Professional Documents
Culture Documents
Stormtrooper
Second Edition
Tactics
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2
Introduction
F or too long, Imperial tactics have relied
on the use of overwhelming force to
achieve victory. Unfortunately, the cowardly
rect Fireteams within the squad. The proper
organization and deployment of fire teams
will be explored in later editions of this guide.
hit-and-run tactics employed by rebel terror-
ists in recent years have proven to be highly x Combat Medic
effective against our standard deployment Last year, FX-7 medical droids committed
tactics. Given enough time, an army of 1000 131% fewer medical errors per patient when
can be whittled away to nothing by the devi- compared to Stormtrooper Medics. Storm-
ous rebels. This is why we must adapt. trooper Medics still outperformed FX-7s on
The purpose of this guide is to present bedside manner, but only by a slim margin.
Imperial officers with new tools and strate- When it comes to the health of the
gies for both offensive and defensive con- squad, the Combat Medic is in charge. They
flicts against the growing rebel menace. are capable of holding their own in a fight,
Though Imperial resources may appear lim- and should be fielded in any situation that
itless, a war of attrition is costly. Effective de- calls for prolonged combat.
ployment of troops and supplies will not only
assure decisive victory, but ensure peace
and prosperity for all Imperial citizens.
Unit Profiles
All members of the Imperial armed forces
should be familiar with the various infantry
units that comprise the Stormtrooper Corps.
What follows is a cursory overview and de-
ployment recommendations for the units
presented in this guide.
Non-Commissioned Officers
The best commanding officers leads by
example; “First one in, last one out” is more
than just a catchy slogan.
Regardless of their mission parameters,
a squad should always be under the direct
supervision of a Stormtrooper Sergeant. A
clear chain of command enables a squad to
operate at maximum efficiency. Sergeants
are easily identified by a white pauldron
Analysis of after action reports shows
that squads which include a Corporal oper-
ate 12-16% more effectively than those than
don’t. Corporals often fill a specialist role
within the squad, generally serving as the
team medic, designated marksman, infiltra-
tor, or comms officer. This specialist training
is supplemented by secondary officer train-
ing, enabling Corporals to command and di-
3
Designated Marksman Heavy Ordnance Specialist
Imperial Stormtroopers are known Since the formation of the Galactic Em-
throughout the galaxy for their peerless pire, the HOS training program has seen an
marksmanship, and the Designated Marks- impressive .04% drop in cadet fatalities. A
man is no exception. graduation rate exceeding 35% is expected
A compromise between the standard Ri- within the next decade.
fleman and the long range Sharpshooter, the The HOS is capable of putting out a lot
Designated Marksman is a welcome addition of damage on a lot of targets. Conservative
to any squad. They can provide long range deployment of the HOS ensures those tar-
support for teams focused on close quarters gets aren’t carrying an Imperial banner. The
combat, or engage adversaries that stray range of the RPS-6 allows this unit to soften
too close to a fortified sniper’s nest. up targets before CQC units engage them.
5
Advanced Tactics
Strike include:
Preemptive Strikes
• Standing up from a prone position
P reemptive Strikes are free out of turn
attacks that are triggered by adversar-
ies. They are mechanically similar to D&D's
• Dropping prone
• Running for cover
• Breaking from cover
"Opportunity Attack" and almost identical to
• Mounting/dismounting a vehicle or
XCOM's "Reaction Fire".
mount
A Preemptive Strike is rolled exactly like
• Any maneuver that causes a charac-
a normal ranged attack, but suffers bb on
ter to change range bands.
top of any other setbacks/boosts imposed
Only weapons with the "Hip Fire" qual-
by status effects or environmental factors.
ity may be used to make Preemptive
An adversary can only trigger one Pre-
Strikes. This quality is applied to two class-
emptive Strike on their turn, even if they
es of weapons:
take multiple actions/maneuvers that would
• Blasters that are light and accurate
normally draw fire. Events that can trigger
enough to fired on reflex, such as an
a Preemptive Strike are outlined in ability
E-11 or EE-4
descriptions, but they are almost always
• Heavy repeaters which boast such a
Attacks or Movement based maneuvers.
high rate of fire that pointing them in
When triggered by an attack, the Pre-
the general direction of an adversary
emptive Strike is rolled first, allowing a
may score a hit, such as an E-Web
trooper to potentially eliminate an adversary
before they can deal damage.
When triggered by a Movement maneu- Trooper Abilities
ver, the two events happen simultaneously This section provides an in depth de-
(narratively speaking). Mechanically, this scription of the new abilities introduced by
allows a trooper to take a shot while an this guide. Every entry includes the informa-
adversary is between cover. tion required for gameplay, as well as game-
Maneuvers that can trigger a Preemptive play examples.
6
Squad Cohesion Example: The medic applies a stimpack to
Activation: Passive a downed Rifleman. The minion recovers 6
Unit: Stormtrooper Sergeant wounds, rather than the usual 5, bringing
While the Sergeant lives, minion groups them to full health.
within the squad make skill checks as if they
contain an additional minion. This does not Guardian Angel x
affect abilities that scale with group size, Activation: Passive
such as Bomb Squad or Team Lift. Unit: Combat Medic
Example: A group of 2 Riflemen rolls dcc If the Medic’s action this turn is a Medicine
on Ranged [Heavy] attacks rather than the check, they may take a free movement ma-
normal ddc. neuver without suffering strain (Which would
normally inflict wounds on a rival level NPC).
Coordinate Assault They still may not exceed the two maneuver
Activation: Active [Maneuver] per turn threshold.
Unit: Stormtrooper Sergeant Example: On their turn, the medic performs
Add a to all squadmate attacks until the a Medicine check on an engaged ally, then
start of the Sergeant’s next turn. Does not moves one range band to engage with an-
apply to Preemptive Strikes or the Ser- other ally and administers a stimpack.
geant's attacks.
Example: A Rifleman rolls saa on an at-
tack. He then adds one a to the results,
allowing him to activate the critical rating on
his E-11.
Trauma Team
Activation: Passive
Unit: Combat Medic
While the Medic lives, downed squadmates
enter a bleed-out state rather than dying
outright. Bleeding units die at the end of the
Medic’s next turn. Critical hits can still kill
minions outright.
Example: Three riflemen are downed
on an adversary turn. On the Medic’s
turn, he may stimpack one and perform
a Medicine check on
another, reviving both
and ending his turn.
The third minion then
dies.
Rule #39 x
Activation: Passive
Unit: Combat Medic
All healing on squad-
mates recovers +1
wound. This applies
to self healing as well.
Non-squadmate allies may also be treated,
but do not benefit from the healing bonus.
7
Absolutely Critical nearby. Before the adversary can react, the
Activation: Active [Action] Infiltrator takes a Preemptive Strike.
Unit: Designated Marksman
Designate a target then make a ranged at- Diversion
tack against them, upgrading the difficulty Activation: Passive
once. If the attack hits, all subsequent squad Unit: Infiltrator, Recon Team
attacks against the target gain one rank of This unit can downgrade the difficulty of
Vicious. Stealth checks 3 times if the adversary op-
Example: A vibroknife, which has Vicious 1, posing the roll is actively distracted. A near
adds +20 to critical hit rolls. An E-11 with no by explosion (or being hit by an explosion)
Vicious ratings adds +10 to critical hit rolls. or the arrival of a reinforcements is usually
adequate.
Steady Aim Example: An infiltrator is detected by a
Activation: Passive group of adversaries. In response, the In-
Unit: Designated Marksman, Sharpshooter filtrator triggers an LX-2 mine they planted
If this unit did not use a maneuver on their last near by. The explosion damages some of
turn (except to Aim), add b to their ranged the adversaries and momentarily draws the
attacks this turns. If the unit took damage attention of the others. The Infiltrator makes
between turns, or moves before attacking, a Stealth check, opposed by one of the ad-
the bonus is lost. This bonus stacks with the versary's Vigilance. The difficulty should be
b granted by the Aim maneuver. dcc but the Diversion downgrades the
Example: A Sharpshooter does not move check to dd.
for 3 turns, but takes damage between turn
2 and 3. They would add a Steady Aim b
on their second turn attack, but not the third. Back up, Now! x
Activation: Active [Action]
Squadsight Unit: Field Comm Operator
Activation: Passive This unit attempts to summon Imperial re-
Unit: Infiltrator, Recon Team inforcements by making an Average (dd)
Squadmates can make ranged attacks 1 Computers check. When determining results,
band past their weapon range if the target s represent magnitude of the reinforcement
is in short range of this unit. This range bo- response and a represent the FCO's ability
nus does not apply to Preemptive Strikes, or to relay location info accurately.
thrown weapons. This ability is primarily a narrative tool. The
Example: An Infiltrator is undetected and final decision on what form the reinforce-
at short range from an adversary. A Desig- ments take is up to the GM.
nated Marksman is able to attack the target Example: A result of sttt may sum-
with their DLT-20A from extreme range rath- mon a few Riflemen to the wrong location,
er than long. delaying their arrival to the fight. A result
of sssaax may summon a heavily
Ambush armed gunship or provide targeting data for
Activation: Passive an airstrike/orbital bombardment.
Unit: Infiltrator
If this unit fails a Stealth check to remain un- Freedom of Speech
detected by an adversary, they can perform Activation: Passive
a Preemptive Strike. Unit: Field Comm Operator
Example: On their turn, an adversary makes Comms in this unit's Squad/Platoon cannot
a Perception check to detect hidden ene- be jammed. Decrypting intercepted trans-
mies, discovering an Infiltrator in the bushes missions requires a Daunting (dddd)
8
computers check (with proper equipment). Suppressing fire x
Example: An adversary tunes in on the Activation: Active [Action]
squad comm channel. It sounds like gib- Unit: Fire Support, E-Web Team
berish, but running it through a decrypt pro- Make an Average (dd) Ranged check.
gram on their datapad allows them to make Suppress targets in range equal to s until
a Daunting (dddd) Computers check to start of next turn. Suppressed targets suffer
decipher it. bb on all skill checks, +1 b per aa rolled
on the Suppression check. If suppressing
Overwatch multiple targets, they must be within short
Activation: Active [Action] range of each other. If a suppressed target
Unit: Rifleman uses a maneuver to move, the suppressor
Until the start of their next turn, the Rifleman makes a Preemptive Strike against them.
makes a free Preemptive Strike against all A result of y or ttt on the Preemptive
adversaries in weapon range that move or Strike, or taking damage, ends Suppression.
attack a squadmate. A result of y or ttt Non-suppressed adversaries gain b on at-
on the Preemptive Strike, or taking damage, tacks against the suppressor.
ends Overwatch. Example: Two adversaries are near a com-
Example: Three adversaries make attacks puter console, one is attempting to slice it
against a Rifleman group on Overwatch. The while the other provides covering fire. A Fire
first adversary draws a Preemptive Strike Support unit rolls to suppress the shooter.
and then misses their shot. The second ad- They roll ssaa, meaning both targets
versary draws a Preemptive Strike and then will suffer bbb on their Ranged and Slic-
lands their shot on the Riflemen, ending the ing checks, respectively. A third adversary
Overwatch (if the attack does not exceed appears to the side of the fire fight. They add
their soak the Overwatch is sustained). The b to their attack against the Fire Support
third adversary is free to move or attack with- group.
out drawing fire.
Bomb Squad
Activation: Passive
Unit: Heavy Ordnance Specialist
For every minion in this group past the first,
add b to squad thrown explosives. This
includes explosives thrown by HOS
groups, but does not stack if there is
more than one HOS group in a squad.
Example: A squad contains two HOS
groups, containing 3 and 2 minions
respectively. All ex-
plosives thrown by
9
*Construct vs Prepare
The E-Web cannon has the unique
Less is more
weapon property of Construct 5. This
Activation: Passive
quality is mechanically similar to Pre- Unit: Recon Team
pare, but calls for the use of Actions Trained as Infiltrators, a Recon Team unit
rather than Maneuvers. starts with 2 ranks in the stealth skill. Each
The rationale behind this is the minion in group past the first lowers the skill
sheer size and mass of the compo- by 1. Squad Cohesion negates one down-
nents that comprise an E-Web: the grade.
generator, the tripod, and the cannon Example: A Recon group of one (or a group
itself. Putting together these pieces is of two under the effect of Squad Cohesion)
more demanding than connecting a rolls dcc on Stealth checks. A group of
sniper barrel to a receiver. four (without Squad Cohesion) rolls only d.
Team Lift
Activation: Passive
the squad receive bb. Alternatively, a Unit: E-Web Team
squad consisting of 1 Sergeant and a HOS Each minion in this group past the first low-
group containing 9 minions would add ers the Cumbersome and Construct* qual-
bbbbbbbb (that's 8 boosts) to thrown ities of the E-Web by 1, to a minimum of 1.
explosives. This squad composition is not Example: An E-Web Team of three can con-
recommended. struct an E-Web in two turns and operate it
without Cumbersome penalties.
Shock Absorbent
Activation: Passive High Maintenance
Unit: Heavy Ordnance Specialist Activation: Passive
The HOS takes half damage from explosives Unit: E-Web Team
(rounding up, calculated after soak) and has If only one minion is operating the E-Web, it
+3 soak against Blast and Burn damage. gains the quality Limited Ammo 1 and loses
Example: Two HOS groups are engaged its Full Auto quality. This means the E-Web
with each other. One is hit by a concussion cannot provide Suppressing Fire or perform
grenade. They soak 5 damage, and reduce a Preemptive Strike.
the remaining 5 to 3. The other group takes Explanation: Monitoring the power genera-
no damage from the Blast 8 quality, having a
tor on an E-Web is a full time position. A sin-
Blast specific soak of exactly 8.
gle unit can operate the weapon, but must
constantly check the generator to prevent it
Spotter from overheating.
Activation: Passive
Unit: Sharpshooter
If there are two or more minions in this group,
All Hands On Deck
Activation: Passive
add b to all squad attacks made at Long or
Unit: E-Web Team
Extreme range. This bonus does not apply
Minions of any class may temporarily join
to Preemptive Strike attacks and does not
this group.
stack if there are two or more Sharpshooter
Example: An E-Web Team is down to one
groups in the squad.
minion and thus isn't operating at peak ef-
Example: A group of 3 Sharpshooters
ficiency. A Fire Support minion breaks off
makes a ranged attack from extreme range.
their group to join the E-Web Team. When
They add a b for making an Aim maneuver,
the enemy retreats, the Fire Support minion
and a second b from the Spotter ability.
abandons the E-Web and rejoins their group.
10
The Imperial Arsenal
T he Imperial Stormtrooper Corps has
access to a vast array of arms and ar-
mor. All equipment listed below is manufac-
E-11 Blaster Carbine
A rugged and reliable weapon, the E-11 is
the standard issue primary weapon in all
tured for Imperial military use only. Civilians branches of the Imperial armed forces.
found to be in possession of Imperial arms Stormtrooper Sergeants are issued an up-
are to be detained immediately and interro- graded version.
gated about potential rebel connections. The Skill: Ranged [Heavy]
equipment in questions must also be seized, Damage: 9, Crit: 3
by force if necessary, and throughly inspect- Range: Medium
ed before re-entering service. Qualities: Hip Fire, Stun Setting
11
E-11s Sniper tor that powers the weapon requires fifteen
Built upon the highly successful E-11 Car- minutes to warm up, most squads keep it in
bine system, the E-11s Sniper offers unpar- a standby state if combat is expected.
alleled shot consistency at even the most Damage: 16, Crit: 2
extreme ranges. Range: Long
Skill: Ranged [Heavy] Qualities: Auto Fire, Hip Fire, Cumbersome
Damage: 11, Crit: 3 5, Construct 5, Pierce 4, Vicious 1, Concus-
Range: Extreme sive 1
Qualities: Accurate 1, Cumbersome 3,
Pierce 2, Slow-Fire 1 Heavy Ordnance
Special: Suffer 1 setback on attacks made Matériel and equipment falling under the
from short/engaged range designation "Heavy Ordnance" should only
be handled by certified individuals. Failure to
EE-4 Sub-Repeating Blaster comply to this directive may result in injury,
The EE-4 is a highly compact blaster that death, or worst of all, a court marshal.
fires in rapid 2-round bursts. It offers rifle lev-
el damage in a heavy pistol sized package. xRPS-6 Rocket Launcher
Military models utilize "Flash Rounds" which A DLT-20A may have your name on it, but a
temporarily blind targets. RPS-6 is addressed "To Whom it May Con-
Skill: Ranged [Light] cern". Older models were magazine fed, but
Damage: 8, Crit: 3 this feature was removed to reduce weight
Range: Medium and make room for an advanced targeting
Qualities: Hip Fire, Disorient 1, Inaccurate 1 computer.
Skill: Ranged [Gunnery]
EC-17 "Flash Pistol" Damage: 22, Crit: 2
Commonly referred to as the "Scout Pistol", Range: Long
the EC-17 is a highly compact hold out blast- Qualities: Blast 14, Breach 1, Cumbersome
er. It features a built in high-intensity glow 3, Guided 2, Limited Ammo 1
rod, used to "Flash Stun" targets Special: If attacking a target of silhouette
Skill: Ranged [Light] 2 or greater, add 1 additional b when per-
Damage: 6, Crit: 4 forming an Aim maneuver.
Range: Short
Qualities: Disorient 1, Stun Setting LX-2 Comlink Mine
The LX-2 Comlink Mine is a versatile explo-
SE-14c Repeating Pistol sive. It can be triggered by a proximity sensor
The SE-14c is the standard issue side arm in or remotely detonated through an encrypted
all branches of the Imperial armed forces. It comm signal, making it popular amongst Im-
is highly inadvisable for a trooper to engage perial saboteurs.
in a fire fight wielding solely an SE-14c. Skill: Resilience [To resist damage]
Damage: 6, Crit: 4 Damage: 14, Crit: 2
Range: Short Range: Triggered at Engaged, Short Range
Qualities: Auto Fire, Stun Setting Blast radius
Qualities: Blast 14, Vicious 4
E-WEB Heavy Repeating Blaster Special: When the mine is triggered En-
A built in comlink with automatic encryption gaged targets roll a Daunting (dddd) Re-
allows E-Web crews to communicate with silience check, Short range targets make an
each other or a Field Comm Operator in the Average (dd) Resilience Check. Each f
12 heat of battle. Since the Class-4T3 genera- inflicts +1 wound, and tt activates a crit-
ical injury. Stun Grenade
Entering engaged range triggers the mine's Colloquially known as a "Flash Bang", Stun
proximity sensor which emits a soft tone. An Grenades are used by support units to dis-
Average (dd) Perception check can alert a orient and subdue adversaries.
character to the noise, allowing them time to Skill: Ranged [Light]
take one maneuver at the cost of 4 strain. If Damage: 8, Crit: 4
a mine is spotted before being triggered, it Range: Short
can be disarmed with a comm, requiring a Qualities: Blast 8, Disorient 3, Stun Dam-
Daunting (dddd) Computers check. Fail- age, Limited Ammo 1
ing either of these rolls triggers the mine.
Thermal Imploder
Fragmentation Grenade Under Imperial law, incendiary explosives
Every Stormtrooper Rifleman is issued one are highly illegal. "Imploders" on the other
low yield Baradium Core Thermal Detonator hand were recently approved for military use.
for use in the field. They are pattern locked Skill: Ranged [Light]
and unlabeled to prevent adversaries from Damage: 10, Crit: 3
using them if they are misplaced. Range: Short
Skill: Ranged [Light] Qualities: Blast 8, Burn 4, Limited Ammo 1
Damage: 8, Crit: 4
Range: Short
Qualities: Blast 6, Limited Ammo 1 Armor and Equipment
The laminate plastoid armor worn by every
Concussion Grenade stormtrooper is the galaxy's gold standard
Concussion grenades provide superior dam- in personal protective equipment. It features
age and crowd control over the standard integrated helmet comms for secure com-
fragmentation grenade. They are reserved munications with in the squad.
for soldiers that have proven themselves in
the field. Stormtrooper Armor
Skill: Ranged [Light] Standard Stormtrooper is lightweight and al-
Damage: 10, Crit: 5 lows for a decent range of motion. It can dis-
Range: Short sipate low intensity blasts
Qualities: Blast 8, Concussive 2, Dis- with ease.
orient 5 Limited Ammo 1 Soak: 2
13
Heavy Stormtrooper Armor pact hardshell kit contains stimpacks, bac-
Sergeants and certain specialist units are ta swabs, and adhesive synth-skin patches
issued advanced armor sets that feature re- featuring the likenesses of animated Holo-
inforced plastoid plates, blast resistant paul- Net characters.
drons and/or kamas. Qualities: Adds b to all medical checks,
Soak: 2 contains 3 stimpacks
Defense: 1
Military Comm-pack
Insulated Stormtrooper Armor The Comm-pack serves as a mobile comm
It's not uncommon for imperial troops to relay, enabling unhindered communication
find themselves in hazardous environmen- between members of a squad or platoon.
tal conditions. These suits feature standard It has enough power to send transmissions
plastoid armor plates attached to a body- across an entire planet and can connect to
glove interwoven with Duravlex fibers. the HoloNet to transmit across star systems.
Soak: 2 It is nearly impossible to jam squad/platoon
+3 Blast and Burn specific soak, Ignore fires transmissions without direct access to the
or rank 3 or lower Comm-Pack. The system also automatically
encrypts all transmissions that pass through
Scout trooper Armor it, so only members of the squad/platoon
Scouts and snipers utilize extremely light- can understand them.
weight armor that facilitates ease of mobility. Some FCOs have complained about the
This added agility and an advanced helmet weight of the package, but its logistical ben-
sensor package greatly heightens the wear- efits to a garrison outweigh one trooper's
er's reaction time. discomfort.
Soak: 1 Qualities: Add bb to all Comm or Scanner
Defense: 1 based Computer's checks. Suffer b on all
athletics checks.
Military Medi-Pack
When deployed in the field, Imperial Com-
bat Medics carry a Medi-Pack. This com-
Trooper Dossiers
T he next section contains stat blocks for
all the troopers outlined in the begin-
ning of this guide. They are presented here
as reminders for commanding officers and
do not override the descriptions provided
above. If info on the card seems to contra-
with their default load-outs. dict previously outlined info, defer to the Abil-
As was previously stated, a standard Im- ity Description section.
perial Stormtrooper squad consists of one The same applies to weapon descrip-
Sergeant, one Corporal serving in a special- tions. Many weapons do not list their Cum-
ist role, and 8 enlisted troopers. While this bersome quality since the Brawn require-
formation is not mandatory, it has proven to ment is met by the trooper.
provide the best balance of resources and
operational effectiveness in the field. Special thanks to TheDearth for their excel-
These cards include abridged ability lent form-fillable adversary cards. You can
descriptions. They are meant only to serve find the link on the Credits page.
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To Do Imperial
List Divisions
Additional Sections Fireteam 5 troops
• Intro to platoon level troop move- Led by Team Leader or Corporal
ments
• Standard base defense layouts Squad 2 Fireteams, 10 troopers
• Intro to Fireteams and bounding Led by Sergeant
overwatch
• Armor Divisions Platoon 5 Squads, 50 troopers
• Dedicated Scout Trooper section Led by Sergeant Major or Lieutenant
and variants
• Dedicated specialist section Company 4 Platoons, 200 troopers
Led by Captain
Trooper Variants
• Incinerator Trooper Battalion 4 Platoons, 800 troops
• Grenadier Trooper Led by Major or Marshal Commander
• Shoretrooper
• Riot Troopers Regiment 4 Battalions, 3,200 troops
• Death Trooper Led by Lieutenant Colonel
• Purge Trooper
• Imperial Commando Legion 4 Regiments, 12,800 troops
Led by High Colonel or Major General
Upcoming Guides/Modules
• ISB Dossier: The Haxion Brood
• ISB Dossier: The Rebel Alliance
• Red Twin Adventure Module
• Outbound Flight Adventure Module
As you can see above, I already have plans for additions. If you have any
thoughts on these or ideas for others, you can also contact me at that email.
In the mean time, I'll be focusing my efforts on the Red Twin Module
which will include new locations, weapons, and a playable race.