So I recently encountered this blogpost right here, it's a really cool read from 2015 about running a Star Wars DCC funnel as a posse of Stormtroopers. I'm not a huge DCC player, mostly because I don't own d24s and shit, but I love any excuse to make players roll on an occupation table, so I'm into it. Let's roll up some 0 level shlubs.
The table is great, love it, I'm using it, but what am I going to make these Stormtroopers do? This has been the major obstacle for me every time (like maybe twice) I've approached running a Star Wars themed game, what the hell do you do? Like, what gives something that Star Warsy sheen that separates this game from another space opera? I honestly don't have an answer that I can articulate, but it's probably not a big deal.
d4xd6 Stormtrooper Missions
d4xd6 Stormtrooper Missions
1.1 Board and sabotage a rebel battleship's shield generator to turn the tide of a battle
1.2 Seek out and destroy a rebel base's shield generator to enable a ground assault
1.3 Destroy a communications relay tower
1.4 Destroy a rebel heavy armor and munitions depot
1.5 Destroy a supply convoy (D6: 1-3 Speeders, 4-6 Train)
1.6 Find, board and recover a stolen Imperial shuttle from rebel scum
2.1 Destroy a rogue Jedi
2.2 Recover a Sith artifact
2.3 Investigate a distress beacon
2.4 Liberate Imperial POWs
2.4 Liberate Imperial POWs
2.5 Escort an Imperial aristocrat
2.6 Bust up a worker uprising on a forge world
3.1 A group of rebel spies are reported to have infiltrated a TIE fighter manufacturing facility
3.2 The rebel scum have boarded our Star Destroyer, we are being overrun!
3.3. The rebel scum sabotaged the ship, we have to evacuate!
3.4. There has been a massive prison break on a remote planet, apprehend the convicts
3.5. Reclaim an abandoned Imperial keep, evict any and all squatters or hostile wildlife
3.6 A shipment of blaster rifles was stolen in transit, find the blasters and capture the thieves
4.1. A squad near stationed near your current position have been unresponsive for 7200 hours, check in
4.2. A squad of deserters have been sighted near your position, hunt them down
4.3. Break off from the main fighting force and take out their anti-aircraft guns
4.4. One of our spies has been found out! Find them before the rebels do
4.5. A crimelord has some intelligence on the rebels, go and negotiate their price
4.6. A famous bounty hunter is wanted for assassinating multiple imperial officers, bring them down
I think I bring over a little too much baggage from Warhammer 40k's imperial guard when I envision what Stormtrooper life is like, brutal, short, and entirely unceremonial. But I really enjoy imagining that the amount of training one receives upon signing up is less like boot camp, and more like the info class you have to take before they let you skydive. It would explain their eternally memed aiming skills.
I like the idea that each player's troopers are their own specialized squad, it's fun for flavor and allows the players to feel like their troopers are distinct from their allies mechanically, even if the major difference is basically just what kind of equipment they are deployed with. I have no idea if this is at all accurate to Star Wars canon, but I'm gonna cite the Battlefront video games from the Playstation 2 era as evidence that maybe it is.
Each player's squad consists of 3 (or more, at GM discretion) Stormtroopers. The player designates what squad type their troopers belong to only when rolling up a brand new squad. A squad that has suffered casualties during a mission must roll up new 0 level recruits before the next mission. All troopers share the same base class, and then gain different little abilities based on squad type.
I'm not writing this for any particular ruleset, you could use your favorite retroclone, Cyber Sprawl Classics, Stars Without Number would be perfect, whatever, it's all you, baby. Anything that incorporates attack rolls, armor class, and saving throws should be chill.
This is what I scribbled in my notebook
STORMTROOPER
Standard Gear: E-11 blaster rifle, Light armor
ANTI ARMOR squads have received enough heavy weapons training to know which end to point away from their friends. The squad is deployed each mission with 1 rocket launcher, and d4+1 high-explosive missiles.
Lv 1 Tank-Hunter: The trooper can detect trails left by speeders and hover vehicles that others would never notice, as though they had wheels. They also enjoy a +1 on saving throws versus explosions.
Lv 2 Opportunistic Ordnance: The lieutenant knows how to concentrate their fire and press an advantage. At the beginning of each mission you gain a pool of 3d6 Ordnance dice. Whenever you successfully attack a vehicle, fortification, or droid that has already suffered damage, you may spend any number of these dice, and add the results to your damage roll.
ANTI INFANTRY squads are equipped with assault weapons designed to combat other ground forces. They are equipped with either a Heavy Blaster Cannon, or a Flamethrower.
Lv 1. Suppressive Fire: The trooper designates a medium size area, all foes within that have a sense of self preservation must make a saving throw/morale test or lose their movement actions until the trooper's next turn. On a critical failure they lose all actions.
Lv 2. Shrapnel Grenades: The Lieutenant deploys for each mission with d3 shrapnel grenades (4d4, small AOE, short range, save for 1/2 damage, ineffective against targets with AC 14+)
MEDICAL squads are responsible for maintaining the fighting strength of the battalion. Although the average medical recruit has no more training than basic first aid, the squad is deployed with d3 dosages of bio-epoxy, which does most of the work for them.
Lv 1. Preventative Medicine: When an ally within 5' of you takes damage you may siphon off a portion or all of that damage for them.
Lv 2. Field Surgery: If you can reach a comrade's corpse before it cools (# of rounds equal to their HD, minimum 1) you may perform a field surgery to return them and return them to life as an action. For the remainder of the mission the recipient of the field surgery moves at half speed, and will die permanently if they take any damage from any source.
SABOTAGE squads are outfitted for close-quarters combat and demolitions. Recruits are given a "Tactical infiltration and you" pamphlet to read on the shuttle ride to their first mission. Saboteurs are deployed with Scatterguns instead of Blaster Rifles and d4+1 landmines or bricks of C4.
Lv 1. Hold-Out Blaster: You always have a blaster pistol on your person, whether you are taken prisoner, searched, whatever. Also, enjoy a +1 when impersonating a rebel.
Lv 2. I Shoot First: When you make an attack against a foe that has not yet acted in the battle, deal double damage. Also, your armor is treated with an electromagnetic polymer that interferes with electronic surveillance equipment, you cannot be detected by security cameras, droids, or targeting systems.
SHOCKTROOPER squads are the first into the fray and the last to leave. Instead of standard gear they are deployed with heavier armor (AC 14), a blaster pistol, and a vibroblade, they get an extra pudding in the mess hall for their bravery.
Lv 1. Fury of the Emperor: If you are wielding two one handed weapons, you may attack with both as a single attack action.
Lv 2. Powerful Parry: You are no force user, but your ability to predict your opponent's strikes sometimes borders on the supernatural. After a foe succeeds in hitting you with a melee attack, but before damage is revealed, make an attack roll of your own, if your roll exceeds theirs, the attack fails.
SNIPER squads employ slug thrower rifles to engage in long range combat and assassination. Instead of the standard E-11 blaster rifle they are deployed with a sniper rifle and blaster pistol for each trooper.
Lv 1. Storm of Lead: When you inflict a critical hit on a foe, you can make an immediate bonus attack. Also, the trooper ignores the "snapfire" penalty, allowing you to attack with a sniper rifle and move in the same round.
Lv 2. I am Become Death: Once per mission, if you are equipped with your sniper rifle you may force a target to save or die instantly. To do this you must remain undisturbed for a number of rounds equal to the target's HD.
GEAR
Blaster Pistol - D4 - Short Range - One hand
Blaster Rifle - D6 - Medium Range
Scattergun - D8 - Short Range
Sniper Rifle - D10 - Long Range
Heavy Blaster - 2d6 - Medium RangeFlamthrower - 1d6+4 - Short Range
High Explosive Missile - 4d6 - Medium Range
Shrapnel Grenade - 4d4 - Short Range
Thermal Detonator - 1d12 - Short Range
Vibroblade - 1d4 - One hand
Electromace - 1d6 - One hand
Force Pike - 1d8
Standard Trooper Armor - AC 12 - Full movement
Shocktrooper Armor - AC 14 - 3/4 movement
Bio-Epoxy - Apply over a full round, heals a living trooper for 1d8+1
This is really interesting! If you ever manage to run this funnel, could you put an Actual Play up on your blog?
ReplyDeleteThanks for your interest! Yeah, if and when I get around to running this I'll post the recording
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