Imperial Stormtrooper
+(D6-3) DEX -1 INT +2 ALL OTHER STATS DEFENSE 14
- …AND ONE FOR ALL: Roll DEX bonus once for an entire squad of Stormtroopers; they might be crack shots, or they might not be able to hit the broad side of a bantha, but they all share the same DEX bonus equal to D6-3.
- ANYTHING BUT A STRAIGHT SHOT: Stormtroopers wear fully sealed helmets and full suits of plastoid armor that ignore piercing damage below 5 except on a critical hit, and soak one point of other physical melee or ranged WEAPON attacks (bludgeoning, slashing). Fire and cold damage (including MAGIC) is halved. Ranged ENERGY weapons do full damage on a HARD success, and the armor soaks two points of damage otherwise. ENERGY-based melee weapons (e.g., the Ion Sword) and other MAGIC attacks do normal damage.
- ATTACK—MELEE: Stormtroopers are trained to use their E-11 blasters to pistol-whip or butt-stroke CLOSE opponents for D6+1 WEAPON damage in clutch melee combat when they need to maintain stealth.
- ATTACK—E-11 BLASTER RIFLE: Stormtroopers use the formidable E-11 blaster rifle (see below) for their ranged attacks.
- LOOK, SIR! DROIDS! In Stormtrooper groups of four (4) or more (a full squad), tracking, noticing clues, and spotting hidden characters is EASY.
- THERE’S ONE! SET FOR STUN! When two or more Stormtroopers attack a lone opponent (no allies within FAR), they will fire in Stun mode and attempt capture.
- LET ME SEE YOUR IDENTIFICATION: When questioning, interrogating, or enjoining “civilian” NPCs neutral or amenable to the Empire, Stormtroopers roll EASY CHA.
- WHAT’S YOUR OPERATING NUMBER? To notice an enemy disguised as a fellow Imperial, Stormtroopers roll EASY WIS.
- STOP THAT SHIP! Stormtroopers on foot firing small arms deal DOUBLE EFFORT to vehicles.
- BLAST ‘EM! Stormtroopers in pursuit gain a bonus ranged attack (limited to one per squad) whenever they catch up to their quarry.
- MOVE ALONG: If Stormtroopers take no other action on their turn, they can move NEAR+FAR.
BlasTech Industries E-11 Blaster Rifle—Compact, almost pistol-sized carbine with a nearly useless folding stock. One hundred-shot capacity from swappable power cells. ENERGY damage in Lethal mode; DOUBLES in Stun mode (nonlethal, toward unconsciousness), but must recharge for one round between shots. Also has Sting mode, which limits damage to 1 point.
Armor Example:
A Stormtrooper faces off against a party of adventurers.
The smuggler gets off a snap shot from his blaster; it hits, but it’s not a HARD success, dealing 2 points of damage (D6-2).
The gunner fires a burst from his assault rifle. All three bullets hit, but only one passes the threshold for piercing damage (5+), dealing 5 points.
The space wizard lobs a Fireball at the trooper; it hits, but the damage is halved (D10/2), dealing 1 point of damage.
The space monk closes and punches the Stormtrooper in the face, but the helmet soaks a point of damage, dealing only 1 point.
The Stormtrooper is winded, wounded, and staggered, but with his +3 DEX bonus (D6-3), he fires on the wizard and drops her with a precise shot.
The smuggler fires another blaster bolt, which misses completely.
The gunner fires another burst, but the Stormtrooper’s plastoid armor negates all of the damage (as each bullet strike does 4 points or less).
Fed up, the monk draws her Ion Sword and fells the Imperial Stormtrooper once and for all. Because lightsabers.