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The Imperial Backbone

Stormtrooper Encounters for Your Game


Eleven different stormtrooper figures are featured in the Rebel Storm set for the Star Wars Miniatures game. The new miniatures provide GMs with the Imperial enemies they need for adventures set during the Rebellion Era.

Presented here are 14 encounters from Challenge Code C to Challenge Code G. Feel free to expand them after reading "Combining Challenge Codes" on page 256 of the Star Wars Roleplaying Game Revised Core Rulebook.

Stormtroopers in battle should be run aggressively. Use the Combined Fire rules (page 161 of the RCR) against opponents with a high Defense. If losing a battle, they will call for reinforcements. These reinforcements double the initial number of stormtroopers and arrive in as little as 1d4 rounds for a city environment with heavy Imperial presence or longer for rural environments. Stormtroopers can be assigned missions to capture individuals alive; in those cases, weapons will be set for stun.

Stormtroopers are immune to certain skills due to their complete loyalty to the Emperor. Any attempt to bribe, blackmail, or seduce a stormtrooper automatically fails.

Challenge Code Stormtrooper Scout Trooper or Snowtrooper Elite Stormtrooper, Elite Snowtrooper, Stormtrooper Officer or Heavy Stormtrooper
C 2-3
D 5-6
D 2 2
D 3 1
D 2 1
E 10-12
E 8-9 2
E 5-6 2
E 3 3
F 10-12 4
F 8 4 3
F 6 6
F 8 4
G 10 8

Stormtrooper

The basic stormtrooper makes up the majority of the Emperor's elite fighting force. A stormtrooper can also be used as a sandtrooper. A sandtrooper has the extra benefit of a +6 equipment bonus on Fortitude saves to resist hot temperatures. A sandtrooper with a dewback mount (page 336, RCR) is Challenge Code D.

Stormtrooper: Human Thug 3; Init +1; Defense 12 (+1 class, +1 Dex); DR 5; Spd 8 m; VP/WP 0/11; Atk +4 melee (1d3+1, unarmed) or +4 ranged (3d8/19-20, blaster rifle); SQ Immunities (see above); SV Fort +3, Ref +2, Will +0; FP 0; DSP 1; Rep +0; Str 12, Dex 13, Con 11, Int 10, Wis 8, Cha 9, Challenge Code B.

Equipment: Stormtrooper armor, BlasTech E-11blaster rifle, frag grenade, grappling hook, comlink, utility belt.

Skills: Climb -1, Intimidate +4, Jump -1, Listen +1, Knowledge (politics) +2, Pilot +3, Profession (stormtrooper) +3, Ride +2, Search +1, Spot +1.

Feats: Armor Proficiencies (light, medium, powered), Weapon Group Proficiencies (blaster pistols, blaster rifles, simple weapons.)

Elite Stormtrooper

The elite stormtroopers have more training and are battle tested.

Elite Stormtrooper: Human Thug 5/Soldier 1; Init +1; Defense 16 (+5 class, +1 Dex); DR 5; Spd 8 m; VP/WP 11/12; Atk +7/+2 melee (1d3+1, unarmed) or +8/+3 ranged (3d8+3/20, blaster rifle) SQ Immunities (see above); SV Fort +6, Ref +2, Will +0; FP 0; DSP 1; Rep +1; Str 12, Dex 13, Con 12, Int 10, Wis 8, Cha 9, Challenge Code C.

Equipment: Stormtrooper armor, DLT-20A blaster rifle, frag grenade, 2 stun grenades, grappling hook, comlink, utility belt.

Skills: Climb +0, Intimidate +3, Jump +0, Listen +1, Knowledge (politics) +3, Pilot +3, Profession (stormtrooper) +5, Ride +3, Search +2, Spot +2.

Feats: Armor Proficiencies (light, medium, powered), Weapon Focus (blaster rifle), Weapon Group Proficiencies (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons.)

Heavy Stormtrooper

For extreme suppression, heavy weapon stormtroopers are equipped with BlasTech T-21 light repeating blasters (page 19, Arms & Equipment Guide). These weapons provide covering fire for more dangerous missions.

Heavy Stormtrooper: Human Thug 6/Soldier 1; Init +1; Defense 17 (+5 class, +2 Dex); DR 5; Spd 8m; VP/WP 10/11; Atk +8/+3 melee (1d3+1, unarmed) or +6/+6/+1 ranged (3d8/19-20, light repeating blaster on multifire mode) SQ Immunities (see above); SV Fort +7, Ref +4, Will +1; FP 0; DSP 1; Rep +1; Str 12, Dex 14, Con 11, Int 10, Wis 8, Cha 9, Challenge Code C.

Equipment: Stormtrooper armor, BlasTech T-21 Light Repeating Blaster, frag grenade, 2 stun grenade, grappling hook, comlink, utility belt.

Skills: Climb +2, Intimidate +3, Jump +2, Listen +2, Knowledge (politics) +4, Pilot +3, Profession (stormtrooper) +5, Ride +3, Search +2, Spot +2.

Feats: Armor Proficiencies (light, medium, powered), Point Blank Shot, Weapon Focus (blaster rifle), Weapon Group Proficiencies (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons.)

Stormtrooper Officer

Stormtrooper officers inspire their troops and coordinate attacks. They have the ability to request additional resources and, if need be, they can request further assistance from the Imperial machine. Assistance could be transportation, equipment, further reinforcements, or other military support.

Stormtrooper Officer: Human Thug 4/Noble 3/Officer 1; Init +1; Defense 16 (+5 class, +1 Dex); DR 5; Spd 8m; VP/WP 18/11; Atk +7/+2 melee (1d3+1, unarmed) or +8/+3 ranged (3d8/19-20, blaster rifle) SQ Immunities (see above), favor +2, inspire confidence, resource access, leadership; SV Fort +6, Ref +5, Will +4; FP 0; DSP 1; Rep +3; Str 12, Dex 13, Con 11, Int 10, Wis 8, Cha 11, Challenge Code C.

Equipment: Stormtrooper armor, BlasTech E-11 blaster rifle, frag grenade, 2 stun grenades, grappling hook, comlink, utility belt.

Skills: Climb +1, Diplomacy +7, Intimidate +5, Jump +1, Listen +2, Knowledge (politics) +4, Pilot +3, Profession (stormtrooper) +4, Ride +4, Search +2, Sense Motive +2, Spot +2.

Feats: Armor Proficiencies (light, medium, powered), Weapon Focus (blaster rifle), Weapon Group Proficiencies (blaster pistols, blaster rifles, simple weapons.)

Snowtrooper

For cold environments, the Empire relies on the Cold Assault Stormtrooper, also known as a snowtrooper. A snowtrooper has the extra benefit of a +6 equipment bonus on fortitude saves made to resist cold temperatures.

Snowtrooper: Human Thug 2/Soldier 1; Init +1; Defense 15 (+4 class, +1 Dex); DR 5; Spd 8 m; VP/WP 10/11; Atk +4 melee (1d3+1, unarmed) or +4 ranged (3d8/19-20, blaster rifle); SQ Immunities (see above); SV Fort +5, Ref +1, Will -1; FP 0; DSP 1; Rep +0; Str 12, Dex 13, Con 11, Int 10, Wis 8, Cha 9, Challenge Code B.

Equipment: Cold Assault Stormtrooper armor, BlasTech E-11blaster rifle, frag grenade, grappling hook, comlink, utility belt.

Skills: Climb -1, Intimidate +4, Jump -1, Listen +1, Knowledge (politics) +2, Pilot +3, Profession (stormtrooper) +3, Ride +2, Search +1, Survival +0, Spot +1.

Feats: Armor Proficiencies (light, medium, powered), Weapon Group Proficiencies (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons.)

Elite Snowtrooper

Battle-tested snowtroopers are armed with longer ranged rifles and have more experience resisting the dangers of the battlefield.

Elite Snowtrooper: Human Thug 3/Soldier 2; Init +1; Defense 16 (+5 class, +1 Dex); DR 5; Spd 8m; VP/WP 18/12; Atk +6 melee (1d3+1, unarmed) or +6 ranged (3d8+3/20, blaster rifle) SQ Immunities (see above); SV Fort +6, Ref +2, Will +0; FP 0; DSP 1; Rep +1; Str 12, Dex 13, Con 12, Int 10, Wis 8, Cha 9, Challenge Code C.

Equipment: Cold Assault Stormtrooper armor, DLT-20A blaster rifle, frag grenade, 2 stun grenades, grappling hook, comlink, utility belt.

Skills: Climb +0, Intimidate +4, Jump +0, Listen +1, Knowledge (politics) +4, Pilot +3, Profession (stormtrooper) +5, Ride +3, Search +2, Spot +2.

Feats: Armor Proficiencies (light, medium, powered), Point Blank Shot, Weapon Group Proficiencies (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons.)

Scout Trooper

Imperial scout troopers, also known as Biker Scouts, are equipped with a specialized set of stormtrooper armor. Some scout troopers are also equipped in the field with an Aratech 74-Z speeder bike. (Page 73, Arms & Equipment Guide)

Scout Trooper: Human Thug 2/Scout 2; Init +2; Defense 15 (+3 class, +2 Dex); DR 4; Spd 8m; VP/WP 13/11; Atk +4 melee (1d4+1, knife) or +5 ranged (3d6, blaster pistol) or +5 ranged (3d4, hold-out blaster); SQ Immunities (see above); SV Fort +5, Ref +3, Will +1; FP 0; DSP 1; Rep +0; Str 12, Dex 14, Con 11, Int 10, Wis 8, Cha 9, Challenge Code C.

Equipment: Scout trooper armor, blaster pistol, hold-out blaster, frag grenade, 2 stun grenades, knife, comlink, utility belt.

Skills: Climb +2, Hide +4, Intimidate +3, Jump +0, Listen +2, Knowledge (politics) +2, Move Silently +4, Pilot +5, Profession (stormtrooper) +3, Ride +6, Search +1, Survival +1, Spot +1.

Feats: Armor Proficiencies (light, medium, powered), Track, Weapon Group Proficiencies (blaster pistols, blaster rifles, simple weapons.)

Scout Trooper Armor (Powered): Cost 6,000; DR 4; Maximum Dex Bonus +3; Armor Check Penalty -2; Speed 8 m or 4 m; Weight 12 kg. The included helmet provides a +2 equipment bonus on Search and Spot checks.





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