View Full Version : Stormtrooper Variants.

5 February 2003, 10:12 PM
Two questions to our esteemed assemblage regarding those crazy specialized stormtrooper units:

1. Do the non-standard Stormtrooper units see much use in the average campaign? (Spacetroopers, Sandtroopers, and Snowtroopers - oh my!).

2. Has anyone made their own Stormtrooper variants? (Urbantroopers with integral jetpacks, and such).

Rogue Janson
6 February 2003, 02:27 AM
I've used snowtroopers and spacetroopers (very scary) in my campaigns. I think they're very useful for a bit of variety and character to a game and any time you're in a distinctive environment you can use a specialised stormtrooper (although you can also make a point by not using them and allowing the players to get an advantage).
Not come up with any of my own, though I might if the situation ever demands it.

6 February 2003, 04:06 AM
i have used most, except the Rad troopers and sea troopers. Love using the storm commandoes...

Jim Williams
6 February 2003, 05:07 AM
I've used sandtroopers, but only once. Once the bolts were flying, they pretty much performed like regular stormtroopers.

Storm Commandos are great fun, especially when the group gets up to higher levels or high skills.

Our resident starfighter pilot "shot down" a squad of spacetroopers as they landed on a Rebel base (D6 Force points are so much fun!). And a Jedi in our group got into a battle royal with one spacetrooper on board a Mon Cal ship.

My most interesting variant is a clonetrooper flash-imprinted with the combat skills of a character I used to run who is currently MIA. In d20 the clones are Soldier 6/Elite Trooper 2, and run around with an Imperial Inquisitor (who's running the cloning program). It was fun the first time he showed up with the Soloman clonetroopers, squared off with the group, and instructed one of the clones to remove his helmet. The clones are complete down to the detail of having their left arm surgically removed and replaced with a military-grade cybernetic left arm...

Emperor Xanderich II
6 February 2003, 04:46 PM
I can remember once our frigate was boarded by what we thought were stormtroopers. So, our fairly powerful characters charged off to repel the intruders only to run into the brick wall that was the squad of Storm Commandoes. Man, did we get our backsides kicked. Ever since then we've had a healthy respect for those guys!

7 February 2003, 04:23 AM
Where can I find stats on these Stormtrooper variants?

Rogue Janson
7 February 2003, 05:19 AM
For D20 you'll find stats for assault, space, snow and sand troopers and storm commandos in the Rebellion Era Sourcebook. I'm pretty certain there are stats for other kinds of stormtroopers and their equipment in the swrpgnetwork databases as well if you look for them.

Lord Kjeran
7 February 2003, 08:53 AM

WEG Source Material said that the emepror's Guard would rotate members out to regular line units to keep them in fighting trim. When doing so, they would use standard issue armor and equipment.

Imagine my players' surprise when they ran into a squad of said troopers and the players began, to quote PVT Hudson, "....getting our @$$e$ kicked down here!"


8 February 2003, 08:50 AM
Imperial source book has stats on all but the corscuant guard, rad trooper and storm commando.
GG9 fragments from the rim has the latter 2 troopers and
Rules of engagement has them all.

8 February 2003, 08:51 AM
We've used all variants. Assault, Sand, Space, Rad, Sea, Storm Commandos, Swamp, Raptors, Royal Guards, Imperial Sovereign Protectors (yes, they're not the same as Royal Guards)...

It's safe to say that most troopers perform like any other once the lightfight starts, but a smart GM uses the terrain advantage their training provides to put them in better position. I've used Storm Commandos to ambush the group (that thought it was ambushing an unsuspecting Imperial convoy). Swamp troopers appearing out of the murk is always dramatic. Seatroopers are the hardest...they're so well equipped for sea operations, it's unlikely the group will ever get anywhere near that level of preparation, so you need to be sparing with them or the group will be overwhelmed.

8 February 2003, 09:13 AM
Swamp troopers? Are those a new D20 thing?

Oh, has anyone run a PC Stormtrooper campaign with the opportunity for some of the advanced training and promotion (e.g. Storm Commandos, Royal Guards)?

Rogue Janson
8 February 2003, 09:20 AM
Swamp Troopers are in the game Jedi Knight II. I think that's the only place they're from. (They wear heavy green armour and carry flechette launchers (the JKII version though) btw.)

8 February 2003, 07:39 PM
Had an Imperial Sovereign Protector PC for a while in the Imperial SpecOps campaign, and a Storm Commando, but the rest of the group had nothing to do with the Stormtrooper Corps.

Our Swamp troopers carried modified E-11s that aren't as susceptible to water damage (although firing one submerged is still not a good idea), Light Reapating Blasters (also modified) and only a few of them handled Golan Arms' flechette launcher (which is in A&EG btw).

They were very cool minor villains, and I sort of regret not having had the foresight to include more trips to swampy places so they could return. ;)

9 February 2003, 06:10 AM
The closest i have had to using any stormies in game as PC's was my current sparks character. He has a driving goal to get one set of every stormtrooper armor there is. He already has several regular sets, 2 scout trooper sets (one he has modified so it looks nothing like a scout trooper suit, and painted it forest cammo), 2 sand trooper, 3 storm commando (2 with chest holes, and one with a hole through the visor in the helmet from damn fine sniping with a slug thrower rifle). Still need, aquadic, snow, space, and the corsucant guard, and imp royal guard (they will be the most hardest to get).

9 February 2003, 06:43 AM
Years ago I used a variant of Stormtrooper in a Jedi Purge campaign. There backgrounds, stats (D6) and equipment are all included in this old thread. (http://holonet.swrpgnetwork.com/showthread.php?s=&threadid=2754) There is a slight correction for their weapons in that it does not have a fire rate for semi-automatic operation.

9 February 2003, 02:42 PM
Try this page for some Stormtrooper variants.


9 February 2003, 06:46 PM
A Stormtrooper armor collection! I like it :D

Getting the Spacetrooper armor might not be that hard: just get on the guy's back and punch through the visor with a vibroshiv while in vacuum. Some cleaning and reassembly may be required ;)

10 February 2003, 04:46 AM
Originally posted by wolverine
Imperial source book has stats on all but the corscuant guard, rad trooper and storm commando.
GG9 fragments from the rim has the latter 2 troopers and
Rules of engagement has them all.

Are the Coruscant Guard those guys with the big rifles that are escorting Palpatine at the end of EP 1?

Also, what is Rules of Engagement?

10 February 2003, 09:35 AM
Coruscant Guards don't appear in any of the films. The Senatorial Guard (which is who you see escorting Palpatine) is essentially the same thing as Royal Guards, though.

10 February 2003, 10:44 AM
Rules of engagement: guide to rebel special forces...

Damn good book.
Has rules for the rebel special forces, uses for them in play, sample maneuvers and spec force groups, organisation structure, more equipment and new rules for martial arts (and some new ones like dice pooling...)

For note, die pooling, is 1 of 3 things.

1) For every point over on the too hit roll, add 1 point directly to the damage. Eg: hue has shot stormie #1 achieving 12 more than needed, so when he rolls hsi 4d+2 damage he also adds +12 to it from the hit.

Is considered to be the most lethal.

2) Like option 1, but using a 'factor'. Eg, for every 3, 4 or even 5 points the too hit succeeded by, add +1 to the damage. So in the above situation, the damaged added if the GM used a 3-1 factor would only be 4.

3) straight up die pooling. For every 1D taken off your to hit pool (although some do it on a 2 for 1 basis) add 1D to damage (basically a proper called shot ruling). Is reversable, but there is (i do believe) a upper and lower limit, like 4 bonus die max, or something like that.

10 February 2003, 07:51 PM
Yup. Die pooling. Definitely lethal in any aspect. With sufficient skill, even a hold-out blaster is deadly.

The Coruscant Guard are the police version of the Stormtrooper Corps. They wander the streets of Coruscant and other Core Worlds maintaining order and showing the Imperial presence. Their uniforms are more decorative and supposedly less intimidating than the regular Stormtrooper outfit. All this to keep the population calm as Hindu cows.

14 February 2003, 05:40 AM
I've re-done Stormtroopers in my campaign, for strange reasons, and usually come up with some specialized name for them. I take the low level trooper in the core rule book and add soldier levels and give the squad commander elite trooper levels. This way when my PCs fight them it actually turns out to be a challenge. See my other post and threads to see what I mean. :)

Errin Orwain
20 July 2003, 05:31 PM
Scout troopers are fun on rural planets where their speeder bikes give them an edge. I have fought snowtroopers and sand troopers, but the real scare is running into a member of the Emperors' Guard on rotation duty, alomst got killed on that one!:rguard:

Nova Spice
21 July 2003, 03:26 PM
We've never had a serious campaign in the Rebellion Era. Needless to say, my NJO campaign which has been running for about a year, has utilized some stormtrooper variants.

At the Battle of Ithor, my PCs worked with a squad of Imperial Storm Commandos (from the Chimaera) to halt a Chazrach phalanx from overwhelming a couple squads of New Republic marines.

Many months later (in the game and in real life), the PCs were stranded behind enemy lines and were rescued by a joint Imperial/New Republic task force. The PCs were rescued by the same Imperial Storm Commando squad and were escorted by none other than Wraith Squadron.

We're currently on Episode IV: Balance Point. I don't plan to use any stormtroopers or their variants until Episode XI: Force Heretic. I actually have plans for a Skytrooper (stormtroopers with fusion jet packs and helmets with targeting computers). I'll have to weigh the pros and cons of introducing such an animal. And I may have to come up with a different name as well. ;)

Jim Williams
21 July 2003, 05:12 PM
Sounds cool! "Skytrooper" would fit the naming norm.

25 July 2003, 11:44 PM
I made up a variant called the Magma Troopers. They wore special heat resistent armor with replusor/jetpacks to deal with conditions on unstable geological worlds. I got the idea from a line out of one of the visual dictionaries. They couldn't survive getting hit by magma(who could) but had a independent oxygen supply and various sensors built in.

26 July 2003, 08:52 AM
We fought some Seatroopers in our rebellion era game that Jake Sunspot ran. They were definately intimidating at first. We modified our vac suits to work underwater, but they were definitely better prepared at first. Once we used the force to yank their spearguns and started grappling with them they broke just like normal stormies, but the shock value made the encounter memorable.
Spacetroopers on the other hand... I hope we never run into that noise, and we are a 10th level party of rebel commandos.

28 July 2003, 10:17 PM
I like using the three variants in the rebellion era sourcebook. I also made my own stormtrooper " Super Stormtroopers" ( like super shedder in TMNT 2 )generic as heck but its only a working term. I used some stats from the assult armor, in Arms and Equipment guide and Some of the Dark trooper Ssats and some of my own evil Ideas. However I am about to uviel them in thier true glory soon to my players and posting the exact stats online aren't saf,e these walls have eyes.

28 July 2003, 10:28 PM

Just a thought with your skytroopers...

They could be high altitude shock troops, basically launched from a troop ship high up, they freefall, open their switchblade wings, activate their rocket packs. A repulsor engine reduces their "mass" for gravity purposes to that of an albatross equivelent, enabling them to "fly" for longer.

Great for insertion missions, used for quick strike roles rather than "paraglide troopers" who settle in quieter and more stealthly, unlike skytrooper who scream into combat. I would model their armour like the manga robotech fighters that can take "humanoid form". For example...

"30secs to drop zone", I feel the repulsors kick in slowing our decent, my sensors tell me the wind has increased as the bay doors open, I walk to the exit and jump, immediately I feel my leg and arm servos lock into flight mode, my sensor cone flips up over my head and locks into position as my wings swing out, immediately my visor switches to sky mode as my systems power up, I feel the g-force as the thrusters in my feet kick in.

I scream in on my target my targeting computers lock on several choice targets as I plan my landing zone. I fire and feel the kick from my mini proton torpedoes launch. LZ cleared, I twist my body as the thrusters pivot for VTOL landing, as I approach the ground I feel the locks release in my legs and arms and my sensorcone flips into its rear position like a backpack. As my arms release I draw a blaster and prime the grenade launcher in the other arms, I sweep my arms looking for targets. Finally I touch ground and feel the servos in my legs take my weight. God I hate the ground, so heavy, boy am I gunna take it out on the Rebel scum that force me to walk this dirtball!

Just a thought
Michael G

Nova Spice
29 July 2003, 08:40 AM
Excellent idea michael! ;)

Essentially I can make the skytroopers similar to our own elites, ala the 101st Airborne and 82nd Airborne. I'll have to create a transport and an Order of Battle, but that should be fairly entertaining.

Building on to the idea, I may actually make them a part of the Storm Commandos. Definitely Imperial Remnant SpecOps.

Thanks for the food for thought. ;)

29 July 2003, 11:58 AM
I've actually built a ton of mechanics for Republican Jump Troopers, Spicey. Seeing as that's the closest Star Wars seems to get to airbornes, you may want to take a look. It'll give you some ideas at least. :)

29 July 2003, 12:37 PM
None other than Timothy Zahn has used the idea of Red Imperial Guard rotating into and masquerading in "normal" stormtrooper units so that they have always seen some recent action and don't lose their edge. This is mentioned in "The Hand of Thrawn" Duology.

So players may just find one particular ST who just won't g odown as easily and who can rally and lead the regular ST's to more efficient combat.

Errin Orwain
29 July 2003, 06:56 PM
in fact that is pretty much how my jedi charicter wound up waking up in a bacta tank!

Lord Kjeran
29 July 2003, 09:13 PM

Originally posted by Errin Orwain
but the real scare is running into a member of the Emperors' Guard on rotation duty, alomst got killed on that one!:rguard:

Errin, sounds like i would get along great with your GM. lol

29 July 2003, 10:37 PM
I had one of these guys on rotation in an army unit. (idea from the hideouts and strongholds, great book by the way) He was already wounded and driven crazy from a gorring by a local monster. He used the players as bait to draw out the monster that had almost killed him. They finaly killed both him and the monster in a nasty fight that my players were not too happy about.

11 October 2004, 12:12 AM

Found a pic of a Sky Trooper



12 October 2004, 09:06 PM
Ghost reporting for duty,

I love the smell of napalm (-ed ewoks) in the morning, firebat


Cyborg units

And especially during the NJO series awaken those Consept storm trooper action figures we all wish we had as a new program in the fractured empire. Force troopers.

Female troopers would certainly be a surprise, and may be better then the standard crew.

Tech specialist troopers. either keep the rest going beyond what should be possable or they're like gremlins.

Oh oh oh, Holo troopers. Slicers.

Feild interogation troopers.

Tunnel digging mole troopers.

Hand to hand specialist troopers... Ninja.

Beast Weilders. kind of like a cross between K-9 units in the police and evil circus animal trainers.

Toss in a long lost unit of clone troopers.

Come to think of it it would be fun to have some games where players either are or get to see these variants.

13 October 2004, 05:11 PM
Let's see, I've used:

Stealth troopers: Wore stormtrooper armor based on the stealth suits. Infiltration missions.

Jump troopers: Armor fitted with repulsor packs for "parachuting" into a place.

Heavy Assault troopers: Storm troopers in huge battle frames (sort of like the things in the Matrix movies, but better armored and blaster cannons instead of slug throwers).

Urban troopers: Set up with repulsor packs for assaulting tower buildings.

Dark troopers: Highly sensored helmets gave them effective blindsite (great for caves). They also prefered flash surpressed and silenced slug throwers and melee weapons.

and my favorite:
Monkey troopers: Stationed on an arborreal world like Kashyyyk, but much denser growth. The gloves and boots had retractable claws giving them excellent climbing abilities and they had a grapple-spike launchers mounted on each wrist for swinging through the forests like Spider-man. Also mounted on each wrist was the equivilant of a heavy blaster pistol. They were fun.

13 October 2004, 05:21 PM
Do you have stats for any of those (especially the Monkey Trooper, that's the most useful one for my current campaign.)

14 October 2004, 02:25 AM
I use the stats straight from the book more or less depending on what Era I base my game in. It's mostly the gear that changes for each group of troopers. Clone War uses clone trooper stats and Rebellion era and later uses storm trooper stats. I may swap stats around a little bit to better suit their needs (hence STR and DEX swapped here). I don't have the stats and such that I originally wrote up (stupid corrupted hard drive), but here's pretty much what it was. Here's Monkey Troopers for you though:

Low-Level Monkey Troopers: Human Thug 4; Init +0; Defense 12 (+2 class); DR 5; Spd 8 (20 swinging); VP/WP 0/12; Atk +5 melee (1d3+1, unarmed) or +5 ranged (3d8, wrist-mounted heavy blaster) or +5 ranged (1d6, wrist-mounted grapple spike); SQ Immunities (see RCRB, p 354); SV Fort +5, Ref +2, Will +1; FP 0; DSP 1; Rep +1; Str 11, Dex 12, Con 12, Int 10, Wis 10, Cha 10; Challenge Code B.
Equipment: Monkey trooper armor, grag grenade, comlink, utility belt.
Skills: Climb +9, Intimidate +2, Jump +4, Knowledge(politics) +2, Profession(stormtrooper) +2, Search +1, Spot +1.
Feats: Armor Proficienceis (light, medium, monkey suit), Weapon Group Proficiencies (blaster pistols, blaster rifles, simple weapons).

Monkey Trooper Armor:
This armor is a variant of the normal stormtrooper armor adapted for use in arboreal planets. Retractable spikes in the gloves and boots greatly assist in climbing on surfaces soft enough to allow them to sink in, such as tree trunks. Attached to each forearm is the equivalent of a heavy blaster pistol. A small repulsor lift system also allows for increased jumping capacity in the armor and decreased damage from falls. A small power pack is mounted on the back of the suit, providing a generous supply of power for the suitís various options.

Also attached to the side of each forearm is a grapple-spike launcher with 10 meters of retractable high-tensile cable. The motor on the cable is able to lift a maximum load of 200 kg. Using these cable launchers combined with the droid-assisted targeting computers in their suit, Monkey troopers can swing through the forests at an increased movement rate.

For one who has the Armor Proficiency(Monkey suit), this armor provides a +10 equipment bonus to Climb checks. A +5 bonus to Jump checks and any falling damage is halved. Moving though use of the grapple-spike launchers requires a standard action (to fire and swing) and one can attain a speed of 20 meters this way. This armor still provides the same bonuses as the normal storm trooper armor.

Side Note: Monkey troopers were more for flavor and a change of pace than to be anything serious. In all reality, troopers with jet packs or repulsor lift outfits would be a bit more useful. But the idea of Monkey Troopers was just too... quirky to pass up.

14 October 2004, 11:56 AM
Shadowtroopers sounds like a different name for storm commando's...

Rogue Janson
14 October 2004, 12:17 PM
IIRC, storm commandos' armour has a built in noise suppression field, and possibly some other stealth stuff (actually it probably says somehwhere in this thread).

On the subject of monkey troopers, it's only having played the Jedi Knight games that I realised what the different ST variants are really for. It was in Mysteries of the Sith that I first encountered Swamp Wampas. Then, in Jedi Knight 2 I saw Swamp Troopers.
The obvious answer - Swamp Troopers are deployed to counter the threat of Swamp Wampas. Clearly the other variants are designed for similar purposes: airtroopers - air banthas; lava troopers - fire tauntauns; and sea troopers - water dianogas.

Nova Spice
18 October 2004, 05:23 PM
IIRC, storm commandos' armour has a built in noise suppression field, and possibly some other stealth stuff (actually it probably says somehwhere in this thread).

Storm Commando armor is coated in stygium is it not? I believe that the stygium coating is what effectively "cloaked" them visually, and allowed them to operate so successfully as infiltration and stealth soldiers.

19 October 2004, 06:32 AM
Originally posted by Nova Spice
Storm Commando armor is coated in stygium is it not? I believe that the stygium coating is what effectively "cloaked" them visually, and allowed them to operate so successfully as infiltration and stealth soldiers.

D6 SC armor provided a decent bonus to Hide and Sneak. I think the reasons were the spiffy paint job bent the light (presumably like modern camo) and extra padding at the armor's joints to prevent slapping, scraping, snapping, crunching, etc. In d20 I'd just say the Armor Check Penalty for SC armor can be ignored for Hide and Move Silently.