Rogue Storm Trooper-Type
A highly trained soldier outside proper command.
Threat File — Rogue Storm Trooper-Type
TR 6 · Renegade Imperials and Imperial AdversariesSaves: Agility +6, Willpower +5
Proficiencies: Awareness +5, Athletics +5, Stealth +5
Senses: Photo-visor sees normally in darkness and through smoke within 60 feet
Carapace and Composure. The trooper gains +1 Defense and has Advantage on saves against fear from human-scale threats.
Breach Discipline. The trooper ignores any penalty for firing immediately after moving through a door, window, or breach.
Elite Comms. While any squadmate is conscious, the trooper cannot be surprised.
Hellgun Burst. Ranged Attack: +6 to hit, range 80/240 ft., one target. Hit: 2d8 + 3 las damage, plus an extra 1d8 las damage against Exposed targets.
Frag and Clear. The trooper throws a frag grenade at a 10-foot zone within 40 feet, then moves up to half its Movement. Creatures in the zone make an Agility Save DC 13, taking 2d6 piercing damage and becoming Pinned on a failure, or half damage on a success.
Precision Double-Tap. The trooper makes two Hellgun Burst attacks against one target that is Pinned, Exposed, or unaware of it.
Morale: Professionally calm; withdraws by bounds when the objective is lost, never panics, never surrenders intel cheaply.
Tactics: Fight them like a hostile kill team: entry through the wall the party is not watching, grenades before contact, focused fire on the medic or psyker. They fight for objectives, not ground, and leave the moment the objective is decided either way.
Loot / Evidence / Hooks: A hellgun, carapace plate, and an encrypted vox-bead that points at whoever is paying now.
Enemy Dossier
GM ReferenceA Rogue Storm Trooper-Type is scion-grade training and hellgun-grade equipment operating outside any chain of command that would restrain it. Whatever it works for now pays better than the Emperor did.
Use this enemy as elite opposition in conspiracies, black-site security, and rival operations — a mirror of the party's own quality.
Threat Profile: Good durability for a human, high-accuracy ranged pressure, breach-and-clear tactics, grenades and night gear, disciplined withdrawal.
Carapace and Composure. Gains +1 Defense and Advantage on saves against fear from human-scale threats.
Breach Discipline. Ignores the penalty for firing immediately after moving through a door, window, or breach.
Elite Comms. While any squadmate is conscious, cannot be surprised.
Hellgun Burst. High-damage ranged attack that punishes Exposed targets.
Frag and Clear. Grenade into a zone, then a move; creatures in the zone save or are damaged and Pinned.
Precision Double-Tap. Two attacks against one target that is Pinned, Exposed, or unaware.
Morale: Professionally calm; withdraws by bounds when the objective is lost, never panics, never surrenders intel cheaply.
Tactics: Fight them like a hostile kill team: entry through the wall the party is not watching, grenades before contact, focused fire on the medic or psyker. They fight for objectives, not ground, and leave the moment the objective is decided either way.
Full Stat Block Priority: High