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<blockquote data-quote="kronos182" data-source="post: 8101369" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Mid Level TIE Pilot</span></strong></p><p>These TIE pilots have survived multiple battles, making them far more skilled than other TIE pilots, usually leading squadrons or moved to elite squadrons and given the chance to pilot more advanced craft such as the TIE Interceptors, Strikers, or even TIE Advanced and Defenders.</p><p></p><p><strong>TIE Pilot Mid Level (Ordinary Fast 3/Dedicated 3)</strong></p><p>Type: Human</p><p>Size: Medium</p><p>CR: 6</p><p>Hit Points: 33 hp (3d8+6 plus 3d6+6)</p><p>Mas: 13</p><p>Init: +2</p><p>Speed: 30 ft (30 ft)</p><p>Defense: 19 (Class +6, +3 Dex, +3 equipment armour)</p><p>BAB/Grp: +4 / +6</p><p>FS/Reach: 5 ft/ 5 ft</p><p>Attacks: +6 melee unarmed strike (1d3+1 nonlethal), +7 ranged blaster pistol (3d8, 20x2, fire, 40 ft, 50 box)</p><p>Special Attacks: Co-Ordinate Attack</p><p>Special Qualities: Co-Ordinate Defense, Formation Flying</p><p>Allegiances: Galactic Empire</p><p>Saves: Fort +3, Reflex +6, Will +3</p><p>Reputation: +2</p><p>Abilities: Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 8</p><p>Occupation: Military (Knowledge Tactics, Pilot)</p><p>Skills: Balance +4, Computer Use +4, Drive +4, Knowledge Tactics +6, Jump +2, Listen +5, Hide +5, Move Silently +5, Navigate +3, Pilot +10, Profession (Soldier) +4, Read/write Common, Search +4, Spot +5, Survival +4, Tumble +4</p><p>Feats: Simple Weapons Proficiency, Light Armour Proficiency, Personal Firearms Proficiency, Starship Operation (Ultralight), Starship Gunnery, Starship Dodge, Starship Strafe</p><p>Talents:</p><p>Possessions: TIE Pilot Armour, Blaster Pistol, 3 power packs, comlink (military radio),</p><p>Action Points:</p><p></p><p><strong>Combat</strong></p><p>TIE Pilots are trained in basic combat tactics for when they are caught outside their fighters, but they shine when in their craft. Trained to work in groups making their attacks even more effective.</p><p></p><p><strong>Imperial Indoctoration</strong></p><p>Due to the physical and mental conditioning members of the Imperial academies receive, graduates are conditioned and are incredibly loyal to the Empire and the Emperor. Imperials gain +1 to saves against fear and +1 to all Cha checks related to their allegiance: Galactic Empire.</p><p></p><p><strong>Co-Ordinate Attack</strong></p><p>When the TIE Pilot is part of a wing made up of other TIE Pilots, each TIE pilot successfully using the Aid Other action to increase the wing commander's attack roll also adds half their weapon damage, similar to fire-linked weapons. This is due to the pilots training to work together for concentrated attacks.</p><p></p><p><strong>Co-Ordinate Defense</strong></p><p>Not only is TIE pilot training help to co-ordinate their attacks, but also for their defense. Instead of the normal +1 cover bonus to the wing commander's Defense, adds the normal +1 plus an additional +1 per 2 wingman in the wing.</p><p></p><p><strong>Formation Flying</strong></p><p>Due to their extensive training in flying in groups and co-ordinating their movements, allowing them to move in large groups. TIE pilots can create a wing of up to 8 TIE fighters of the same type. However for each craft above the standard four increases any Pilot checks DC's for maneuvers by +1.</p><p></p><p></p><p><strong><span style="font-size: 26px">Stormtrooper Mid Level</span></strong></p><p>These stormtroopers have survived many battles and become squad leaders or move on to elite squads, some even eventually moving to command positions or joining the Deathtrooper corps.</p><p></p><p><strong>Stormtrooper Mid Level (4 Tough Ord/ 2 Strong)</strong></p><p>Type: Human</p><p>Size: Medium</p><p>CR: 5</p><p>Hit Points: 43 hp (4d10+4 plus 2d8+2)</p><p>Mas: 12</p><p>Init: +6</p><p>Speed: 20 ft (30 ft)</p><p>Defense: 23 (Class +5, +2 Dex, +6 equipment armour)</p><p>BAB/Grp: +5 / +7</p><p>FS/Reach: 5 ft/ 5 ft</p><p>Attacks: +7 ranged E-11 blaster rifle (3d10, 20x2, fire, 60 ft), or +7 melee unarmed (1d3+2 nonlethal), or other weapons equipped</p><p>Special Attacks:</p><p>Special Qualities: Imperial Indoctoration, Co-Ordinate Attack, Co-Ordinate Defense, Wall of Stormtroopers</p><p>Allegiances: Galactic Empire</p><p>Saves: Fort +5, Reflex +4, Will +2</p><p>Reputation: +1</p><p>Abilities: Str 14, Dex 14, Con 13, Int 12, Wis 10, Cha 10</p><p>Occupation: Military (Knowledge Tactics, Survival)</p><p>Skills: Balance +4, Climb +4, Computer Use +2, Concentration +4, Demolitions +2Intimidate +4, Knowledge (Tactics) +5, Listen +2, Move Silently +4, Read/Write Basic, Speak Basic, Search +5, Spot +5, Survival +7</p><p>Feats: Simple Weapons Proficiency, Light Armour Proficiency, Personal Firearms Proficiency, Medium Armour Proficiency, Advanced Firearms Proficiency, Point Blank Shot, Improved Initiative</p><p>Talents:</p><p>Possessions: E-11 blaster, Stormtrooper armour, 1d4 thermal detonators, grapple tag and 50 ft line, 3 power packs</p><p></p><p><strong>Combat</strong></p><p>In combat, Stormtroopers are shoot first and ask questions later type unless ordered to use stun, they will use lethal force always. Groups of stormtroopers can be particularly deadly as they put up a wall of blaster fire.</p><p></p><p><strong>Imperial Indoctoration</strong></p><p>Due to the physical and mental conditioning members of the Imperial academies receive, graduates are conditioned and are incredibly loyal to the Empire and the Emperor. Imperials gain +1 to saves against fear and +1 to all Cha checks related to their allegiance: Galactic Empire.</p><p></p><p><strong>Co-Ordinate Attack</strong></p><p>When the stormtrooper is part of a squad of other stormtroopers (of any type up to 5 troopers total) within 15 feet, each stormtrooper successfully using the Aid Other action to increase the squad leader's attack roll also adds half their weapon damage, similar to fire-linked weapons. This is due to the troopers training to work together for concentrated attacks.</p><p></p><p><strong>Co-Ordinate Defense</strong></p><p>Not only is stormtrooper training help to co-ordinate their attacks, but also for their defense when using the Aid Other for defense. Instead of the normal +1 cover bonus to the trooper's Defense, adds the normal +1 plus an additional +1 per 2 stormtroopers in the squad up to 5 troopers in total all within 15 feet of each other.</p><p></p><p><strong>Wall of Stormtroopers</strong></p><p>Stormtroopers training is designed around strength in numbers. The more Empire allies around them, the better they function. For every 5 Empire allies, the Stormtrooper gains +1 morale bonus to Defense and Attack rolls within 30 feet, up to a maximum bonus of +5.</p><p></p><p><strong><span style="font-size: 26px">Scout Trooper</span></strong></p><p>Scout troopers, also known as biker scouts, are specially trained stormtroopers, used in a range of missions mostly involved in reconnaissance and sniper work. They were also trained in melee combat and crowd control as they were at times the first on the scene. To aid the scout troopers in getting around for their patrols and reconnaissance work, they were usually assigned 614-AvA speeder bikes, then later the newer 74-Z speeder bikes.</p><p></p><p><strong>Scout Trooper Low Level (1 Tough Ord/ 1 Fast Ord)</strong></p><p>Type: Human</p><p>Size: Medium</p><p>CR: 2</p><p>Hit Points: 15 hp (1d10+1 plus 1d8+1)</p><p>Mas: 12</p><p>Init: +2</p><p>Speed: 30 ft (30 ft)</p><p>Defense: 20 (Class +4, +2 Dex, +4 equipment armour)</p><p>BAB/Grp: +0 / +2</p><p>FS/Reach: 5 ft/ 5 ft</p><p>Attacks: +2 ranged EC-17 hold-out blaster (3d6, 20x2, fire, 30 ft), or +2 melee unarmed (1d3+2 nonlethal), or other weapons equipped</p><p>Special Attacks:</p><p>Special Qualities: Imperial Indoctoration, Co-Ordinate Attack, Co-Ordinate Defense, Wall of Stormtroopers, Cover Use</p><p>Allegiances: Galactic Empire</p><p>Saves: Fort +2, Reflex +3, Will +0</p><p>Reputation: +1</p><p>Abilities: Str 13, Dex 14, Con 12, Int 12, Wis 10, Cha 10</p><p>Occupation: Military (Knowledge Tactics, Survival)</p><p>Skills: Balance +3, Climb +3, Concentration +3, Drive +4, Intimidate +2, Knowledge (Tactics) +3, Listen +2, Move Silently +4, Navigate +2, Read/Write Basic, Speak Basic, Search +2, Spot +2, Survival +2</p><p>Feats: Simple Weapons Proficiency, Light Armour Proficiency, Medium Armour Proficiency, Personal Firearms Proficiency, Advanced Firearms Proficiency</p><p>Talents:</p><p>Possessions: EC-14 hold-out blaster pistol, Scout trooper armour, 1d4+2 thermal detonators, grapple tag and 50 ft line, 3 power packs, electrobinoculars. Alternate weapon E-11s Sniper rifle.</p><p></p><p><strong>Scout Trooper Mid Level (2 Tough Ord/ 4 Fast Ord)</strong></p><p>Type: Human</p><p>Size: Medium</p><p>CR: 6</p><p>Hit Points: 38 hp (2d10+2 plus 4d8+4)</p><p>Mas: 12</p><p>Init: +2</p><p>Speed: 30 ft (30 ft)</p><p>Defense: 23 (Class +7, +2 Dex, +4 equipment armour)</p><p>BAB/Grp: +4 / +6</p><p>FS/Reach: 5 ft/ 5 ft</p><p>Attacks: +6 ranged EC-17 hold-out blaster (3d6, 20x2, fire, 30 ft), or +6 melee unarmed (1d3+2 nonlethal), or other weapons equipped</p><p>Special Attacks:</p><p>Special Qualities: Imperial Indoctoration, Co-Ordinate Attack, Co-Ordinate Defense, Wall of Stormtroopers, Cover Use</p><p>Allegiances: Galactic Empire</p><p>Saves: Fort +4, Reflex +4, Will +1</p><p>Reputation: +2</p><p>Abilities: Str 13, Dex 15, Con 12, Int 12, Wis 10, Cha 10</p><p>Occupation: Military (Knowledge Tactics, Survival)</p><p>Skills: Balance +3, Climb +5, Concentration +5, Drive +6, Intimidate +2, Knowledge (Tactics) +5, Listen +4, Move Silently +4, Navigate +4, Read/Write Basic, Speak Basic, Search +4, Spot +6, Survival +6, Swim +3</p><p>Feats: Simple Weapons Proficiency, Light Armour Proficiency, Medium Armour Proficiency, Personal Firearms Proficiency, Advanced Firearms Proficiency, Athletic, Surface Vehicle Operation (speeder bike), Far Shot</p><p>Talents:</p><p>Possessions: EC-14 hold-out blaster pistol, Scout trooper armour, 1d4+2 thermal detonators, grapple tag and 50 ft line, 3 power packs, electrobinoculars, speeder bike. Alternate weapon E-11s Sniper rifle.</p><p></p><p><strong>Combat</strong></p><p>The scout troopers are stormtroopers that are discovered to have an aptitude for sniper work, reconnaissance and able to work alone or small groups. Usually found individually or in pairs, they use their speeder bikes to move about quickly. If they have time to prepare, they will find a good spot to act as a sniper and support other stormtroopers.</p><p></p><p><strong>Imperial Indoctoration</strong></p><p>Due to the physical and mental conditioning members of the Imperial academies receive, graduates are conditioned and are incredibly loyal to the Empire and the Emperor. Imperials gain +1 to saves against fear and +1 to all Cha checks related to their allegiance: Galactic Empire.</p><p></p><p><strong>Co-Ordinate Attack</strong></p><p>When the stormtrooper is part of a squad of other stormtroopers (of any type up to 5 troopers total) within 15 feet, each stormtrooper successfully using the Aid Other action to increase the squad leader's attack roll also adds half their weapon damage, similar to fire-linked weapons. This is due to the troopers training to work together for concentrated attacks.</p><p></p><p><strong>Co-Ordinate Defense</strong></p><p>Not only is stormtrooper training help to co-ordinate their attacks, but also for their defense when using the Aid Other for defense. Instead of the normal +1 cover bonus to the trooper's Defense, adds the normal +1 plus an additional +1 per 2 stormtroopers in the squad up to 5 troopers in total all within 15 feet of each other.</p><p></p><p><strong>Wall of Stormtroopers</strong></p><p>Stormtroopers training is designed around strength in numbers. The more Empire allies around them, the better they function. For every 5 Empire allies, the Stormtrooper gains +1 morale bonus to Defense and Attack rolls within 30 feet, up to a maximum bonus of +5.</p><p></p><p><strong>Cover Use</strong></p><p>The scout trooper is trained to use cover and concealment to their best advantage while lying in wait for a target. As a full round action, they can secure him or herself better than normal. So long as the scout trooper does not move, the scout trooper will now gain cover or concealment, as appropriate, one step better than normal. For example, if the trooper has positioned around a corner, they would normally gain one-half cover. By spending a full round action positioning properly, the scout trooper will now gain three-quarters cover. Note that this can effectively place the scout trooper in total cover while still able to fire, if he/she uses nine-tenths cover.</p><p></p><p><strong><span style="font-size: 22px">Equipment</span></strong></p><p><strong></strong></p><p><strong><span style="font-size: 18px">EC-17 Hold-Out Blaster</span></strong></p><p>This blaster is standard issue hold-out blaster pistol assigned to scout troopers. The compact designed features a built-in targeting scope. A pressure-sensitive grip is located on the weapons left side made it easier to fire while wearing gloves.</p><p></p><p><strong>EC-17 Hold Out Blaster (PL6 Personal Firearms Proficiency)</strong> </p><p>Damage: 3d6</p><p>Critical: 20</p><p>Damage Type: fire</p><p>Range Increment: 30 ft</p><p>Rate of Fire: Semi</p><p>Size: small</p><p>Weight: 2.5 lbs</p><p>Ammo: 50 box</p><p>Purchase DC: 18 Mil (+3)</p><p>Notes: Can be fired even with heavy gloves.</p><p><strong></strong></p><p><strong><span style="font-size: 18px">E-11s Sniper Rifle</span></strong></p><p>The E-11s is a sniper rifle version of the E-11 built by BlasTech Industries, using the frame and internal systems of the successful E-11, but the frame is modified with a larger stock and a long barrel for greater range and accuracy.</p><p></p><p><strong>E-11s Sniper Rifle (PL6 Personal Firearms Proficiency)</strong></p><p>Damage: 3d10</p><p>Critical: X3</p><p>Damage Type: Fire</p><p>Range Increment: 130ft.</p><p>Rate of Fire: Single</p><p>Weight: 9.5 lbs.</p><p>Magazine: 100 Box.</p><p>Size: Large</p><p>Purchase DC: 23</p><p>Restriction: Mil (+3)</p><p>This weapon came from the factory with a scope, and HUD targeting link. However, the HUD program is incompatible with most systems on the market, and requires a DC 30 computer use check to align it properly</p><p></p><p><strong><span style="font-size: 18px">Scout Trooper Scout Armour (Medium)</span></strong></p><p>Type: Tactical</p><p>Equip. Bonus: +4</p><p>Nonprof. Bonus: +2</p><p>Max Dex Bonus: +5</p><p>Armor Penalty: -3</p><p>Speed (30 ft): 30 ft.</p><p>Weight: 21 lb.</p><p>Purchase DC: 20</p><p>Restriction: Mil (+3)</p><p>A lighter variety of stormtrooper armor are the scout armors. These lighter suits allow for increased movement and are used by the snipers and scouts of the Empire. Some suits have camo patterns painted on them, providing a +6 bonus to Hide checks in the environment the camo is designed for.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8101369, member: 6668634"] [B][SIZE=7]Mid Level TIE Pilot[/SIZE][/B] These TIE pilots have survived multiple battles, making them far more skilled than other TIE pilots, usually leading squadrons or moved to elite squadrons and given the chance to pilot more advanced craft such as the TIE Interceptors, Strikers, or even TIE Advanced and Defenders. [B]TIE Pilot Mid Level (Ordinary Fast 3/Dedicated 3)[/B] Type: Human Size: Medium CR: 6 Hit Points: 33 hp (3d8+6 plus 3d6+6) Mas: 13 Init: +2 Speed: 30 ft (30 ft) Defense: 19 (Class +6, +3 Dex, +3 equipment armour) BAB/Grp: +4 / +6 FS/Reach: 5 ft/ 5 ft Attacks: +6 melee unarmed strike (1d3+1 nonlethal), +7 ranged blaster pistol (3d8, 20x2, fire, 40 ft, 50 box) Special Attacks: Co-Ordinate Attack Special Qualities: Co-Ordinate Defense, Formation Flying Allegiances: Galactic Empire Saves: Fort +3, Reflex +6, Will +3 Reputation: +2 Abilities: Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 8 Occupation: Military (Knowledge Tactics, Pilot) Skills: Balance +4, Computer Use +4, Drive +4, Knowledge Tactics +6, Jump +2, Listen +5, Hide +5, Move Silently +5, Navigate +3, Pilot +10, Profession (Soldier) +4, Read/write Common, Search +4, Spot +5, Survival +4, Tumble +4 Feats: Simple Weapons Proficiency, Light Armour Proficiency, Personal Firearms Proficiency, Starship Operation (Ultralight), Starship Gunnery, Starship Dodge, Starship Strafe Talents: Possessions: TIE Pilot Armour, Blaster Pistol, 3 power packs, comlink (military radio), Action Points: [B]Combat[/B] TIE Pilots are trained in basic combat tactics for when they are caught outside their fighters, but they shine when in their craft. Trained to work in groups making their attacks even more effective. [B]Imperial Indoctoration[/B] Due to the physical and mental conditioning members of the Imperial academies receive, graduates are conditioned and are incredibly loyal to the Empire and the Emperor. Imperials gain +1 to saves against fear and +1 to all Cha checks related to their allegiance: Galactic Empire. [B]Co-Ordinate Attack[/B] When the TIE Pilot is part of a wing made up of other TIE Pilots, each TIE pilot successfully using the Aid Other action to increase the wing commander's attack roll also adds half their weapon damage, similar to fire-linked weapons. This is due to the pilots training to work together for concentrated attacks. [B]Co-Ordinate Defense[/B] Not only is TIE pilot training help to co-ordinate their attacks, but also for their defense. Instead of the normal +1 cover bonus to the wing commander's Defense, adds the normal +1 plus an additional +1 per 2 wingman in the wing. [B]Formation Flying[/B] Due to their extensive training in flying in groups and co-ordinating their movements, allowing them to move in large groups. TIE pilots can create a wing of up to 8 TIE fighters of the same type. However for each craft above the standard four increases any Pilot checks DC's for maneuvers by +1. [B][SIZE=7]Stormtrooper Mid Level[/SIZE][/B] These stormtroopers have survived many battles and become squad leaders or move on to elite squads, some even eventually moving to command positions or joining the Deathtrooper corps. [B]Stormtrooper Mid Level (4 Tough Ord/ 2 Strong)[/B] Type: Human Size: Medium CR: 5 Hit Points: 43 hp (4d10+4 plus 2d8+2) Mas: 12 Init: +6 Speed: 20 ft (30 ft) Defense: 23 (Class +5, +2 Dex, +6 equipment armour) BAB/Grp: +5 / +7 FS/Reach: 5 ft/ 5 ft Attacks: +7 ranged E-11 blaster rifle (3d10, 20x2, fire, 60 ft), or +7 melee unarmed (1d3+2 nonlethal), or other weapons equipped Special Attacks: Special Qualities: Imperial Indoctoration, Co-Ordinate Attack, Co-Ordinate Defense, Wall of Stormtroopers Allegiances: Galactic Empire Saves: Fort +5, Reflex +4, Will +2 Reputation: +1 Abilities: Str 14, Dex 14, Con 13, Int 12, Wis 10, Cha 10 Occupation: Military (Knowledge Tactics, Survival) Skills: Balance +4, Climb +4, Computer Use +2, Concentration +4, Demolitions +2Intimidate +4, Knowledge (Tactics) +5, Listen +2, Move Silently +4, Read/Write Basic, Speak Basic, Search +5, Spot +5, Survival +7 Feats: Simple Weapons Proficiency, Light Armour Proficiency, Personal Firearms Proficiency, Medium Armour Proficiency, Advanced Firearms Proficiency, Point Blank Shot, Improved Initiative Talents: Possessions: E-11 blaster, Stormtrooper armour, 1d4 thermal detonators, grapple tag and 50 ft line, 3 power packs [B]Combat[/B] In combat, Stormtroopers are shoot first and ask questions later type unless ordered to use stun, they will use lethal force always. Groups of stormtroopers can be particularly deadly as they put up a wall of blaster fire. [B]Imperial Indoctoration[/B] Due to the physical and mental conditioning members of the Imperial academies receive, graduates are conditioned and are incredibly loyal to the Empire and the Emperor. Imperials gain +1 to saves against fear and +1 to all Cha checks related to their allegiance: Galactic Empire. [B]Co-Ordinate Attack[/B] When the stormtrooper is part of a squad of other stormtroopers (of any type up to 5 troopers total) within 15 feet, each stormtrooper successfully using the Aid Other action to increase the squad leader's attack roll also adds half their weapon damage, similar to fire-linked weapons. This is due to the troopers training to work together for concentrated attacks. [B]Co-Ordinate Defense[/B] Not only is stormtrooper training help to co-ordinate their attacks, but also for their defense when using the Aid Other for defense. Instead of the normal +1 cover bonus to the trooper's Defense, adds the normal +1 plus an additional +1 per 2 stormtroopers in the squad up to 5 troopers in total all within 15 feet of each other. [B]Wall of Stormtroopers[/B] Stormtroopers training is designed around strength in numbers. The more Empire allies around them, the better they function. For every 5 Empire allies, the Stormtrooper gains +1 morale bonus to Defense and Attack rolls within 30 feet, up to a maximum bonus of +5. [B][SIZE=7]Scout Trooper[/SIZE][/B] Scout troopers, also known as biker scouts, are specially trained stormtroopers, used in a range of missions mostly involved in reconnaissance and sniper work. They were also trained in melee combat and crowd control as they were at times the first on the scene. To aid the scout troopers in getting around for their patrols and reconnaissance work, they were usually assigned 614-AvA speeder bikes, then later the newer 74-Z speeder bikes. [B]Scout Trooper Low Level (1 Tough Ord/ 1 Fast Ord)[/B] Type: Human Size: Medium CR: 2 Hit Points: 15 hp (1d10+1 plus 1d8+1) Mas: 12 Init: +2 Speed: 30 ft (30 ft) Defense: 20 (Class +4, +2 Dex, +4 equipment armour) BAB/Grp: +0 / +2 FS/Reach: 5 ft/ 5 ft Attacks: +2 ranged EC-17 hold-out blaster (3d6, 20x2, fire, 30 ft), or +2 melee unarmed (1d3+2 nonlethal), or other weapons equipped Special Attacks: Special Qualities: Imperial Indoctoration, Co-Ordinate Attack, Co-Ordinate Defense, Wall of Stormtroopers, Cover Use Allegiances: Galactic Empire Saves: Fort +2, Reflex +3, Will +0 Reputation: +1 Abilities: Str 13, Dex 14, Con 12, Int 12, Wis 10, Cha 10 Occupation: Military (Knowledge Tactics, Survival) Skills: Balance +3, Climb +3, Concentration +3, Drive +4, Intimidate +2, Knowledge (Tactics) +3, Listen +2, Move Silently +4, Navigate +2, Read/Write Basic, Speak Basic, Search +2, Spot +2, Survival +2 Feats: Simple Weapons Proficiency, Light Armour Proficiency, Medium Armour Proficiency, Personal Firearms Proficiency, Advanced Firearms Proficiency Talents: Possessions: EC-14 hold-out blaster pistol, Scout trooper armour, 1d4+2 thermal detonators, grapple tag and 50 ft line, 3 power packs, electrobinoculars. Alternate weapon E-11s Sniper rifle. [B]Scout Trooper Mid Level (2 Tough Ord/ 4 Fast Ord)[/B] Type: Human Size: Medium CR: 6 Hit Points: 38 hp (2d10+2 plus 4d8+4) Mas: 12 Init: +2 Speed: 30 ft (30 ft) Defense: 23 (Class +7, +2 Dex, +4 equipment armour) BAB/Grp: +4 / +6 FS/Reach: 5 ft/ 5 ft Attacks: +6 ranged EC-17 hold-out blaster (3d6, 20x2, fire, 30 ft), or +6 melee unarmed (1d3+2 nonlethal), or other weapons equipped Special Attacks: Special Qualities: Imperial Indoctoration, Co-Ordinate Attack, Co-Ordinate Defense, Wall of Stormtroopers, Cover Use Allegiances: Galactic Empire Saves: Fort +4, Reflex +4, Will +1 Reputation: +2 Abilities: Str 13, Dex 15, Con 12, Int 12, Wis 10, Cha 10 Occupation: Military (Knowledge Tactics, Survival) Skills: Balance +3, Climb +5, Concentration +5, Drive +6, Intimidate +2, Knowledge (Tactics) +5, Listen +4, Move Silently +4, Navigate +4, Read/Write Basic, Speak Basic, Search +4, Spot +6, Survival +6, Swim +3 Feats: Simple Weapons Proficiency, Light Armour Proficiency, Medium Armour Proficiency, Personal Firearms Proficiency, Advanced Firearms Proficiency, Athletic, Surface Vehicle Operation (speeder bike), Far Shot Talents: Possessions: EC-14 hold-out blaster pistol, Scout trooper armour, 1d4+2 thermal detonators, grapple tag and 50 ft line, 3 power packs, electrobinoculars, speeder bike. Alternate weapon E-11s Sniper rifle. [B]Combat[/B] The scout troopers are stormtroopers that are discovered to have an aptitude for sniper work, reconnaissance and able to work alone or small groups. Usually found individually or in pairs, they use their speeder bikes to move about quickly. If they have time to prepare, they will find a good spot to act as a sniper and support other stormtroopers. [B]Imperial Indoctoration[/B] Due to the physical and mental conditioning members of the Imperial academies receive, graduates are conditioned and are incredibly loyal to the Empire and the Emperor. Imperials gain +1 to saves against fear and +1 to all Cha checks related to their allegiance: Galactic Empire. [B]Co-Ordinate Attack[/B] When the stormtrooper is part of a squad of other stormtroopers (of any type up to 5 troopers total) within 15 feet, each stormtrooper successfully using the Aid Other action to increase the squad leader's attack roll also adds half their weapon damage, similar to fire-linked weapons. This is due to the troopers training to work together for concentrated attacks. [B]Co-Ordinate Defense[/B] Not only is stormtrooper training help to co-ordinate their attacks, but also for their defense when using the Aid Other for defense. Instead of the normal +1 cover bonus to the trooper's Defense, adds the normal +1 plus an additional +1 per 2 stormtroopers in the squad up to 5 troopers in total all within 15 feet of each other. [B]Wall of Stormtroopers[/B] Stormtroopers training is designed around strength in numbers. The more Empire allies around them, the better they function. For every 5 Empire allies, the Stormtrooper gains +1 morale bonus to Defense and Attack rolls within 30 feet, up to a maximum bonus of +5. [B]Cover Use[/B] The scout trooper is trained to use cover and concealment to their best advantage while lying in wait for a target. As a full round action, they can secure him or herself better than normal. So long as the scout trooper does not move, the scout trooper will now gain cover or concealment, as appropriate, one step better than normal. For example, if the trooper has positioned around a corner, they would normally gain one-half cover. By spending a full round action positioning properly, the scout trooper will now gain three-quarters cover. Note that this can effectively place the scout trooper in total cover while still able to fire, if he/she uses nine-tenths cover. [B][SIZE=6]Equipment[/SIZE] [SIZE=5]EC-17 Hold-Out Blaster[/SIZE][/B] This blaster is standard issue hold-out blaster pistol assigned to scout troopers. The compact designed features a built-in targeting scope. A pressure-sensitive grip is located on the weapons left side made it easier to fire while wearing gloves. [B]EC-17 Hold Out Blaster (PL6 Personal Firearms Proficiency)[/B] Damage: 3d6 Critical: 20 Damage Type: fire Range Increment: 30 ft Rate of Fire: Semi Size: small Weight: 2.5 lbs Ammo: 50 box Purchase DC: 18 Mil (+3) Notes: Can be fired even with heavy gloves. [B] [SIZE=5]E-11s Sniper Rifle[/SIZE][/B] The E-11s is a sniper rifle version of the E-11 built by BlasTech Industries, using the frame and internal systems of the successful E-11, but the frame is modified with a larger stock and a long barrel for greater range and accuracy. [B]E-11s Sniper Rifle (PL6 Personal Firearms Proficiency)[/B] Damage: 3d10 Critical: X3 Damage Type: Fire Range Increment: 130ft. Rate of Fire: Single Weight: 9.5 lbs. Magazine: 100 Box. Size: Large Purchase DC: 23 Restriction: Mil (+3) This weapon came from the factory with a scope, and HUD targeting link. However, the HUD program is incompatible with most systems on the market, and requires a DC 30 computer use check to align it properly [B][SIZE=5]Scout Trooper Scout Armour (Medium)[/SIZE][/B] Type: Tactical Equip. Bonus: +4 Nonprof. Bonus: +2 Max Dex Bonus: +5 Armor Penalty: -3 Speed (30 ft): 30 ft. Weight: 21 lb. Purchase DC: 20 Restriction: Mil (+3) A lighter variety of stormtrooper armor are the scout armors. These lighter suits allow for increased movement and are used by the snipers and scouts of the Empire. Some suits have camo patterns painted on them, providing a +6 bonus to Hide checks in the environment the camo is designed for. [/QUOTE]
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