebellion Era Campaign Guide
|refpage=124
|size=Medium
|species=[[Human (species)|Human]]
|dsp=2
|init=&#43;5
|senses=low-light vision
|perception=&#43;11
|languages=Basic
|ref=17
|flatfoot=16
|fort=16
|will=14
|defenses=Dodge, Evasion
|hp=40
|threshold=16
|speed=6 squares, Surefooted
|melee1=unarmed &#43;6 (1d4&#43;2)
|ranged1=flechette launcher &#43;7 (3d8&#43;2, 1-square spalsh)
|ranged2=heavy repeating blaster &#43;2 (3d10&#43;2) with autofire
|bab=6
|grapple=&#43;7
|attackoptions=Running&nbsp;Attack
|specialactions=Coordinated&nbsp;Attack, Vehicular&nbsp;Combat
|str=10
|dex=13
|con=12
|int=10
|wis=11
|cha=8
|talents=[[Survivor_(talent_tree)#evasion|Evasion]], [[Survivor_(talent_tree)#surefooted|Surefooted]]
|feats=[[Armor_Proficiency (feat)|Armor_Proficiency]]&nbsp;(light), [[Coordinated&nbsp;Attack (feat)|Coordinated&nbsp;Attack]], [[Dodge (feat)|Dodge]], [[Mobility (feat)|Mobility]], [[Running&nbsp;Attack (feat)|Running&nbsp;Attack]], [[Weapon&nbsp;Focus (feat)|Weapon&nbsp;Focus]]&nbsp;(rifles), [[Weapon&nbsp;Proficiency (feat)|Weapon&nbsp;Proficiency]]&nbsp;(heavy, pistols, rifles, simple)
|skills=[[Endurance]]&nbsp;&#43;10, [[Perception]]&nbsp;&#43;11, [[Stealth]]&nbsp;&#43;7
|possessions=flechette&nbsp;launcher or heavy&nbsp;repeating&nbsp;blaster, scout&nbsp;trooper&nbsp;armor (&#43;4&nbsp;armor, as combat&nbsp;jumpsuit with helmet&nbsp;package), [[utility&nbsp;belt]] with [[medpac]], [[rebreather]]
}}</div>
}}</div>



Latest revision as of 03:18, 10 August 2024

Stormmtrooper

Stormtroopers are the elite troops of the Empire, trained to fight and die without fear or question. Squads of stormtroopers strike terror into the hearts of civilians throughout the galaxy, enforcing the Emperor’s will with ruthless zeal and efficiency.
     Stormtroopers are a separate force from the troops of Imperial Forces and do not answer directly to Imperial military officers. They are obedient and devoted to the Emperor. They cannot be bribed, blackmailed, or seduced. Any such attempt automatically fails.
     After recognizing the need for troopers with special equipment and training, the Emperor ordered the development of additional types of stormtroopers, including (but not limited to) snowtroopers, sandtroopers, and scout troopers.

Stormtrooper           (CL 1)

     Saga Edition Core Rulebook, page 278.

Medium Human nonheroic 4 NPC

Initiative: +2; Senses: low-light vision;Perception +9

Languages: Basic

Defenses: Ref 16 (flat-footed 16), Fort 12, Will 10

Hit Points: 10; Damage Threshold: 12

Speed: 6 squares

Melee: unarmed +4 (1d4+1)

Ranged: blaster rifle +4 (3d8) or

Ranged: frag grenade +3 (4d6, 2-square burst)

Base Attack: +3; Grapple: 4

Attack Options: autofire (blaster rifle)

Special Actions: Coordinated Attack

Abilities: Str 12, Dex 11, Con 11, Int 10, Wis 10, Cha 10

Feats: Armor Proficiency (light), Coordinated Attack, Weapon Focus (blaster rifles), Weapon Proficiency (pistols, rifles, simple)

Skills: Endurance +7, Perception +9

Possessions: stormtrooper armor (+6 armor, +2 equipment), blaster rifle, frag grenade, utility belt with medpac

501st Legion Stormtrooper

Using the 501st

The 501st Stormtrooper Division is the most feared and most respected stormtrooper force in the Empire. Its service began during the Clone Wars and will survive well beyond the Dark Times. Unlike with most clone units, the 501st designation, assignment, and mission profile carried over into the new storm trooper corps.

     The 5Olst is best known for the assault on the Jedi Temple under the command of Lord Vader, signaling the destruction of the Jedi Order. After that fateful day, the unit operates as Vader’s personal regiment, although it carries out many other missions as directed by the Emperor. It is responsible for some of the Empire's worst atrocities. Most of its missions are highly classified, making it difficult for the Imperial Senate and others to track the group’s activities.

     The 501st is trained and based on Coruscant.lt is deployed in smaller unitsas required. In the Dark Times, members of the 501st look no different from any other storm trooper unit, but their manner and combat skills speak for themselves. The unit is most often deployed when both advanced fighting skills and a political statement are required.

501st Legion Stormtrooper           (CL 6)

     Force Unleashed Campaign Guide, page 175.

Medium Human nonheroic 9 / soldier 1 / elite trooper 2 NPC

Dark Side: 5

Initiative: +12; Senses: low-light vision;Perception +13

Languages: Basic

Defenses: Ref 20 (flat-footed 18), Fort 19, Will 13

Hit Points: 41; DR: 1; Damage Threshold: 19

Speed: 6 squares

Melee: unarmed +11 (1d6+3)

Ranged: blaster rifle +11 (3d8+3) or

Ranged: blaster rifle +9 (5d8+3) with Controlled Burst or

Ranged: frag grenade +9 (4d6+1, 2-square burst)

Base Attack: +9; Grapple: +11

Attack Options: autofire (blaster rifle), Burst Fire, Controlled Burst, Point Blank Shot

Abilities: Str 15, Dex 12, Con 10, Int 12, Wis 10, Cha 8

Special Qualities: delay damage

Talents: Controlled Burst, Weapon Specialization (rifles)

Feats: Armor Proficiency (light, medium), Burst Fire, Martial Arts (I), Point Blank Shot, Skill Training (Initiative), Weapon Focus (rifles), Weapon Proficiency (heavy, rifles, simple)

Skills: Endurance +11, Initiative +12, Mechanics +12, Perception +13

Possessions: stormtrooper armor (+6 armor, +2 equipment), blaster rifle, frag grenade, utility belt with medpac

Blackhole Stormtrooper

When an Imperial Intelligence operative codenamed Agent Blackhole proves particularly effective at intelligence operations, the Emperor appoints him as one of the infamous Emperor’s Hands and grants him a wide array of resources, including his own Star Destroyer, Singularity. Blackhole orders all the Star Destroyer’s stormtroopers reoutfitted with stygian-triprismatic polymer armor.

Blackhole Stormtrooper           (CL 1)

     Rebellion Era Campaign Guide, page 121.

Medium Human nonheroic 5 NPC

Dark Side: 1

Initiative: +2; Senses: low-light vision;Perception +9

Languages: Basic

Defenses: Ref 17 (flat-footed 17), Fort 12, Will 10

Hit Points: 12; Damage Threshold: 12

Speed: 6 squares

Melee: unarmed +4 (1d4+1)

Ranged: blaster rifle +4 (3d8) or

Ranged: frag grenade +3 (4d6, 2-square burst)

Base Attack: +3; Grapple: +4

Attack Options: autofire (blaster rifle)

Special Actions: Coordinated Attack

Abilities: Str 12, Dex 11, Con 11, Int 10, Wis 10, Cha 10

Feats: Armor Proficiency (light), Coordinated Attack, Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple)

Skills: Perception +9, Stealth +7 (+9 vs. electronic scans)

Possessions: stygian‑triprismatic stormtrooper armor (+7 armor, +2 equipment), blaster rifle, frage grenade, utility belt with medpac

Heavy Stormtrooper

Stormtroopers are the elite troops of the Empire, trained to fight and die without fear or question. Squads of stormtroopers strike terror into the hearts of civilians throughout the galaxy, enforcing the Emperor’s will with ruthless zeal and efficiency.
     Stormtroopers are a separate force from the troops of Imperial Forces and do not answer directly to Imperial military officers. They are obedient and devoted to the Emperor. They cannot be bribed, blackmailed, or seduced. Any such attempt automatically fails.
     After recognizing the need for troopers with special equipment and training, the Emperor ordered the development of additional types of stormtroopers, including (but not limited to) snowtroopers, sandtroopers, and scout troopers.

Heavy Stormtrooper           (CL 2)

     Saga Edition Core Rulebook, page 279.

Medium Human nonheroic 8 NPC

Initiative: +4; Senses: low-light vision;Perception +10

Languages: Basic

Defenses: Ref 16 (flat-footed 16), Fort 12, Will 9

Hit Points: 20; Damage Threshold: 12

Speed: 6 squares

Melee: unarmed +8 (1d4+2)

Ranged: light repeating blaster +5 (3d8) with braced autofire

Ranged: frag grenade +6 (4d6, 2-square burst)

Base Attack: +6; Grapple: 8

Attack Options: autofire (light repeating blaster), Burst Fire, Point Blank Shot

Special Actions: brace (light repeating blaster)

Abilities: Str 15, Dex 11, Con 10, Int 12, Wis 9, Cha 8

Feats: Armor Proficiency (light), Burst Fire, Point Blank Shot, Weapon Focus (rifles), Weapon Proficiency (heavy, rifles, simple)

Skills: Endurance +9, Mechanics +10Perception +10

Possessions: stormtrooper armor (+6 armor, +2 equipment), light repeating blaster, 3 explosive charges, frag grenade, utility belt with medpac

Imperial EVO Stormtrooper

The Imperial EVO “Environmental” Trooper is one of the Empire’s most specialized stormtrooper units. It sports enhanced armor able to stand up to extreme environmental conditions and uses lethal flechette launchers in lieu of the standard stormtrooper blaster rifle. EVO troopers are known to operate on the junk planet of Raxus Prime, but they can be encountered wherever extreme environmental battlefield conditions exist. Some have even been deployed to the unfinished Death Star.

Imperial EVO Stormtrooper           (CL 7)

     Force Unleashed Campaign Guide, page 178.

Medium Human nonheroic 6 / scout 3 / soldier 2 NPC

Force: 1; Dark Side: 5

Initiative: +6; Senses: low-light vision;Perception +12

Languages: Basic

Defenses: Ref 19 (flat-footed 18), Fort 21, Will 15

Hit Points: 43; Damage Threshold: 21

Speed: 6 squares

Melee: unarmed +9 (1d4+3)

Ranged: blaster rifle +9 (3d8+2) or

Ranged: blaster rifle +7 (4d8+2) with Rapid Shot or

Ranged: flechette launcher +9 (3d8+2, 1-square splash)

Base Attack: +8; Grapple: +9

Attack Options: autofire (blaster rifle), Point Blank Shot, Precise Shot, Rapid Shot

Special Actions: Coordinated Attack, Shake It Off

Abilities: Str 13, Dex 12, Con 14, Int 10, Wis 10, Cha 10

Talents: Acute Senses, Armored Defense, Expert Tracker

Feats: Armor Proficiency (light, medium), Coordinated Attack, Point Blank Shot, Precise Shot, Rapid Shot, Shake It Off, Skill Training (Survival), Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple)

Skills: Endurance +12, Perception +10 (can reroll, must take second result), Survival +10

Possessions: EVO trooper armor with helmet package (as stormtrooper armor, +6 armor, +2 equipment, +10 equipment bonus against airborne poisons), flechette launcher, comlink, blaster rifle

Imperial Jumptrooper

The direct successor to the Republic’s acclaimed jet trooper clones, the Jumptrooper is assigned to the battlefields that have the most treacherous terrain. Expertly trained in the use of his jetpack. the Jumptrooper uses it to maximum effect. aided by a devastating rail detonator gun that enables him to eliminate targets from any angle he chooses. Jumptroopers are known to be deployed to almost any battlefield, including Kashyyyk, Felucia, and the unfinished Death Star.

Imperial Jumptrooper           (CL 7)

     Force Unleashed Campaign Guide, page 179.

Medium Human nonheroic 4 / scout 3 / soldier 3 NPC

Force: 1; Dark Side: 5

Initiative: +8; Senses: low-light vision;Perception +12

Languages: Basic

Defenses: Ref 24 (flat-footed 2120), Fort 99, Will 16

Hit Points: 51; Damage Threshold: 20

Speed: 6 squares

Melee: unarmed +9 (1d4+4)

Ranged: blaster rifle +12 (3d8+3) or

Ranged: rail detonator gun +12 (3d8+3, 1-square splash)

Base Attack: +8; Grapple: +10

Attack Options: autofire (blaster rifle), Keen Shot, Point‑Blank Shot, Precise Shot, Running Attak, Strafe

Special Actions: Shake It Off

Abilities: Str 13, Dex 16, Con 13, Int 10, Wis 10, Cha 10

Talents: Acute Senses, Armored Defense, Improved Armored Defense, Keen Shot

Feats: Armor Proficiency (light, medium), Point Blank Shot, Precise Shot, Running Attack, Shake It Off, Skill Training (Jump), Strafe, Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple)

Skills: Jump +11, Perception +12 (can reroll, must take second result), Stealth +13

Possessions: rail detonator gun, blaster rifle, Jumptrooper armor with helmet package (as stormtrooper armor, +6 armor, +2 equipment), jet pack, comlink

Imperial Radiation Zone Trooper

Radtroopers are one of the most obscure types of stormtroopers, rarely seen except on the highly unusual battlefields for which they are trained and equipped: heavy radiation zones. Radtroopers wear a distinctive silver and black variation on standard storm trooper armor that contains alloys and polymers that allow them to move unhindered through hazardous radiation zones. The troops are proficient with light weapons of all types, demolitions, and specialized, high-powered blasters that are not hampered by interference from radiation fields. They also carry antiradiation survival equipment and medical supplies, in case their armor becomes perforated in combat.

Imperial Radiation Zone Trooper           (CL 4)

     Force Unleashed Campaign Guide, page 180.

Medium Human nonheroic 4 NPC

Force: 1; Dark Side: 5

Initiative: +5; Senses: low-light vision;Perception +11

Languages: Basic

Defenses: Ref 19 (flat-footed 17), Fort 19 (25 against radiation), Will 14

Hit Points: 34; Damage Threshold: 19

Speed: 6 squares

Melee: unarmed +7 (1d6+2)

Ranged: blaster carbine +8 (3d8+1) or

Ranged: frag grenade +7 (4d6+1, 2-square burst)

Base Attack: +6; Grapple: +7

Attack Options: autofire (blaster carbine)

Special Actions: Coordinated Attack

Abilities: Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10

Talents: Demolitionist

Feats: Armor Proficiency (light), Coordinated Attack, Martial Arts (I), Skill Training (Mechanics, Survival), Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple)

Skills: Endurance]] +10, Mechanics +9, Perception +11, Survival +9

Possessions: blaster carbine, 2 frag grenades, Radtrooper armor with helmet package (+6 armor, +4 equipment, +10 equipment bonus to Fortitude Defense against radiation hazards), comlink, radiation survival kit

Knighthunter

A new breed of stormtroopers in the Empire, the Knighthunters are a special division of the Imperial Army that operates directly under the command of the Sith. Formally known within the Army command structure as the 1,001st stormtrooper division, the Knighthunters specialize in hunting down, capturing, and killing the remaining Jedi in the galaxy. Like other elite stormtrooper groups, the Knighthunters receive training and equipment that is far beyond that of normal soldiers. When a Sith Lord gets word of a Jedi on the run, he or she will often bring a detachment of Knighthunters on the mission to ensure that the Jedi does not escape, or worse, get the drop on the Sith Lord.

     Knighthunters focus their efforts on neutralizing the Jedi by any means possible. They carry special phrik-laced electrostaffs, which have the ability to stand up to lightsaber attacks and give the Knighthunters the ability to fight in melee combat with the Jedi. Since the Jedi can deflect normal blaster shots, the Knighthunters use sonic weapons when they must resort to ranged weapons (though most Knighthunter strategies involve converging on a Jedi and swarming the target with melee attacks). The Knighthunter armor is based on the armor of the Coruscant Guard, though the armor is jet black.

     The Knighthunters train under grueling conditions to learn how to defend against lightsaber attacks, Force powers, and enemies capable of incredible feats of acrobatics and athleticism. Moreover, much of this training comes at the hands of the Sith Lords themselves, who teach the Knighthunters how to fight against lightsaber-wielding foes. As with all Sith training routines, the fatality rate among Knighthunters in training is far higher than among all troopers.

Knighthunter           (CL 7)

     Legacy Era Campaign Guide, page 165.

Medium Human nonheroic 7 / soldier 5 NPC

Force: 2; Dark Side: 5

Initiative: +14; Senses: low-light vision;Perception +14

Languages: Basic

Defenses: Ref 23 (flat-footed 20), Fort 22, Will 17 (see immune below)

Hit Points: 57; Damage Threshold: 22

Immune: +5 to Will Defense against Use the Force checks

Speed: 6 squares

Melee: electrostaff +14 (2d6+8) or

Melee: electrostaff +12 (3d6+8) with Rapid Strike or

Melee: electrostaff +12/+12 (2d6+8) or

Melee: electrostaff +10/+10 (3d6+8) with Rapid Strike

Ranged: sonic pistol +13 (2d6+2 sonic)

Base Attack: +10; Grapple: +13

Attack Options: Dual Weapon Mastery (II), Melee Defense, Rapid Strike

Abilities: Str 16, Dex 16, Con 14, Int 10, Wis 12, Cha 10

Talents: Armored Defense, Improved Armored Defense, Juggernaut

Feats: Armor Proficiency (light, medium), Dual Weapon Mastery (I, II), Improved Defenses, Melee DefenseH, Rapid Strike, Toughness, Weapon Focus (electrostaff), Weapon Proficiency (advanced melee, pistols, simple)

Skills: Initiative +14H, Perception +14

Possessions: Knighthunter armor, electrostaff, sonic pistol

H Human bonus feat or trained skill

Novatrooper

The stormtrooper honor guard is assigned to historically significant locations such as the Emperor’s birthworld of Naboo (location) as well as to captured enemy starships. Novatroopers are somewhat better trained than the average stormtrooper, but they are similarly equipped. Novatroopers are distinguished by their distinctive black and gold, reinforced stormtrooper armor.

Novatrooper           (CL 3)

     Rebellion Era Campaign Guide, page 122.

Medium Human nonheroic 9 NPC

Dark Side: 2

Initiative: +5; Senses: low-light vision;Perception +11

Languages: Basic

Defenses: Ref 18 (flat-footed 17), Fort 13, Will 10

Hit Points: 22; Damage Threshold: 13

Speed: 6 squares

Melee: unarmed +7 (1d4+1)

Ranged: blaster rifle +7 (3d8) or

Ranged: frag grenade +7 (4d6, 2-square burst)

Base Attack: +6; Grapple: +7

Attack Options: autofire (blaster rifle), Point Blank Shot

Special Actions: Coordinated Attack

Abilities: Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10

Feats: Armor Proficiency (light), Coordinated Attack, Point Blank Shot, Skill Training (Endurance), Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple)

Skills: Endurance +10, Perception +11, Stealth +10

Possessions: reinforced stormtrooper armor (+7 armor, +2 equipment), blaster rifle, frag grenade, utility belt with medpac

Scout Trooper

Stormtroopers are the elite troops of the Empire, trained to fight and die without fear or question. Squads of stormtroopers strike terror into the hearts of civilians throughout the galaxy, enforcing the Emperor’s will with ruthless zeal and efficiency.
     Stormtroopers are a separate force from the troops of Imperial Forces and do not answer directly to Imperial military officers. They are obedient and devoted to the Emperor. They cannot be bribed, blackmailed, or seduced. Any such attempt automatically fails.
     After recognizing the need for troopers with special equipment and training, the Emperor ordered the development of additional types of stormtroopers, including (but not limited to) snowtroopers, sandtroopers, and scout troopers.

Scout Trooper           (CL 2)

     Saga Edition Core Rulebook, page 278.

Medium Human nonheroic 6 NPC

Initiative: +4; Senses: low-light vision;Perception +10

Languages: Basic

Defenses: Ref 15 (flat-footed 14), Fort 11, Will 10

Hit Points: 21; Damage Threshold: 11

Speed: 6 squares

Melee: unarmed +4 (1d4)

Ranged: blaster pistol +5 (3d6) or

Ranged: blaster pistol +6 (3d6+) with Point Blank Shot* or

Ranged: blaster rifle +5 (3d8) or

Ranged: frag grenade (4d6, 2-square burst)

Base Attack: +4; Grapple: 4

Attack Options: Point Blank Shot*

Abilities: Str 10, Dex 13, Con 12, Int 10, Wis 11, Cha 8

Feats: Armor Proficiency (light), Point Blank Shot, Skill Training (Stealth), Vehicular Combat, Weapon Proficiency (pistols, rifles, simple)

Skills: Perception +10, Pilot +9, Stealth +9

Possessions: scout trooper armor (+4 armor; as combat jumpsuit with helmet package), blaster pistol, blaster rifle with standard targeting scope, frag grenade, utility belt with medpac, Aratech 74-Zmilitary speeder bike

* The actual text in the book lists the attack option as the Burst Fire feat, but as the npc does not have proficiency in heavy weapons this must be an error, despite that there is no official errata.

Seatrooper

After receiving the same training as the Republic’s subtroopers, Imperial seatroopers are equipped with similarly adapted armor and weapons. Deployed against aquatic opponents, seatroopers utilize a wide variety of modified weapons and vehicles.

Seatrooper           (CL 2)

     Rebellion Era Campaign Guide, page 122.

Medium Human nonheroic 6 NPC

Dark Side: 1

Initiative: +4; Senses: Perception +9

Languages: Basic

Defenses: Ref 15 (flat-footed 14), Fort 13, Will 9

Hit Points: 21; Damage Threshold: 13

Speed: 6 squares

Melee: knife +5 (1d4+1)

Ranged: blaster rifle +5 (3d8) or

Ranged: harpoon +5 (2d6)

Base Attack: +4; Grapple: +5

Attack Options: autofire (blaster rifle), Careful Shot, Point Blank Shot

Special Actions: Coordinated Attack

Abilities: Str 12, Dex 13, Con 12, Int 10, Wis 9, Cha 8

Feats: Armor Proficiency (light), Careful Shot, Coordinated Attack, Point Blank Shot, Weapon Proficiency (pistols, rifles, simple)

Skills: Perception +9, Swim +10

Possessions: seatrooper armor (+4 armor, +2 equipment), SG‑4 blaster rifle, harpoon, knife, propulsion pack

Spaarti-Cloned Stormtrooper

With the Kaminoan cloning facilities shut down and the limited number of veteran clone troopers aging quickly, the Empire began dabbling in alternative cloning techniques very early in its reign. One technique that was utilized briefly during the Clone Wars was pioneered by cloners on Cartao whose technology was based on Khommite cloning techniques. The clones produced by the Spaarti cloning method-which used cloning cylinders designed by Spaarti Creations-were fully grown and ready to fight within a year’s time. Although this effort provided the Empire with a fast solution to the problem of declining troop numbers, it brought with it a large number of other problems. Clones grown in Spaarti cloning cylinders are notoriously unstable, and any clones that are incubated and grown in less than a year inevitably go insane. Additionally, Spaarti clones must have their minds formed by a process known as “flash memory,” which involves writing the memories of another trooper (usually an exceptionally loyal, disciplined, and skilled warrior) to the fresh clone’s brain. Imperfections in this process often result in brain damage, and even when successful, the final results are far inferior to the Kaminoan method of combat training.
     Though the method of producing clones in Spaarti cloning cylinders allowed the Empire to produce more troops within a year, most of these troops were far inferior to the troopers who were veterans of the Clone Wars. Moreover, when Spaarti clones were used to supplement troopers that served in the Clone Wars. conflicts between the two types of clones sprung up almost immediately. The clones based on Jango Fett recoiled at the thought of fighting alongside the Spaarti clones, which they saw as freakish experiments rather than trained soldiers. Additionally, Spaarti clones often displayed unstable tendencies on the battlefield, refusing to follow orders or even turning on their own allies in fits of madness. As a result of these Inefficiencies, the Empire abandoned its Spaarti cloning efforts and pursued the process of recruiting soldiers for the Empire in more traditional ways. A few Spaarti clones serve ln the Empire early in the Dark nmes, but by the time of the Rebellion they are little more than a memory of a failed experiment.

Spaarti-Cloned Stormtrooper           (CL 1)

     Force Unleashed Campaign Guide, page 176.

Medium Human nonheroic 4 NPC

Dark Side: 1

Initiative: +2; Senses: low-light vision;Perception +3

Languages: Basic

Defenses: Ref 16 (flat-footed 16), Fort 12, Will 9

Hit Points: 10; Damage Threshold: 12

Speed: 6 squares

Melee: unarmed + (1d4+1)

Ranged: blaster rifle +4 (3d8) or

Ranged: frag grenade +3 (4d6, 2-square burst)

Base Attack: +3; Grapple: +4

Attack Options: autofire (blaster rifle)

Special Actions: Coordinated Attack

Abilities: Str 12, Dex 11, Con 11, Int 10, Wis 8, Cha 8

Special Qualities: clone madness (see below)

Feats: Armor Proficiency (light), Coordinated Attack, Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple)

Skills: Endurance +7, Perception +3

Possessions: stormtrooper armor (+6 armor, +2 equipment), blaster rifle, frag grenade, utility belt with medpac

Clone Madness—When a Spaarti clone is reduced to half its hit points or fewer, each round at the beginning of its turn the creature must roll 1d6 and refer to the table below. the creature is susceptible to the indicated effect until the beginning of its next turn, whne a new roll is made. If the creature’s hit points once again rise above half, it is no longer susceeptible to clone madness (unless it again drops below half its hit points).

d6Effect
1-3Creature acts normally.
4Creature is confused and lashes out; it can make attacks only against the nearest target (whether that target is friend or foe).
5Creature is distracted; it does not threaten any squares.
6Creature is treacherous; it can make attacks only against its nearest ally.

Spacetrooper

Spacetroopers are among the stormtooper elite, trained to operate the bulky but powerful zero-gravity stormtrooper armor. They receive considerably more training than the average stormtrooper, but somewhat less than the Emperor’s Rotal Guards. Spacetrooper training focuses on starship combat&mdas;particularly on boarding enemy vessels in order to disable a ship’s vital systems or neutralize its crew.

Spacetrooper           (CL 1)

     Rebellion Era Campaign Guide, page 123.

Medium Human nonheroic 6 / scoundrel 1 / soldier 4 NPC

Dark Side: 4

Initiative: +6; Senses: low-light vision, darkvision;Perception +13

Languages: Basic

Defenses: Ref 23 (flat-footed 22), Fort 23, Will 16

Hit Points: 30; Damage Threshold: 23

Speed: 6 squares

Melee: unarmed +10 (1d6+2) or

Melee: wrist-blades +10 (2d6+2) or

Melee: laser cutters +10 (2d6+2)

Ranged: blaster cannon +9 (3d12+2) or

Ranged: mini-proton torpedo launcher +9 (6d10+2) or

Ranged: concussion grenade +9 (8d6+2, 2-square burst) or

Ranged: gas grenade +9 (4d6+2 stun, 4-square burst) or

Ranged: stun grenade +9 (4d6+2 stun, 2-square burst)

Base Attack: +8; Grapple: +13

Attack Options: Point Blank Shot, Power Attack

Special Actions: Coordinated Attack, Spacehound

Abilities: Str 15, Dex 12, Con 14, Int 10, Wis 12, Cha 9

Talents: Armored Defense, Second Skin, Spacehound

Feats: Armor_Proficiency (light, medium, heavy). Coordinated Attack, Point Blank Shot, Power Attack, Skill Training (Pilot), Vehicular Combat, Weapon Proficiency (advanced melee, heavy, rifles, simple)

Skills: Endurance +12, Perception +13, Pilot +11

Possessions: zero‑gravity stormtrooper armor (+9 armor, +3 equipment; includes helmet package with darkvision), blaster cannon, mini‑proton torpedo launcher, grenade launchers (4 conncussion grenades, 4 stun grenades, 4 gas grenades), wrist‑blades or laser cutters

Storm Commando

Imperial storm commandos, also known as shadow scouts because of their black armor, are elite stormtrooper units trained as saboteurs and assassins. Their missions include causeing uprisings on systems with governments hostile to the Empire and putting down uprisings on worlds already part of the Empire. They are also expert pilots and frequently employ modified Aratech 7a‑Z spedder bikes during deep infiltration missions. The speeder bikes as well as the storm commandos’ armor are coated with matte-black reflec that deflects both light and sensor energy. Their equipment, combined with their superior training in infiltration techniques, make storm commandos virtually undetectable either to the naked eye or to electronic scans.

Storm Commando           (CL 9)

     Rebellion Era Campaign Guide, page 123.

Medium Human nonheroic 6 / scout 4 / soldier 3 NPC

Dark Side: 4

Initiative: +13; Senses: low-light vision;Perception +14

Languages: Basic

Defenses: Ref 22 (flat-footed 19), Fort 19, Will 18; Dodge

Hit Points: 62; Damage Threshold: 19

Speed: 6 squares

Melee: unarmed +11 (1d6+4)

Ranged: blaster carbine +12 (3d8+3) or

Ranged: blaster carbine +7 (3d8+3) and
blaster carbine +7 (3d8+3) with Double Attack

Base Attack: +10; Grapple: +12

Attack Options: autofire (blaster rifle), Careful Shot, Double Attack (rifles), Running Attack

Special Actions: Battle Analysis, Coordinated Attack

Abilities: Str 12, Dex 14, Con 11, Int 10, Wis 12, Cha 8

Talents: Armored Defense, Battle Analysis, Hidden Movement, Improved Stealth

Feats: Armor_Proficiency (light, medium), Coordinated Attack, Dodge, Double Attack (rifles), Martial Arts (I), Running Attack, Skill Focus (Stealth), Skill Training (Pilot, Stealth), Vehicular Combat, Weapon Proficiency (pistols, rifles, simple)

Skills: Initiative +13, Perception +14, Pilot +13, Stealth +22 (can reroll)

Possessions: storm commando armor (+4 armor, +2 equipment; as combat jumpsuit with shadowskin and helmet package), blaster carbine, thermal detonator

Stormtrooper Commander

Stormtrooper units maintain a self-contained command structure outside of the regular Imperial military machine. As such, they have their own commanders and officers, well trained to get the most out of their units. These leaders are given training based on the ARC troopers of the Clone Wars, thereby allowing them greater latitude in judgment than the average stormtrooper.

Stormtrooper Commander           (CL 6)

     Force Unleashed Campaign Guide, page 180.

Medium Human nonheroic 6 / soldier 2 / officer 2 NPC

Force: 3; Dark Side: 5

Initiative: +6; Senses: low-light vision;Perception +10

Languages: Basic

Defenses: Ref 19 (flat-footed 18), Fort 18, Will 18

Hit Points: 35; Damage Threshold: 18

Speed: 6 squares

Melee: unarmed +9 (1d4+3)

Ranged: blaster rifle +10 (3d8+2) or

Ranged: blaster rifle +5 (3d8+2) and
blaster rifle +5 (3d8+2) with Double Attack

Base Attack: +8; Grapple: +9

Attack Options: autofire (blaster rifle), Doiuble Attack (rifles), Point Blank Shot

Special Actions: Assault Tactics, Coordinated Attack, Indomitable

Abilities: Str 12, Dex 12, Con 11, Int 10, Wis 10, Cha 11

Special Qualities: command cover, share talent (Indomitable)

Talents: Assault Tactics, Indoimitable

Feats: Armor_Proficiency (light, medium), Coordinated Attack, Double Attack (rifles), Point Blank Shot, Skill Training (Knowledge [tactics]), Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple)

Skills: Endurance +10, Knowledge [tactics] +10, Perception +10

Possessions: stormtrooper armor (+6 armor, +2 equipment), blaster rifle, 2 frag grenades, utility belt with medpac

Swamptrooper

Swamptroopers are trained to operate for extended periods in marshy environments. Each is armed with a flechette launcher, except for one squard member who carries a heavcy repeating blaster. The stormtroopers’ most impressive feature is their armor, which is camouflaged to blend in with vegetation (granting a +2 equipment bonus to Stealth checks) and equipped with a rebreather, which allows swamptroopers to travel underwater for up to one hour.

Swamptrooper           (CL 5)

     Rebellion Era Campaign Guide, page 124.

Medium Human nonheroic 4 / scout 4 NPC

Dark Side: 2

Initiative: +5; Senses: low-light vision;Perception +11

Languages: Basic

Defenses: Ref 17 (flat-footed 16), Fort 16, Will 14; Dodge, Evasion

Hit Points: 40; Damage Threshold: 16

Speed: 6 squares, Surefooted

Melee: unarmed +6 (1d4+2)

Ranged: flechette launcher +7 (3d8+2, 1-square spalsh) or

Ranged: heavy repeating blaster +2 (3d10+2) with autofire

Base Attack: +6; Grapple: +7

Attack Options: Running Attack

Special Actions: Coordinated Attack, Vehicular Combat

Abilities: Str 10, Dex 13, Con 12, Int 10, Wis 11, Cha 8

Talents: Evasion, Surefooted

Feats: Armor_Proficiency (light), Coordinated Attack, Dodge, Mobility, Running Attack, Weapon Focus (rifles), Weapon Proficiency (heavy, pistols, rifles, simple)

Skills: Endurance +10, Perception +11, Stealth +7

Possessions: flechette launcher or heavy repeating blaster, scout trooper armor (+4 armor, as combat jumpsuit with helmet package), utility belt with medpac, rebreather