
From Left to Right: Phase I, Phase II and Phase III Dark Troopers
Dark Trooper - Phase II - D6 Stats
Type: Mohc/Arc Hammer Type II Dark Trooper
DEX 3D
Blaster 6D, brawling parry 7D, dodge 6D, grenade 7D, missile weapons 7D, plasma weapons 10D, vehicle blasters 6D
KNO 3D
Survival 6D
MEC 3D
Powersuit operation: dark trooper type II armor 9D, jet pack ops 7D, blaster artillery 5D
PER 3D
Search 6D
STR 4D
Brawling 6D, stamina 8D
TEC 2D
Demolitions 5D, security 6D, powersuit repair 6D
CP: Typically 0-5
Equipped with:
-Humanoid Body: (2 arms, 2 legs, head)
-Movement Sensor: (+2D to search for moving objects up to 100 meters away.
-Proximity Detector: Detects any life form (or one previously specified) when it enters a 50 meter radius.
-Basic Suit: +3D physical, +2D energy to resist damage.
-Jet Pack: Adds 8 to move (already shown) when activated. Lasts for 1 hour, then must be recharged.
-Plasma/Missile Weapon: Plasma gun (plasma weapons, 5-50/100/200, 8D damage), missile launcher (missile weapons, 25-100/300/700, ammo; 20, 4D speeder scale damage)
-Self Destruct Mechanism: To prevent suit from falling into enemy hands. If unit becomes deactivated, then it will destroy itself after 1D rounds. Causes 5D/4D/3D damage. Requires a Heroic security roll to disable.
Move: 10
Size; 2.5 meters tall
Cost: 65,000 (new)
Dark Trooper - Phase II - d20 Stats
Dark Trooper Type II: Walking 12th level Soldier; Init +6; Defense 23; Spd. 10m; VP/WP: 115/17; Atk +14/+9/+4 or +12/+12/+7/+2 or +8/+8/+8/+8/+3/-2 ranged (4d10 damage, Plasma Cannon), +12/+12/+7/+2 or +8/+8/+8/+8/+3/-2 ranged (4d10x2 damage, Missile Launcher), +16/+11/+6 punch (1d3+4, unarmed); SQ Damage Reduction: 5; SV Fort +11, Ref +8, Will +2; SZ M; Rep. 4; Str 18, Dex 14, Con 17, Int 8, Wis 7, Cha 4.
Equipment: -Armor plating (+5 Def, no Dex penalty)
-Jet Pack: Doubles movement rate for any round in which it is used, and allows the user to travel in 3 dimensions. Lasts for 4 hours before recharge.
-Proximity Detector: By making a Computer Use roll (DC 15), anyone operating the powersuit may detect any life forms within a 75 meter radius.
-Self-Destruct Mechanism: To prevent suit from falling into enemy hands, if trooper inside the suit dies, then suit destroys itself after 1d6 rounds. The explosion is as per a thermal detonator (see Core Rulebook, p. 116), and only a Computer Use roll (DC 30) from inside the suit can disable the device.
Skills: Computer Use +2, Demolitions +3, Disable Device +2, Hide +7, Jump +6, Move Silently +7, Repair +3, Search +2, Spot +1.
Feats: Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Cleave, Dodge, Far Shot, Improved Initiative, Lightning Reflexes, Point Blank Shot, Power Attack, Precise Shot, Quickness, Rapid Shot, Stealthy, Weapon Group (simple weapons), Weapon Group (blaster pistols), Weapon Group (blaster rifles), Weapon Group (heavy weapons), Weapon Group (vibro weapons).
-Jet Pack: Doubles movement rate for any round in which it is used, and allows the user to travel in 3 dimensions. Lasts for 4 hours before recharge.
-Proximity Detector: By making a Computer Use roll (DC 15), anyone operating the powersuit may detect any life forms within a 75 meter radius.
-Self-Destruct Mechanism: To prevent suit from falling into enemy hands, if trooper inside the suit dies, then suit destroys itself after 1d6 rounds. The explosion is as per a thermal detonator (see Core Rulebook, p. 116), and only a Computer Use roll (DC 30) from inside the suit can disable the device.
Skills: Computer Use +2, Demolitions +3, Disable Device +2, Hide +7, Jump +6, Move Silently +7, Repair +3, Search +2, Spot +1.
Feats: Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Cleave, Dodge, Far Shot, Improved Initiative, Lightning Reflexes, Point Blank Shot, Power Attack, Precise Shot, Quickness, Rapid Shot, Stealthy, Weapon Group (simple weapons), Weapon Group (blaster pistols), Weapon Group (blaster rifles), Weapon Group (heavy weapons), Weapon Group (vibro weapons).
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