• Dark Trooper Phase III

    The Phase III Darktrooper is not truly a droid like the first two types. It is actually a powered suit of armor which can be used as one would any other powersuit, albeit one with a much more powerful arsenal.


    From Left to Right: Phase I, Phase II and Phase III Dark Troopers



    Dark Trooper - Phase III (Powersuit) - D6 Stats
    Model: Mohc/Arc Hammer Dark Trooper Type III Armor Suit
    Type: Custom personal battlesuit
    Scale: Character
    Skill: Powersuit ops: dark trooper type III armor
    Cost: Not Available For Sale
    Availability: Unique
    Game Notes:
    -Basic Suit: +3D+1 physical, +2D+2 energy to resist damage.
    -Jet Pack: Adds 8 to move (already shown) when activated. Lasts for 4 hours, then must be recharged.
    -Plasma/Missile Weapon: Uprated plasma gun (blaster, 5-50/100/200, 9D damage), uprated missile launcher (missile weapons, 25-100/300/700, ammo 30, 4D speeder scale damage)
    -Energy Lances: (blaster, 5-10/30/70, 4D damage)
    -Proximity Detector: Detects any life form (or one previously specified) when it enters a 75 meter radius.
    -Bio-monitor
    -Self Destruct Mechanism: To prevent suit from falling into enemy hands, if trooper inside the suit dies, then suit destroys itself after 1D rounds. Causes 5D/4D/3D damage. Requires a Heroic+10 security roll to disable.
    -Self Contained Atmosphere: Trooper inside suit can survive in hostile environments for 6 hours, and vacuum for 2.
    -Energy Orbs: Equipped with 4 energy orb remote devices


    Dark Trooper - Phase III (Powersuit) - d20 Stats
    Cost: Not Available for Sale
    Defense Bonus: +8
    Maximum Dex Bonus: +1
    Armor Check Penalty: -6
    Speed: 15/9
    Weight: 90 kg
    DR: 5
    Special Equipment:
    -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.
    -Plasma/Missile Weapon: Plasma Cannon (4d10 damage, critical 20, range 20m, energy), missile launcher (4d10x2 damage, critical 20, range 50m, energy)
    -Energy Lance (3d6 damage, critical 19-20, range 12m, energy)
    -Proximity Detector: By making a Computer Use roll (DC 15), anyone operating the powersuit may detect any life forms within a 75 meter radius.
    -Bio Monitor
    -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.
    -Atmospheric Control System: Character operating the powersuit can survive in hostile environments for up to 6 hours, and in a complete vacuum for up to 2 hours.
    -Energy Orbs: Equipped with 4 energy orb remote devices

    Comments 1 Comment
    1. Moridin's Avatar
      Moridin -
      You can view the page at http://holonet.swrpgnetwork.com/cont...oper-Phase-III