Alright, fine, let's kill Axton Kain too! Bounty Hunter Design Diary addendum

One of my players complained when the Bounty Hunter series ended, as he had hoped I would explore how to defeat all of them.  This isn’t a bad idea, actually, as it informs the sorts of things bounty hunters should be able to do. The primary argument against it is a matter of time: how much of my time is better spent building sample bounty hunters vs building out more of the setting?  This isn’t a rhetorical question, as I don’t know the answer, but I’ve had to balance it, and it does directly feed into Tall Tales of the Orochi Belt, even if we’re unlikely to see these hunters right away.  So, shall we come up with one last bounty hunter to fight the legendary Axton Kain?

Some of my favorite people are bounty hunters — Greef Karga, the Mandalorian

This isn’t an entirely inappropriate question.  Patrons have already seen the current state of the Bounty Hunter document, but one element I’ve begun to include are Bounty Hunter Lodges, organized groups of bounty hunters, and one of the three I intend to release is the Exilium, a group of hunters deeply embedded into Maradonian society, who have the diplomatic finesse to operate across several borders, including in Imperial Space, without being questioned or sanctioned.  Thus, this asks the question: how do you hunt a Maradonian?

The Maradonian aristocracy aren’t Jedi by any stretch.  In some ways, they’re far harder to hunt, and in other ways, far easier.  On the one hand, their mastery of psychic power leaves much to be desired when compared to the psychic mastery of the Jedi and they’re not elite force swordsmen.  On the other hand, they are all psychic force swordsmen, who also have armies and international influence networks and vast wealth available exclusively to them.  When you fight a space knight, you’re not just fighting him,  you’re fighting his house, thus you must move with caution.  Presumably, a nobleman with a bounty on his head has been cast out of his house, and thus can be as easily caught as any aristocratic pretender, but this is not always the case, especially in circumstances where a rival has begun placing bounties on a member of the house.

Of course, Axton is a little different: he’s not psychic at all, but cybernetic.  He belongs to a House that skirts the line between legitimate aristocracy and pirate-lord empire.  Where the other aristocrats play at being a space knight, he’s trained in the Old Ways and has personally knocked genetically augmented super-soldiers off their feet with the full force of his cybernetic body, single-handedly taken on a dozen men and shrugged off plasma shots to his chest.  He’s not an easy mark to take down, and still, someone in the Exilium must be able to take down a member of House Kain.

So how would you do it?

How to Fight Axton Kain

There are several possible acceptable strategies here, but we need to address a few core concerns: the support the character will have from their house, their mastery of their force sword, the fact that they’re likely to have several bodyguards with them, and whatever Kewl Powerz they have at their disposal, in this case, cybernetic powers.
For this build, we’re going to aim once again for ~300 points.  We can go higher, but no higher than 450 and a good bit less would be nice.  Of course, Axton has no Enemies, so any Bounty Hunter we sick on him is purely by GM fiat, and thus such a hunter could be any value, but ~300 is a nice value for a hunter.
In keeping with the diplomatic nature of the Exilium and in dealing with Houses, this will be a “polite” hunter, for whom this is “just business,” and will treat Axton in a manner he’d like to be treated.  This is not to curry favor with Axton, though if done right, it might get his guard down.  It’s also to ensure that no reprisals come from House Kain.  If everything is “by the book” and the hunter inflicts no insult upon the House, then the House is unlikely to crack down on any Bounty Hunter group to avenge the loss of one of their scions.  It also means that if he fails, he’s likely to be spared by Axton and his soldiers, and be free to hunt another day.
Some traits I’d like to try here:
  • Diplomatic: Obviously, our bounty hunter moves through dangerous waters in hunting aristocrats.  Thus, we might expect to see him have Diplomacy, Legal Immunity, and Law (Galactic) to know what he can and cannot do. Politics also helps you get a sense of where the wind is blowing.
  • Polite: It’s not enough to have the law on your side.  If a cybernetic space knight decides he doesn’t like you, and said space knight is already on the wrong side of the law, all that may keep him from killing you immediately is that he likes you.  Savoir-Faire (Servant) might help ingratiate you, and also helps you glean some information about the character.  Some positive reaction bonuses wouldn’t hurt either.
  • Honorable: If you want a member of House Kain to like you, you’d best follow a code, just like they often do.  The manlier, the better.  The Bounty Hunter’s code is a good one: by fastidiously sticking to the rules of what it means to be a bounty hunter, then everyone knows where you stand, and you claims that it’s “just business” have a lot more weight behind them.
  • Lodge Hunter: This hunter won’t be independent, but will have the benefits associated with being associated with a Lodge.
  • Flanking: If we want to take down a member of House Kain, it’s important to understand their weaknesses.  Almost all members of the House use either the Destructive Form or Knightly Force Swordsmanship, both of which are forward focused, which means if you can hit him in the back, you can take him out pretty quickly.  The best way to do that is to hit him from two sides at once.  With our set-up, I’ll focus on a “tank,” our primary hunter, who will occupy Axton’s attention, and a “sniper” Ally who will strike when the time is right.
  • EM Disruptors: Obviously, our weapon of choice should be something, anything, that shorts out electronics.  A stunner will work, and we can use EMP grenades too (as limpet mines, or from a payload rifle).  We’ll need pretty high-grade stuff, as all members of House Kain tend to have a high HT and resistance to cybernetic threats, which means they need a really big penalty before they start to notice a problem and slow down.  In the case of Axton, shutting down his cybernetics will likely shut him down, rather than just knock out an arm or a leg, as is often the case for most members of the House.
  • Strength on Strength: If we’re going to “tank” Axton, we need to be tough.  We need to be at least as strong as Axton, and we need the ability to withstand strikes from a force sword.  That sort of armor is really hard to come by without serious cash or serious ST, preferably both.  This suggests a cyborg, at some level, a “dark mirror” to Axton Kain.  This also fits with being someone Axton would like: someone as tough as him, who thinks the way he does, but is respectful of the Kain and their way of thinking.  Thus, the “tank” needs high ST and high DR.
  • Tempered Cunning: Like all big game, if you’re going to catch someone like Axton Kain, you have to out think them.  The core tactic as noted in the “flanking,” is to hit him from two sides at once.  For this to work, you need to lead him, somehow, into an ambush without the support of his regulars or robot or, if they are, there, they need to be eliminated in such a way that it doesn’t draw reprisal from the house.  Our Hunter will need to know our target well enough to figure out what would motivate him to leave the protection of his group (suggesting Psychology and perhaps Acting) and have some sort of ambush prepared (Tactics, Shadowing and Stealth, and perhaps Traps and Foresight).

Taken together, I see a character who would, after carefully watching Axton (Observation, perhaps) and getting a feel for him, would approach him directly to notify him of the hunt and give him a chance to surrender. He would lay out the terms of the hunt in such a way that it clarified to Axton how he could eliminate any potential harm to his allies, and under what circumstances the Hunter would leave empty handed, to create the sense that this was a game in which Axton could prove himself, and become the victor.  Then, when it came to the hunt, the Hunter would quietly stack things in his favor; if he failed, he would likely follow the terms he laid out and walk away, as doing otherwise risks drawing down too much heat.  He’d make an interesting contrast with the previous “generic” Bounty Hunter, who would come across as crass by contrast.

    Patreon Special: Sample Broken Communion Ghosts

    Yesterday, I released a document on Broken Communion ghosts, including the means of creating your own. I want to follow this up with a few sample ghosts, in part to test how such rules work and make sure that I have all necessary pieces in place, and also to offer you, dear reader, an idea of what such ghosts might look like.  Naturally, any of these can be dropped into your Psi-Wars game, but they can also be adjusted and used in a horror or Monster Hunters game.

    This is a publicly available document, available for free and it should be fairly easy to divine how these ghosts are intended to work, but if you’re not yet a patron and would like a better understanding of the system behind their creation, the design document is available to all $1 patrons, and can be accessed via the link above.

    If you’re a patron, check it out.  If you’re not a patron, you can still check it out!  And enjoy.

    Battle Bots 1.0

    Troopers and thugs represent our human opponents.  What about robotic opponents?  We’ve already touched on a template for battle-designed androids, but what if we went deeper and looked at even nastier opponents.

    Bot Mooks

    Battle Bots

    ST 13
    DX 10
    IQ 8
    HT 10
    Basic Speed 5.0, Basic Move 5 (No Encumbrance)
    Dodge NA Parry NA

    DR: 25 (all locations)

    Blaster Carbine (12): 5d (5) burn sur, Acc 10, RoF 3, Bulk -3, Rcl 1
    Carbine Butt (10): 1d+2 cr, C
    Punch (10): 1d cr, C

    Traits: Absolute Direction, Computer Brain (Military Programming), Doesn’t Breath, Machine, Protected Vision, Radio (Burst, Secure), Sense of Duty (Master), Gullible (9 or less), Heartless Machine, Honesty, Slave Mentality, Truthfulness,
    Skills: Savoir-Faire (Military)-10, Soldier-10,

    Class: Robot

    Notes: Battle-Bots are certainly mooks, and they suffer from cinematic robot combat rules besides: They never dodge, never charge, never take cover and they advance at a steady walk heedless of fire.  Also apply Paint on the Sensors and Cinematic Knockback on them (both UT 34).

    On the “plus” side, they cannot be intimidated and they cannot be negotiated with.  They will blindly follow orders no matter what (and will do nothing if no orders are given), though they can be easily fooled thanks to their literal-mindedness. They can use nearly any combat weapon at Skill-12 (this version is set for Beam Weapons (Rifle)).

    Battle Bots will typically step and attack, taking shots at the first person they will see.  They do not aim. They do not lay down cover fire.  They do not defend or fight in a tactical manner. They make up for their lack of quality with sheer quantity.

    Battle-Bots cannot wear armor.

    Elite Bots

    Assassin Bots

    ST 13 (HP 20)
    DX 12
    IQ 10
    HT 10
    Basic Speed 6.0, Basic Move 6 (No Encumbrance)
    Dodge 10 Parry (Unarmed) 11

    DR: 5 (all locations)

    Vibro-Claws (14): 2d+1 (5) cut, 1d+1 (3) imp, C
    Grapple (14)

    Traits: Absolute Direction, Computer Brain (Physiology), Doesn’t Breath, Machine, Protected Vision, Radio (Burst, Secure), Chameleon +8 (Extended: Infravision), Infra-Vision, Sense of Duty (Master), Gullible (9 or less), Heartless Machine.Tactical Programming
    Skills: Running-12, Stealth-14, Shadowing-12, Tracking-12,

    Class: Robot

    Notes: An Assassin-Bot is definitely a Worthy: It is only removed when it reaches zero HP.  It does not suffer from Robotic Cinematic Combat rules: It can and does take cover, defend, and fight tactically.  Additionally, like the Battle-Bot, it cannot be negotiated with or intimidated.    Its programming requires it to follow all laws of war.  That is, it can kill, but only as would be legal (in defense of a human, as a legal execution, during a legal war, etc).

    It prefers to lie in wait, with its chameleon cloaking up, then ambush its target, making strikes to the vitals (which it always knows, thanks to is Physiology programming) or simply slashing cuts if it must defeat heavier armor.  It prefers to avoid stand-up fights.  If it sees it cannot kill its target, it’ll track it and keep its distance, reporting back to its master.

    Heavy Battle-Bot

    ST 20
    DX 13
    IQ 8
    HT 12
    Basic Speed 6.0, Basic Move 6 (No Encumbrance)
    Dodge NA Parry NA

    DR: 100 (all locations)

    Blaster Carbine (15): 5d (5) burn sur, Acc 10, RoF 3, Bulk -3, Rcl 1
    Heavy Plasma Gun (15): 3dx5(2) burn ex, Acc 8+3, RoF 3, Bulk -6, Rcl 2
    Gatling Blaster (15): 7d(5), Acc 10, RoF 12, Bulk -6, Rcl 1
    Weapon Butt (13): 2d+2 cr, C
    Punch (13): 2d cr, C
    Grapple (15)

    Traits: Absolute Direction, Computer Brain (Military Programming), Discriminatory Hearing, Doesn’t Breath, Extra Attack (Blaster Carbine), High Pain Threshold, Infra-Vision, Machine, Protected Vision, Radio (Burst, Secure), Sealed, Silence 1, Temperature Tolerance 20, Ultra-Hearing, Vacuum Support, Sense of Duty (Master), Heartless Machine, Honesty, Slave Mentality, Truthfulness, Weapon Mount, Cannot wear armor.
    Skills: Observation-12, Savoir-Faire (Military)-10, Soldier-10, Stealth-12

    Class: Robot
    Notes: A Heavy-Bot is definitely a Worthy, but consider making it a full-on boss, if you really want to terrify your players with it.  It does suffer from Robotic Cinematic Combat rules. It will not defend, it will stagger if hit, and it prefers to grapple/strangle at close range rather than punch.  It follows the same strictures as a battle-bot: It has no initiative of its own, it cannot be negotiated with or intimidated, it simply moves forward carrying out all orders to the letter.  It does lack the stupidity of the smaller Battle-Bot model, and is extremely perceptive: Its ultra-hearing, discriminatory hearing and its infra-vision means it will find you (Treat his combined senses as Perception 15, if you need a simple value), and its Silence and Stealth makes it decent at ambushes, though it tends to only ambush when ordered, and usually by simply waiting in silence, or by crashing dramatically through a wall.

    The blaster carbine is shoulder mounted and can be fired in addition to whatever hand-held gun it carries into battle.

    War-Bot

    “I have a bad feeling about this”
    -Han Solo
    ST 40
    DX 12
    IQ 8 (Perception 13)
    HT 12
    Basic Speed 6.0, Basic Move 9 (No Encumbrance)
    Dodge NA Parry NA

    DR: 75 (all locations) 200 (Semi-Ablative Force Screen)

    Heavy Plasma Gun (14): 3dx5(2) burn ex, Acc 8+3, RoF 3, Bulk -6, Rcl 2
    Gatling Blaster (14): 7d(5), Acc 10, RoF 12, Bulk -6, Rcl 1
    Missile Launcher (14), 6dx10 burn sur exp, Acc 3, IR Homing Skill 15
    Kick (12): 2d+2 cr, C
    Slam (12): 8d cr

    Traits: Absolute Direction, Computer Brain (Military Programming), Enhanced Move 1 (Ground), Extra Arms 3 (Weapon mounts), Extra Legs (4 legs), Doesn’t Breath, Extra Attack 1, Infra-Vision, Machine, Protected Vision and Hearing, Radio (Burst, Secure), Super Jump, Sealed, Telescopic Vision 1, Vacuum Support, Sense of Duty (Master), Heartless Machine, Honesty, Slave Mentality, Truthfulness.  Cannot wear armor.
    Skills: Observation-15

    Class: Robot
    Notes: A warbot is a terrifying engine of death: It is certainly at least a worthy, but could easily be a boss.  As with all other combat robots, it follows the the Robotic Cinematic Combat rules: It never defends, only moves forward and attacks with its multitudes of heavy weapons: It may attack twice per turn with any two weapons of its choice.  It has a defensive force screen that provides it with an additional 200 points of DR, making it virtually invincible on a small-scale.  Its superior vision and perception provide it the ability to acutely record its targets (for simplicity, treat it as having a Perception/Observation of 18 when it comes to vision).  It can move at a startling 18 yards per turn on a full run, and it can leap 22 yards.

    The War-Bot’s preferred tactics are to identify a threat and then engage.  It will definitely aim, announcing which target is aimed at (with laser sights if necessary).  Add +1 to all aimed shots (telescopic vision).  If opponents close in on its position, it will scurry away at alarming speeds.  If it must approach, it will rush its opponents and all-out slam (for +4) to smash its target to the ground and then lay down a hail of withering fire from its new position.

    Understand that, as a threat, a War-Bot is somewhere between heavy infantry and a tank.

    Troopers 3.0

    I liked the approach I had before.  This time, what I need to do is tackle the technological changes, and make a few small tweaks with how the mooks are handled, and correct some previous errors.  The biggest change is to armor: Only the Assault Trooper gets heavier armor (including a heavier helmet), and he also benefits from a riot shield and the neurolash field-parry, if he wishes to carry that equipment.

    I’ve also added tactical advice on how to use these characters.

    Trooper Mooks

    ST 11
    DX 10
    IQ 10
    HT 11
    Basic Speed 5.0, Basic Move 4 (Light Encumbrance)
    Dodge 7 Parry (Unarmed) 8

    DR: 60 (Torso) 30 (Limbs, Skull), 20 (Face)

    Blaster Carbine (12): 5d(5) burn sr, Acc 10, Range 500/1500, RoF 3 (17 shots), bulk 3, rcl 1
    Carbine Butt (12): 1d+1 cr, C
    Punch (12): 1d-1 cr, C
    Plasma Grenade (12): 6dx4 burn sur exp, 30 yards

    Traits: Fit. IR Vision, Hearing Protection, Small Radio, Biomedical sensors, micro-climate control, filter mask, sealed.
    Skills: Soldier-12, Pilot (Contragravity)-12

    Class: Human

    Notes: These should generally be treated as mooks: A single point of damage should remove them from play.  They never hit with their first volley unless the players are clearly aware of them.  They aim, but only in full view of the player-characters, and with the GM announcing at whom they are aiming to give their opponent plenty of time to react (thus raising tension).  They generally use grenades to push people out of cover.  They can and do make use of cover if necessary.

    The above covers green or inexperienced troops.  Note that they lack Combat Reflexes, thus do not gain a bonus to recover from mental stun.  More experienced soldiers gain skill 14, combat reflexes, +2 parry, and +1 basic speed, basic move, and +2 dodge. They are Battle Drilled (Tactical Shooting 37) and might use Fire and Maneuver, Ambush, Peeling, and Urban Combat (see “Tactics in Action” starting on Tactical Shooting page 21).  Such troopers will often have “Code of Honor (Soldier)” or “Fanatical”.  The former can be relied upon to follow the laws of war, to never leave a man behind and to follow orders, while the latter can be relied upon to die to the last man and to follow even suicidal or stupid orders.

    Elite Trooper Mooks

    Assault Trooper

    ST 12
    DX 11
    IQ 10
    HT 12

    Basic Speed 6.0 Basic Move 6 (Light Encumbrance)
    Dodge 9 Parry (Unarmed or Neurolash Baton) 10, Block (Riot Shield) 14
    DR: 100 (Torso) 60 (Limbs, Skull), 40 (Face),
    Riot Troopers: 60 (Shield, with 60 HP)

    CBQ Troopers:
      Blaster Carbine (14): 5d(5) burn sr, Acc 10, Range 500/1500, RoF 3, bulk 3, rcl 1
      Blaster Pistol (14): 3d (5) burn sur, Acc 5, RoF 3, Bulk -2, Rcl 1
      Stun Grenade (14): HT-8 or be stunned, 7 yard radius, 30 yards
      Carbine Butt (14): 1d+1 cr, c
      Punch (14): 1d-1 cr, C

    Flame Troopers:
      Assault Flamer (14): 5d burn, Jet, Range 50/150, RoF 1, Bulk -3, Rcl 1
      Blaster Pistol (14): 3d (5) burn sur, Acc 5, RoF 3, Bulk -2, Rcl 1
      Plasma Grenade (14): 6dx4 burn sur exp, 30 yards
      Flamer Butt (14): 1d+1 cr, c
      Punch (14): 1d-1 cr, C

    Riot Troopers:
      Blaster Pistol (14): 3d (5) burn sur, Acc 5, RoF 3, Bulk -2, Rcl 1
      Stun Grenade (14): HT-8 or be stunned, 7 yard radius, 30 yards
      Neurolash baton (14): 1d+1 cr or 1d-1 cr + HT-5(5) aff, Reach 1
      Punch (14): 1d-1 cr, C

    Traits: Fit, Impulsive. IR Vision, Hearing Protection, Neurolash Field Parry, Small Radio, Biomedical sensors, micro-climate control, filter mask, sealed.
    Skills: Running-14, Soldier-12, Pilot (Contragravity)-12

    Note: Assault troopers can be either elite mooks or low-level “worthy” NPCs.  They are generally the former if they are a block of troops, or the later if they are a single elite in a squad of standard troopers.  As the later, they’re removed when they reach 0 HP.  Like standard troopers, they always miss on the first volley unless the player characters are aware of them, and they only aim if a player character can see them.  They can defend normally and can take cover (but rarely do).

    I have listed three types of Troopers in detail.  CBQ troopers represent SWAT-inspired assault mook: they breach doors (usually with charges placed with their Soldier skill, or a Grav Ram) and then rush in, laying down stun grenades and covering fire until they have suppressed all opposition.  Flame Troopers represent a ferocious attachment to a larger unit that generally attacks terrain, destroying houses or setting fires, and using plasma grenades to add to the general destruction.  Finally, Riot Troopers tend to be deployed when non-lethal options are preferred, or when you want to come really close to the enemy.  They’ll move behind their shields and attack with their neurolash batons once they get close.

    The typical assault trooper is impulsive.  He’ll act as soon as he sees an opening, without necessarily thinking his way through it.  That doesn’t mean he won’t follow orders, but once he has engaged in fighting, he’ll often react without thinking.

    It occurs to me that I’ve never adjusted the DR of the riot shield.  I’ve done so here, assuming that +2 TL doubles the DR.

    Heavy Trooper

    ST 14
    DX 10
    IQ 10
    HT 10

    Basic Speed 6.0, Basic Move 4.0 (Medium Encumbrance)
    Dodge 8 Parry (Unarmed) 10
    DR: 60 (Torso) 30 (Limbs, Skull), 20 (Face)

    Blaster Carbine (12): 5d(5) burn sr, Acc 10, Range 500/1500, RoF 3 (17 shots), bulk 3, rcl 1
    Heavy Plasma Gun (14): 3dx5(2) burn ex, Acc 8+3, RoF 3, Bulk -6, Rcl 2
    Gatling Blaster (14): 7d(5), Acc 10, RoF 12, Bulk -6, Rcl 1
    Infantry Missile Launcher (14), 6dx10 burn sur exp, Acc 3, IR Homing Skill 15
    Plasma Grenade (14): 6dx4 burn sur exp, 30 yards
    Punch (12): 1d cr, C
    Carbine Butt (12): 1d+2 cr, c

    Traits: Huge Weapons, Fit, Overconfidence (12 or less). IR Vision, Hearing Protection, Small Radio, Biomedical sensors, micro-climate control, filter mask, sealed.
    Skills: Explosives-12, Soldier-12, Pilot (Contragravity)-12

    Note: Treat a heavy as either a mook or a worthy.  In all cases, his first attack misses unless the characters are aware of his presence, and he only aims if the player characters are aware of him, and it is clear who he is aiming at.

    A heavy trooper might carry a blaster carbine, but he’ll always carry a mess of plasma grenades and at least one of a Heavy Plasma Gun, a Gatling Blaster or an Infantry Missile Launcher.  For the IML, the heavy will always aim (with the GM clearly announcing to the players what he is aiming at) and then fire.  For the heavy plasma gun, he’ll generally target areas rather than individuals, granting him a +4 to hit.  With the Gatling Blaster, he’ll often engage in Suppressive Fire (the RoF gives him a +2).  He has sufficient ammunition in a gatling blaster that, for most fights, he never needs to stop firing and reload (and a gatling never overheats).  He might stop firing once every three turns if he can’t see anything (a Perception check at -4), in which case he’ll stop and peer around before opening fire again.

    The typical heavy is certain his fire power can take on any challenge.  He’s easily fooled into thinking he can handle an overwhelming challenge and will readily by into any trickery that seems to prove his superiority.

    A heavy trooper carries phenomonal amounts of ammunition, enough to supply the rest of his squad, which means he never runs out of ammo.  This is the source of his additional encumbrance.

    Recon Trooper

    ST 10
    DX 12
    IQ 10
    HT 10

    Perception 12
    Basic Speed 6.0 Basic Move 5.0 (Light Encumbranc)
    Dodge 9 Parry (Unarmed) 10
    DR: 60 (Torso) 30 (Limbs, Skull), 20 (Face)

    X-ray Sniper Rifle (14): 8d(5) burn sur, Acc 12+4, Range 70mi, RoF 1, bulk 5, rcl 1
    Blaster Pistol (14): 3d (5) burn sur, Acc 5, RoF 3, Bulk -2, Rcl 1
    Plasma Grenade (14): 6dx4 burn sur exp, 30 yards
    Punch (12): 1d-2 cr, C
    Rifle Butt (12): 1d cr, c
    Vibroknife (12): 2d(3) cut

    Traits: Fit, Loner (12 or less). IR Vision, Hearing Protection, Small Radio, Biomedical sensors, micro-climate control, filter mask, sealed.
    Skills: Camouflage-14, Stealth-12, Observation-12, Survival-12, Soldier-12, Pilot (Contragravity)-12

    Note: Treat a heavy as either a mook or a worthy.  In all cases, his first attack misses unless the characters are aware of his presence. The recon trooper always aims, as he uses a sniper rifle.  He makes use of cover, though never pop-up attacks, and he always rests his rifle and makes All-Out Attacks if sniping, thus gaining a +2 to all sniped attacks.  While his rifle has a range of miles, he’s rarely farther than 200 yards (-12), and often much closer.  Determining the position of the sniper requires a Perception vs Camouflage contest (assuming the sniper is camouflaged). The target is at +2 if he has seen the beam, and the beam is bright enough to eliminate any darkness penalties for noticing it.

    Recon troopers prefer ambushes, and either set themselves up in advance, or will use Stealth Combat tactics to move around until they’re in an ideal position to snipe at their opponents.  If pressed into combat, they’ll draw either their knife or their pistol and leave their sniper rifle in its braced position.

    Recon troopers prefer to work alone.  They’ll rarely have support with them, other than (perhaps) a single “spotter” who is a second recon trooper.

    Psi Wars: Troopers 2.0

    Just as before, we need someone for our heroes to face, and just as before, we’re going to use troopers.  However, this time, we have some additional trooper options available (Alright, we had recon before, but the Action 4: Specialists book gives us piles of potential mook options!), so we’ll expand the trooper out to include simple recon, assault and heavies.

    As a general rule, I’ve tried to follow the idea of BAD: Basic mooks are only BAD 2 (I figure guys who pick fight with random moisture farmers in a starport bar are probably BAD 0), so most of their skills are 12. Specialist troops are more elite, and thus BAD 14.  I’ve also removed the disadvantages from the standard mooks (you just kill them and don’t worry about the details), and given a single interesting disadvantage to each specialist, so you can get an idea of how they might “fight” and how a clever player might exploit them.

    Trooper Mooks

    ST 10
    DX 10
    IQ 10
    HT 10
    Basic Speed 5.0
    Dodge 7 Parry (Unarmed) 8

    DR: 100 (Torso) 60 (Limbs), 32 (Skull) 24 (Face)

    Blaster Carbine (12): 5d(5) burn sr, Acc 10, Range 500/1500, RoF 3 (17 shots), bulk 3, rcl 1
    Carbine Butt (12): 1d cr, c
    Punch (12): 1d-2 cr, C
    Plasma Grenade (12): 6dx4 burn sur exp, 30 yards

    Traits: Fit. IR Vision, Hearing Protection, Small Radio, Biomedical sensors, micro-climate control, filter mask, sealed.
    Skills: Soldier-12, Pilot (Contragravity)-12

    Class: Human

    Elite Trooper Mooks

    Assault Trooper

    ST 11
    DX 11
    IQ 10
    HT 11

    Basic Speed 6.0 Basic Move 6
    Dodge 7 Parry (Unarmed) 8
    DR: 100 (Torso) 60 (Limbs), 32 (Skull) 24 (Face)

    Blaster Carbine (14): 5d(5) burn sr, Acc 10, Range 500/1500, RoF 3 (17 shots), bulk 3, rcl 1
    Assault Flamer (14): 5d burn, Jet, Range 50/150, RoF 1, Bulk -3, Rcl 1
    Neurolash baton (14): 1d+1 cr or 1d-1 cr + HT-5(2) aff, Reach 1
    Plasma Grenade (14): 6dx4 burn sur exp, 30 yards
    Carbine Butt (14): 1d+1 cr, c
    Punch (14): 1d-1 cr, C

    Traits: Fit, Impulsive. IR Vision, Hearing Protection, Small Radio, Biomedical sensors, micro-climate control, filter mask, sealed.
    Skills: Running-14, Soldier-12, Pilot (Contragravity)-12

    Heavy Trooper

    ST 14
    DX 10
    IQ 10
    HT 10

    Basic Speed 5.0
    Dodge 7 Parry (Unarmed) 8
    DR: 100 (Torso) 60 (Limbs), 32 (Skull) 24 (Face)

    Blaster Carbine (12): 5d(5) burn sr, Acc 10, Range 500/1500, RoF 3 (17 shots), bulk 3, rcl 1
    Heavy Plasma Gun (14): 3dx5(2) burn ex, Acc 8+3, RoF 3, Bulk -6, Rcl 2
    Heavy Blaster (14): 8d(5), Acc 10+4, RoF 3, Bulk -6, Rcl 1
    Plasma Grenade (14): 6dx4 burn sur exp, 30 yards
    Punch (12): 1d cr, C
    Carbine Butt (12): 1d+2 cr, c

    Traits: Huge Weapons, Fit, Overconfidence (12 or less). IR Vision, Hearing Protection, Small Radio, Biomedical sensors, micro-climate control, filter mask, sealed.
    Skills: Explosives-12, Soldier-12, Pilot (Contragravity)-12

    Recon Trooper

    ST 10
    DX 12
    IQ 10
    HT 10

    Perception 12
    Basic Speed 5.0
    Dodge 8 Parry (Unarmed) 8
    DR:

    Blaster Rifle (14): 6d(5) burn sr, Acc 10, Range 500/1500, RoF 3 (17 shots), bulk 3, rcl 1
    w scope
    Plasma Grenade (14): 6dx4 burn sur exp, 30 yards
    Punch (12): 1d cr, C
    Carbine Butt (12): 1d+2 cr, c
    Vibroknife (12): 2d(3) cut

    Traits: Fit, Bloodlust (12 or less). IR Vision, Hearing Protection, Small Radio, Biomedical sensors, micro-climate control, filter mask, sealed.
    Skills: Stealth-12, Observation-12, Survival-12, Soldier-12, Pilot (Contragravity)-12

    Psi Wars: Troopers 1.0

    If we’re going to playtest, we need someone for our heroes to fight!  Since Storm Troopers are the classic opponents in Star Wars, we’ll use heavily armored troopers, and see how our characters fare against them.  We’ll just use a simplified version of the Trooper template, and then gear them up.

    Troopers

    ST 11
    DX 12
    IQ 10
    HT 11
    HP 11
    Will 10
    Per 10
    FP 11
    Speed 6
    Move 6
    SM 0
    Dodge 10  Parry 10 
    DR 100 (torso) 60 (limbs) 36 (Skull) 24 (face)
    Blaster Carbine (14): 5d(5) burn sr, Acc 10, Range 500/1500, RoF 3 (17 shots), bulk 3, rcl 1
    Punch (12): 1d-2 cr, C
    Plasma Grenade (12): 6dx4 burn sur exp, 30 yards
    Traits: Combat Reflexes, Fit, Bloodlust (15), Code of Honor (Soldier’s). IR Vision, Hearing 
    Protection, Small Radio, Biomedical sensors, micro-climate control, filter mask, sealed.
    Skills: Soldier-12, Driving-12, Explosives-10, Computer Operation-10, First Aid-10
    Class: Human

    Notes

    I’ve gone ahead and given them plasma grenades, but the Trooper template doesn’t actually have Thrown Weapons or Throwing, which is definitely an oversight.  Also, the blaster carbine doesn’t actually do enough damage to penetrate a hardsuit (neither does a rifle in fact), unless we shoot for the faceplate or the limbs.  Scary!  We might need to address that when we look at technology.  I wasn’t sure what disadvantages to give them, so I just made them more likely to go for the kill than take prisoners, and gave them a code of honor, but it’s honestly not that important.  The rest are details from their armor.  They seem a bit tough, actually, for mooks. I’m worried that while Luke, Han and Leia could mow through troopers, Dun, Kendra and Leylana will find them tougher nuts to crack.  Of course, treating them as mooks will help (Storm Troopers weren’t exactly weak, they just sucked when they went up against the Big Damn Heroes).
    Also, I would have formatted this as a table, but that doesn’t seem to be an option with Blogger.