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Using Tactics with Elite Stormtroopers
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DougRed4
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PostPosted: Thu Aug 29, 2013 4:25 pm    Post subject: Using Tactics with Elite Stormtroopers Reply with quote

I know someone here in the past has suggested utilizing stormtroopers that are a cut above the 2D minions as portrayed in most of the sourcebooks.

Rather than having to search for where those posts might be, I'm hoping someone will either remember where those threads might be or post their ideas here. One of the concepts talked about before was disguising a member of the Emperor's Royal Guards as a regular stormtrooper.

In short I'm making the most deadly (and scary) encounter for my PCs yet. I've made a Dark Jedi and his trusted bodyguard, and I think I'd like to have a few (2-4) elite stormtroopers; ones that use tactics effectively and work well as a team.
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thedemonapostle
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PostPosted: Thu Aug 29, 2013 4:57 pm    Post subject: Reply with quote

these aught to help with that some.
stock imperials (lots)
http://d6holocron.com/wiki/index.php?title=Stock_Imperials
typical storm troopers (multiple)
http://d6holocron.com/wiki/index.php?title=Typical_Imperial_Stormtrooper
storm commandos (multiple)
http://d6holocron.com/wiki/index.php?title=Typical_Storm_Commando_Trooper
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jmanski
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PostPosted: Thu Aug 29, 2013 5:05 pm    Post subject: Reply with quote

I'm too lazy to go digging through threads, but I can summarize my thoughts on Stormtroopers very quickly.

First, take away their armor penalty. Second, use their MFTAS. Third, let them communicate (and use command to combine fire) as a free action. Fourth, don't let Stormtroopers be cannon fodder.

Stormtroopers, IMHO, should be scary anyway.

Edit:
Also check the tools section for the sourcebooks, lots of Stormtroopers (Veteran, Experienced, etc) to choose from.
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DougRed4
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PostPosted: Thu Aug 29, 2013 5:22 pm    Post subject: Reply with quote

Good stuff so far. Thanks! Very Happy
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garhkal
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PostPosted: Fri Aug 30, 2013 1:21 am    Post subject: Reply with quote

The armor ignoring and command as a free action are 2 of the biggest boosts troopers got from the Rules of Engagement source book..
Some other ideas. Have them actually USE their repair skills to jury rig/upgrade their weapons, but also with some sort of bio link to them, so other's can't just pick their stuff up and use it without some major tinkering.
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atgxtg
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PostPosted: Fri Sep 13, 2013 12:08 pm    Post subject: Reply with quote

Another thing is that they are wearing sealed suits. That means they can get away with using all sorts of chemical agents without having to worry about the effects. For instance if they all use a "ground level zero" stun grenade or nerve agent at the start of a fight it can be really nasty for their opponents at no risk to the troopers.

Having them use cover can really help too. For normal mooks cover doesn't help much since the PCs have a big die advantage in skills, but elite troopers would probably be close enough in ability than the extra couple of dice from cover would make a difference.
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garhkal
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PostPosted: Fri Sep 13, 2013 2:33 pm    Post subject: Reply with quote

Also, don't forget consealment. Smoke grenades can really mess up pcs, since storm troopers get away with it due to their helmet visors.
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vanir
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PostPosted: Fri Sep 20, 2013 6:38 am    Post subject: Reply with quote

An excerpt from my pdf "revised generic Imperial stats"

Quote:
Imperial Stormtroopers are elite, small unit shock troop formations which are the subject of more misconceptions and presumptions than any other element about the Galactic Empire. The basic
12D-attributes distribution is for a raw recruit almost never encountered in the field, they spend most of their time stationed aboard Star Destroyers and Imperial Garrisons running combat drills and training by attrition in second echelon work such as planetary genocide. About the only place you’re going to encounter something that easy is if you’re stupid enough to try boarding the Death Star, or go running into battalion sized formations on fortress worlds firing off a blaster. Dumb and
dumb.
The standard, everyday Stormtrooper in front line combat deployment is a 15D-attribute, battle hardened elite shock trooper, they’re not to be trifled with. He is specially equipped, highly trained
and has a purpose to support Army and Naval tasking in a small unit assault capacity, working best with fast moving armoured assault units or in starship boarding actions, attacking enemy
strongpoints with fanatical resolve. Ultimately the singular thought running through his head is how much he loves and respects the COMPNOR way of life and how he will enforce this doctrine
throughout the galaxy. If the Emperor says kill yourself, he would without hesitation.
Newly created, heroic Player Characters are only just ahead of Stormtroopers in the field for combat ability, if trained and with aptitude. Taking on a squad of them is a severe mistake none
are likely to survive. Company level tactical responses are quite simply something to be avoided at all costs. For combat value Stormtroopers fall evenly into the categories of line trooper, assault
trooper, sharpshooter/special missions squads and heavy weapons teams all in one. They epitomise efficient slaughter.
If you aint Han Solo, don’t even try it on and hey, you aint.

Typically fielded Stormtrooper
Dexterity 3D+1
Blaster 5D blaster: rifle 6D blaster artillery 4D brawling parry 4D dodge 5D grenade 4D+1
Knowledge 2D
Alien species 2D+2 survival 3D willpower 4D
Mechanical 2D
Beast riding 3D repulsorlift operation 3D
Perception 2D
Command 3D search 3D+1
Strength 3D
Brawling 4D stamina 3D+2
Technical 2D+2
Blaster repair 3D first aid 3D+1
Move: 10 Character Points: 0 to 5
Equipment: black uniform with COMPNOR insignia (for light duties) worn with DL-18 blaster
pistol (4D) and security encrypted comlink, Stormtrooper Armour with utility belt (see below), E-11
blaster rifle (5D), concussion grenades (5D energy/concussion damage)
Specialist variations:
combat medic (first aid 4D+2, lacks blaster rifle specialisation or training with grenades and is
equipped with DL-18 blaster pistol, small vibroblade and field medical kit)
squad leader/NCO (melee combat 3D+2, intimidation 3D, law enforcement 3D, streetwise 2D+2,
communications 3D, command 3D+2, often equipped with a vibroweapon and other custom
equipment)
Notes:
Ubiquitous deployment: Stormtrooper formations are typically attached to Imperial Army or Navy
commands at the company and battalion level in field deployment. Independent squads will be
commanded by an NCO or Stormtrooper Lieutenant and regimental deployments will be
commanded by a Stormtrooper Colonel who answers directly to the divisional commander,
usually an Imperial Army General. Stormtrooper divisions are called Legions (Army: Battlegroup)
but this is a strategic expression, there are no Stormtrooper Generals. They have something
more frightening than that.
Shock troops: Stormtroopers are trained and equipped to break enemy strongpoints as an
attachment to regular military formations, as a substitute in small unit deployments and as an elite
security force protecting high value strategic targets. Sustained engagements for the Sector
Group are fought by regular Army occupational forces.
The Emperor’s hand: Stormtroopers are not regular military personnel but COMPNOR
paramilitary that exist outside the normal chain of command and ultimately answer directly to the
Emperor. They have absolute authority to summarily execute regular Imperial military junior
officers which show cowardice in the face of enemy action or signs of mutiny. Senior military
officials which cause Stormtrooper officers to frown generally find their careers short lived. They
are loathed and distrusted in personal terms, but are utterly reliable as functionaries.
Stormtrooper Armour
Model: Standard Stormtrooper armour
Type: Military armour
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes:
Armour Protection: +2D vs physical, +1D vs energy, -1D Dexterity and related skills due to bulk.
Comlink: tongue toggled, security encrypted broadband comlink with extended range.
Sealed body glove: basic envirosuit with limited climate control and atmospheric rebreather,
capable of surviving extreme alien environments using a 20 minute internal oxygen supply.
MFTAS: multi-frequency target acquisition system provides +2D Perception/search in low visibility
situations, +2D ranged skill use against targets moving more than 10m/round, polarised lenses
prevent flash blinding.
Utility belt: contains spare filters, batteries, backup comlink, 2 medpacks, ammunition, grappling
wire, ion flares, concentrated rations and water packs.
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vanir
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PostPosted: Fri Sep 20, 2013 6:45 am    Post subject: Reply with quote

Some more...Stormtrooper Officers (lieutenants, captains, commanders, colonels).

Quote:
Stormtrooper officers represent the face of COMPNOR among the Imperial war machine. They
are the only members of the Stormtrooper Legions which have any cause to regularly interact
with regular military personnel and are generally regarded as arrogant and aloof, although maybe
certainly feared. They are ruthlessly loyal towards the Emperor’s political aims throughout the
galaxy.
Existing outside the traditional chain of command, the rank awards of Stormtroopers and
COMPNOR in general are bestowed by political authority and this garners some degree of
resentment from many career military personnel. Often they ignore the rules of engagement, with
complete autonomy and will routinely hand out orders eliciting battlefield atrocities to the point of
genocide. Many appear to treat the Stormtroopers under their command as their own personal
mecinaries, although this impression merely reflects the fairly closed ranks and exclusive
subculture of Stormtroopers.
Stormtrooper officers are selected from among recruits which show leadership and coordination
skills fairly early in the indoctrination and training process, thus coming from combatant stocks
rather than quasi-aristocratic military academies like traditional military officers do. On the one
hand this provides them with genuine respect from the soldiers under their command, on the
other they are generally best suited to administrating small unit deployments rather than large
scale strategic operations, which are generally left to the professional military to organise.
Typical Stormtrooper Officer
Dexterity 3D+1
Blaster 5D blaster artillery 4D brawling parry 4D dodge 5D grenade 4D+1 melee combat 4D
melee parry 3D+2
Knowledge 2D+2
Alien species 3D intimidation 5D law enforcement 3D+2 planetary systems 3D streetwise 4D+2
survival 4D tactics: squads 4D willpower 5D
Mechanical 3D
Communications 4D repulsorlift operation 3D+1 space transports 4D starship shields 3D+2
Perception 3D
Command 6D hide 4D investigation 3D+2 search 5D
Strength 3D
Brawling 4D+2 stamina 5D
Technical 3D
Computer prog./repair 3D+2 first aid 4D security 4D
Move: 10 Dark Side Points: 1 Character Points: 3-8
Equipment: black uniform with rank insignia, command coded and data-encrypted rank
cylinders, security encrypted broadband comlink, DL-44 heavy blaster pistol (5D), vibroblade
(Str+1D+2)
Notes:
Field combatants: unique among military formations Stormtrooper officers will occasionally don
regular Stormtrooper Armour on field assignments as the situation dictates, neither a common nor
uncommon occurance. When this happens the standard protocol of concealing rank is suspended
and colour coded shoulder pads are worn by all members of the formation, black for line troops,
red for NCOs and blue for officers. Far from being bookworms, number crunchers or pen pushers
Stormtrooper officers should be regarded every bit as capable in front line combat as any veteran
elite soldier under their command, many Rebel protagonists have met their ends assuming
COMPNOR officers can’t handle themselves in melee, for the entertainment of the other
‘troopers.


Also note that "anti-heroic" Stormtrooper Officers believe their Dark Side Points are actually Force Points awarded for heroism, not Dark Side Points awarded for atrocities. When they use a "Force Point" they are actually calling upon the Dark Side in the service of COMPNOR and the Emperor but are effectively unaware of this distinction. They think they're galactic heroes, not villains. Hence they're so hard to deal with by genuine heroes.
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vanir
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PostPosted: Fri Sep 20, 2013 7:07 am    Post subject: Reply with quote

The PCs in my gaming group have learned to fear and avoid Stormtroopers basically.
If they're just second echelon security forces in Stormtrooper armour at a military research base that's one thing, often 12D recruits as per the standard game stats, under the command of some ISB buffoon that isn't very skilled where it counts.

But if it's a major tactical operation and these Stormtrooper forces are elite shock troops from a front line Imperial Star Destroyer that has maybe half a dozen major engagements under its belt as a battleship war record, they're going to be front line fielded Stormtroopers with experience and advanced training as described in my pdf.

At the company level they're just deadly. Will lockdown a starport and root out PC parties without too much trouble at all.

Very large formations of Stormtroopers (generally, legions) are commanded by Imperial Emissaries such as Dark Jedi, High Inquisitors and other extremely powerful, frightening Imperial Agents of the Emperor himself.

And never underestimate the power of an individual NPC Stormtrooper. I've had battle-hardened NCO Stormtroopers wearing custom fitted armour (negates Dex penalty), and some extra skill in melee, using vibroaxes hack it out with tough alien PCs and kick serious butt no problem. My PCs take serious pause whenever they see an NCO shoulder patch on a Stormtrooper now...
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CRMcNeill
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PostPosted: Fri Sep 20, 2013 9:49 am    Post subject: Reply with quote

Ive been playing with the idea of allowing characters to use Tactics in a manner similar to Enhance Attribute, in that a good Tactics roll by a unit commander can add a dice bonus to his subordinates' relevant combat skills. I haven't come up with a rule for this that really works for me, but the basic version is that the commander rolls his Tactics skill to generate a Dice bonus, which is then relayed to others via the Command skill. A rule like this could augment already fearsome troops even more.
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lurker
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PostPosted: Fri Sep 20, 2013 10:23 am    Post subject: Reply with quote

vanir wrote:
The PCs in my gaming group have learned to fear and avoid Stormtroopers basically.
If they're just second echelon security forces in Stormtrooper armour at a military research base that's one thing, often 12D recruits as per the standard game stats, under the command of some ISB buffoon that isn't very skilled where it counts.

But if it's a major tactical operation and these Stormtrooper forces are elite shock troops from a front line Imperial Star Destroyer that has maybe half a dozen major engagements under its belt as a battleship war record, they're going to be front line fielded Stormtroopers with experience and advanced training as described in my pdf.

At the company level they're just deadly. Will lockdown a starport and root out PC parties without too much trouble at all.

Very large formations of Stormtroopers (generally, legions) are commanded by Imperial Emissaries such as Dark Jedi, High Inquisitors and other extremely powerful, frightening Imperial Agents of the Emperor himself.

And never underestimate the power of an individual NPC Stormtrooper. I've had battle-hardened NCO Stormtroopers wearing custom fitted armour (negates Dex penalty), and some extra skill in melee, using vibroaxes hack it out with tough alien PCs and kick serious butt no problem. My PCs take serious pause whenever they see an NCO shoulder patch on a Stormtrooper now...


I agree with that. Back in the day when I actually got to game, it always annoyed me that Stormtroopers were a dime a dozen and easy to wade through. That everywhere there were legions of them even on the back woods unimportant forgotten world there were tons of them just hanging out ready to be fodder for the PCs' blasters. An average grunt, yes ... but Stormtroops ...

By the way, thanks for posting your "revised generic Imperial stats" If I ever get to play and then run a game, it will be pilfered for my games!
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atgxtg
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PostPosted: Fri Sep 20, 2013 11:03 am    Post subject: Reply with quote

crmcneill wrote:
Ive been playing with the idea of allowing characters to use Tactics in a manner similar to Enhance Attribute, in that a good Tactics roll by a unit commander can add a dice bonus to his subordinates' relevant combat skills. I haven't come up with a rule for this that really works for me, but the basic version is that the commander rolls his Tactics skill to generate a Dice bonus, which is then relayed to others via the Command skill. A rule like this could augment already fearsome troops even more.


How about the tactics roll generates a pool of "Tactics Points" that could be spent during the encounter to augment die rolls, just like CPs? The commander could get 1 Tactics Point (TP) for 5 points (or fraction thereof) that he makes the roll by.
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garhkal
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PostPosted: Fri Sep 20, 2013 1:50 pm    Post subject: Reply with quote

Check out this thread from 2011..

http://www.rancorpit.com/forums/viewtopic.php?t=2471&highlight=tactics
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atgxtg
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PostPosted: Fri Sep 20, 2013 2:15 pm    Post subject: Reply with quote

LOL! I even proposed the same idea back then, too!
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