Troopers

Armored infantry. Troopers gain 1d6 Hit Points per level. They get the normal penalty for wearing heavy armor, but the penalty does not apply to checks to activate the armor’s powers. Trooper’s armor is equivalent to Full Plate (AC +8. Check -8 Fumble d16), but a Trooper may opt for lighter armor; if so the decision can only be changed when the Trooper levels up. Troopers should have careers in Marines or Army as a background.

Level Attack/Armor Die Critical Hard Point Action Dice Ref Fort Will
1 +1/d3 1d10/III I 1d20 +1 +1 0
2 +1/d4 1d12/III I 1d20 +1 +1 0
3 +2/d5 1d14/III I 1d20 +1 +2 +1
4 +2/d6 1d16/IV II 1d20 +2 +2 +1
5 +3/d7 1d20/IV II 1d20+1d14 +2 +3 +1
6 +3/d8 1d24/V II 1d20+1d16 +2 +4 +2
7 +4/d10 1d30/V III 1d20+1d20 +3 +4 +2
8 +4/d10+1 1d30/V III 1d20+1d20 +3 +5 +2
9 +5/d10+2 2d20/V III 1d20+1d20 +3 +5 +3
10 +5/d10+3 2d20/V IV 1d20+1d20+1d14 +4 +6 +3

Attack/Deed Die

Troopers get a fixed attack bonus per level, much like Rogues; instead of Mighty Deeds of Arms, they get Mighty Deeds of Armor. Their “Deed” die applies to their AC (rolled once per round, not per time they get attacked), and any checks they make that have an armor penalty such as climbing or swimming, and damage taken (rolled once per round). Damage reduction from the deed die is treated as temporary HP that expire at the end of the round: they don’t heal existing damage but any new damage comes off them first. Similar to the Warrior’s Mighty Deed of Arms, the Trooper can describe some mighty defensive deed undertaken (e.g. block a shot against an ally, stand firm against a charge, etc.) getting a successful mighty deed on a 3+ on the die, with higher results indicating more and more spectacular deeds.

Critical

Shows the progression of critical die and table to roll on when the Trooper scores a critical hit. Troopers only score criticals on a natural 20.

Hard Points

Troopers begin the game with a suit of hi-tech armor that can be equipped with various extra capabilities; as they level they can add more functions to their suit. The armor’s control systems are specifically synced to the Trooper’s nervous system, and can’t be worn by another. Troopers are capable of keeping their suit in good repair, but not producing new suits fitted and synced for other characters; if they should ever lose their suit they need to either purchase a new one or rebuild it for the same price and time that it would take to create as many common hi-tech items as the suit has pods.

Each level Troopers gain one more hard-point from the types that are available at that level (e.g. at level 1, only a type I Hard Point is available, at level 4 both type I and II are available), and one more pod that they can mount. Troopers may completely change the load-out of their suit from their available attachments when they have maintenance time. Each time they level up, they get one more  pod (attachment suitable for their available Hard Points) for free. Otherwise obtaining a new pod costs the same time and money as creating a common super-science item and while this is being done the suit is not available for wear.  The Trooper may have several suits, specialized for different needs, but each one after the first costs as much as however many common super-science items as it has pods.

To activate a pod requires a check on 1d20 + Armor Die; the DC of the pod is 10 + 2 x the Hard Point Type. Success means the pod activates without any problems, failure means the pod activates but the malfunction range increases by 1. If the roll to activate a pod falls within the current malfunction range, the pod fails to go off (even if it would otherwise be a success) and you roll on the Malfunctions chart. On a 1 the suit runs out of juice and a malfunction occurs. When the suit is out of power the pods are no longer available until it recharges, though it still operates as armor; the suit’s power plant will recharge by the next day if no external power is provided; recharging via external power takes one hour per pod the suit has.

Malfunctions

If a malfunction occurs roll a 1d8 on the following chart:

  1. Wires Crossed! Instead of the pod you were trying to activate a different random pod activates.
  2. How Do You Stop This Crazy Thing? You are compelled to move a full move every round, rolling every round until succeeding at the same DC as the malfunctioning pod. You may change directions as many times as desired in a round, but each change requires a DC 10 Agil check.
  3. That Noise? That’s An Expensive Noise. Pod requires costly repairs before it can be used again (roughly equivalent to a character’s starting credits, adjusted for the campaign’s economy…it should be enough cash to be painful to part with but not require a great quest to replace).
  4. Whoops! Pod does the opposite of what it’s supposed to.
  5. Why Do We Even Have That Lever? Ejected from the suit; it’s undamaged but you have to suit up again. Suiting up takes 1 turn (10 minutes)
  6. Hold My Beer. User error causes dangerous malfunction, doing 1d3 x Hard Point Type damage.
  7. Out of Warranty. Malfunction range is permanently 1d3 higher for that pod only, until repaired (you can fix 1 point per full day in the shop). This result is cumulative if rolled more than once.
  8. Activate Stealth Mode! Klaxons sound and lights flash, attracting attention to you.

All Trooper powers from pods are self-only, unless they are attacks.

All suits have the following powers for free:

  • Low-light vision (out to range of 60′),
  • Infra-vision (out to a range of 60′)
  • Life Support: 2 hours reserve oxygen, can survive high pressure or vacuum

Pod Type I

  • Active Sensors (360 degree lidar)
  • EMP Emitter (3d6 damage in 15 foot cone to robots/machinery only, Reflex save vs the activation roll for half, wipes electronics and computer systems)
  • Jump Jets (jump distance tripled)
  • Spotlight (bright light 20-foot cone and dim light for an additional 20 feet)
  • Emergency Stasis (injects drugs that cause the Trooper to fall unconscious but automatically stabilize vs death checks/bleeding when Trooper’s HP drop to 0)
  • Flamer (3d6 damage in 15 foot cone, Reflex save vs the activation roll for half, ignites flammable objects)

Pod Type II

  • Quick Time (injects drugs that heighten the Trooper’s speed, gaining a +2 bonus to AC, +1d on Reflex saving throws, and an additional d16 action die. As a Type III Hard Point the action die is d20)
  • Extended Duration Life Support (don’t need to breathe as long as the suit has power)
  • Hover Jets (can remain in place or move up to 20′ up or down per round, need to roll each round)
  • Strength Boost (+1d4 ST)

Pod Type III

  • Cure Wounds (Heals 1d6 points of damage on the Trooper)
  • Fly (can fly at 60′ round)
  • Resistance (can add armor die to saves vs. environmental effects)
  • Stealth Mode (become invisible)

Pod Type IV

  • Akagiyama Shoulder Missiles (as 8d6 fireball, range line-of-sight, explodes in a 20’/6m radius, Reflex save vs activation roll for half with a +1 to save roll for every 75’/25m)

Weapon Training

Troopers are trained with pistols, rifles, heavy weapons, grenades, crossbows, chain-swords, unarmed combat, billy club/mace. In low-tech campaigns they may also be trained in long-swords, short-swords, and daggers.

Note: this post originally appeared in my related blog, Elves and Espers. I’m reusing the material from there as appropriate for my new campaign.

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