Campaign HQ – Final Order Troopers for FFG Star Wars

Star Wars:  The Rise of Skywalker revealed not only the resurrected Emperor Palpatine but what would be the basis of his new Sith Empire, the Final Order.  Based on Exegol with ranks filled by cultists of the Sith Eternal, the Final Order represented the culmination of several generations of efforts by the Emperor to consolidate his control over the galaxy.  Clonetroopers of the Old Republic gave way to Stormtroopers of the Galactic Empire and of the First Order and these, in turn, were replaced by the Sith Troopers of the Final Order.

Though they appeared only in the final minutes of The Rise of Skywalker, Sith Troopers and Sith Jet Troopers both battled Resistance forces with fierce determination on the surface of the Resurgent-class Star Destroyer Steadfast.  Marked by their distinctive red armor, these troops gladly gave their lives in defense of their Emperor.  For GM’s that may want to introduce elements of the Final Order into their roleplaying campaigns, I give to you stats on the troopers and equipment of the Final Order!

Sith Troopers

Either born on Exegol or selected among the best child-soldiers of the First Order, Sith Troopers were indoctrinated from an early age to be fanatically loyal to the Sith Eternal and the Emperor.  Using flash-training techniques similar to those used on Republic Clonetroopers, Sith Troopers were well-trained and loyal without traces of individuality found among the clones.

The composite armor of the Sith Troopers provided improved resistance to damage as well as a number of built-in technological features.  Targeting sensors in the helmet provided a clearer view of the battlefield in either low-light or smoky environments while a shoulder-mounted sensor telemetry pod provided a stream of data about battlefield conditions to officers and command centers.  Additionally, the helmet included an atmosphere filtration system while the hermetically sealed black body-glove maintained an internal atmosphere allowing Sith Troopers to function among hazardous gases or in total vacuum.  The armor had articulated magnatomic plates to allow a full range of movement for Sith Troopers while providing better protection.  The utility belt included weapon power cells and an explosive charge for demolition work.

Most Sith Troopers were armed with a red and black ST-W48 blaster.  A removable stock allowed the weapon to be switched between rifle or carbine mode while a quarrel-bolt launcher beneath the barrel provided a ranged explosive option.  In rifle mode the weapon had reduced recoil and better accuracy while the carbine mode allowed the weapon to function in confined spaces.

Some Sith Troopers were armed instead with the FWMB-10B repeating blaster.  This weapon included a built-in electroscope and a monopod for support.


Sith Trooper [Minion]
Human

Characteristics
Brawn 3
Agility 3
Intellect 2
Cunning 2
Willpower 3
Presence 1

Soak: 6          Wound Threshold: 5          Defense (m/r): 1/1

Skills (group only): Athletics, Discipline, Mechanics, Melee, Perception, Ranged (Heavy), Resilience, Vigilance

Talents: None

Abilities: None

Equipment: ST-W48 blaster (rifle mode)(Ranged [Heavy]; Damage 9; Critical 3; Range (Long); Accurate; Stun setting), ST-W48 blaster (carbine mode) (Ranged [Heavy]; Damage 9; Critical 2; Range (Medium); Stun setting), ST-W48 blaster (quarrel-bolt launcher) (Ranged [Heavy]; Damage 10; Critical 3; Range (Medium); Blast 5, Knockdown), Sith trooper armor (+3 soak; enhanced optics suite removes up to two setbacks due to darkness, smoke or other environmental effects that obscure vision; vacuum sealed allows user to ignore effects of vacuum or poisonous atmospheric environments for up to 10 minutes), utility belt, extra ammo, power cells, and detonite explosive charge.  Individuals or groups of two may be armed with FWMB-10B repeating blaster (Ranged [Heavy]; Damage 11; Critical 3; Range (Long); Auto-fire; Cumbersome 4; Pierce 1).


Sith Jet Troopers

Chosen from the ranks of Sith Troopers and given advanced training in aerial combat, Sith Jet Troopers were specialist troops of the Final Order.  Wearing armor which included an integrated NJP-900 jetpack and typically armed with an F-11ABA heavy blaster cannon, these troops were trained to quickly seize control of a combat zone and crush resistance with heavy fire.

Sith Jet Trooper [Minion]
Human

Characteristics
Brawn 3
Agility 4
Intellect 2
Cunning 2
Willpower 3
Presence 1

Soak: 6          Wound Threshold: 5          Defense (m/r): 1/1

Skills (group only): Athletics, Discipline, Mechanics, Melee, Perception, Piloting (Planetary), Ranged (Heavy), Resilience, Vigilance

Talents: None

Abilities: None

Equipment: F-11ABA heavy blaster cannon (Ranged [Heavy]; Damage 10; Critical 3; Range (Long); Auto-fire, Cumbersome 3), Sith jet trooper armor (+3 soak; NJP-900 integrated jetpack (Silhouette 1; Speed 2; Handling 0; System Strain Threshold 3; operates in atmosphere only; Piloting (Planetary) to use), enhanced optics suite removes up to two setbacks due to darkness, smoke or other environmental effects that obscure vision; vacuum sealed allows user to ignore effects of vacuum or poisonous atmospheric environments for up to 10 minutes), utility belt, extra ammo, power cells, and detonite explosive charge.

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Brian (aka Stayker) got started with RPGs playing and DMing the Dungeons & Dragons Basic Set (red box) back in 1982. He has played or GMed RPGs across all genres since then, but his primary focus since 1989 has been on Star Wars RPGs. His first d6 Star Wars campaign continued for 13 years of adventures in that galaxy far, far away. Brian currently lives in Wisconsin and he has a wife and three children. He has a 20+ year career in local government and previously served in the U.S. Army Reserve as a First Lieutenant. He has always wanted to be a writer and is very happy for the opportunity to write articles for d20radio.com!