Welcome to the HoloNet Uplink, citizen. This series focuses on Fantasy Flight Games’ Star Wars Roleplaying Game, with content aimed mostly at the Gamemaster. Threats, adventure seeds, rules supplements, and more are all to come for those who access The HoloNet Uplink.
As stated last week, I’ve of course seen Solo and am ready to dig into all that means for the HoloNet Uplink. While I never listen to the Order 66 Podcast, or at least in this case am behind on my episodes, I hear I am getting called out for not having range trooper stats up yet. Well stand by, because here they come.
Stormtrooper Specialty Corps: Range Troopers [Minion]
Enforcers of the Emperor’s will on far flung frontier worlds, it is the range troopers of the Stormtrooper Corps that carve order from chaos on the ever expanding fringes of the Empire. Range troopers secure and patrol vast territories on uncivilized, icy worlds selected for imperial development. Although not special operations forces, range troopers screen candidates for mental toughness and physical resilience above the norm. These traits breed a strong collective identity and feeling of eliteness above regular stormtroopers.
Equipped similarly to the cold assault stormtrooper, known to most as snowtroopers, range trooper armor integrates arctic survival gear and provides freedom of movement for long patrol routes. Unlike the offensively oriented snowtroopers, range troopers are equipped to conduct security patrols and sentry duties. Range troopers utilize a variety of overboot systems to enhance mobility, from simple skis and snowshoes to climbing cleats and magnetic boots. This ensures Imperial assets can be protected, whether over vast swaths of snow or on high-speed conveyex transports.
Range troopers operate in small units on detached service, often with little contact or oversight by higher command. This isolation from the rest of the imperial military, and indeed galactic civilization, fosters a frontier spirit of cold determination. Range troopers strive to accomplish any mission assigned, but they do so their own way and prefer not to cooperate with other units they deem less capable.
Br 3, Ag 3, Int 2, Cun 2, WP 3, Pres 1
Soak 5, W. Threshold 6, Def M/R 0/0
Skills (group only): Athletics, Discipline, Melee, Perception, Ranged (Heavy), Resilience, Survival.
Talents: None.
Abilities: Frontier Spirit (Add a Boost to Cool and Discipline checks).
Equipment: E-10R blaster rifle (Ranged [Heavy]; Damage 9; Critical 3; Range [Long]; Accurate 1, Cumbersome 2, remove up to 2 Setback on any checks to use this weapon due to smoke, darkness, or other environmental effects that obstruct vision), range trooper armor (+2 soak, when making skill checks may remove 2 Setback dice imposed due to cold or icy environmental conditions), magnetic boots (may ignore difficult terrain caused by low gravity, standing on fast moving vehicles, or similar situations, may never spend more than one maneuver moving per turn), extra reloads.
Christopher Hunt
Latest posts by Christopher Hunt (see all)
- Command School – Deterrence and Compellence - July 11, 2019
You complete me.. errr as a GM resource that is. 😉
Great content sir… well rebutted to the call out… I tip my hat to you sir.