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Rogue Trader - Imperial Stormtroopers

Started by Wargamer, September 17, 2016, 04:09:32 PM

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Wargamer

I thought I'd have a go at bringing Imperial Stormtroopers into Rogue Trader. I've tried to cover all the bases and allow for every possible combination of Stormtrooper, old and new.

Imperial Stormtrooper Squad:     110pts


   MWsBsSTWIALdIntClWp
Sergeant444431418888
Stormtrooper444331418888
Unit: 1 Sergeant (champion), 8 Stormtroopers and 2 special weapon Stormtroopers.
Equipment: Sergeant: Lasgun, laspistol, hand weapon, communicator, flak armour.
Stormtroopers: Lasgun, laspistol, hand weapon, communicator, flak armour.
Special weapon Stormtroopers: Flamer, laspistol, hand weapon, communicator, flak armour.
Options:

  • The squad may be given Hot-Shot packs at +10pts.
  • The squad may upgrade their flak armour to Assault armour at +30pts.
  • The squad may replace their lasguns with Auto-guns (free), shotguns with solid and scatter shells (free) or Hellguns (+10pts), and/or replace their laspistols with Hellpistols (+5pts).
  • The squad may be given up to two of the following grenade types:  blind (+10pts), choke (+5pts),  crack (+20pts), frag (+10pts),  smoke (+5pts), stumm (+10pts).
  • The squad may be equipped with grav-chutes at +10pts.
  • The sergeant may make a roll on the Stormtrooper Field table at +5pts, and/or the Stormtrooper additional weapons table at +5pts.
  • Alternatively, the Sergeant may replace his weapons for a hand weapon, bolter, plasma pistol and bio-scanner at +9.5pts.
  • Any special weapon Stormtrooper may replace their flamer with one of the following: shuriken catapult (free), needle gun (free), plasma gun (+4pts/model), melta-gun (+5pts/model), heavy stubber (+8pts/model), grenade launcher (+12pts/model), heavy bolter (+15pts/model) or missile launcher with frag and super-crack missiles (+30pts/model).


Hell Weapons:
Hell Weapons are advanced lasers produced by the Adeptus Mechanicus for exclusive use by the elite Stormtroopers of the Schola Progenia. These are overcharged weapons with reinforced barrels, and are typically fed from back-mounted power packs. Due to the increased strain on the weapon, Hell weapons burn out quite quickly and require regular replacement of barrels and firing chambers to prevent malfunction. However, when at peak condition they are some of the deadliest weapons in the Imperium's armoury, able to lay down a searing barrage of high energy fire. A squad of Stormtroopers equipped with these weapons are more than a match for all but the toughest of foes.
Hellgun:
SR
LR
StH
LtH
Str
Dmg
Hellgun
0-12"
12-24"
+2
+1
3
1
SM
C
H
S
F
Area
-2
1/2"
X

Hellpistol:
SR
LR
StH
LtH
Str
Dmg
Hellgun
0-8"
8-16"
+2
-1
3
1
SM
C
H
S
F
Area
-2
X

Assault armour: Designed for the most brutal close quarter action, assault armour is composed of thick carapace plates and includes advanced systems.
Assault armour is a sealed suit of armour and grants a 4+ saving throw and includes a respirator, communicator and auto-senses. It also contains a suspensor. However, the armour is not powered, and thus confers a -1" movement penalty on the wearer.

Hot-shot packs: Hot-shot packs are specialised, overcharged energy cells designed for use with laser weapons. Each pack contains a single shot, but they deliver a devastating punch that can drop all but the toughest of targets. A lasgun or laspistol loaded with Hot Shot rounds has a Strength of 4 and a -2 save modifier. However, because the cells are only good for one shot, they are Slow and can never benefit from Following Fire. Hellguns and Hellpistols, being essentially more powerful las-weapons, can also use  Hot-shot packs. Players should declare at the start of the movement phase whether they are loading Hot-shot packs, and which weapons they are loading them into.

GLORIOUS RANDOM TABLES!

For those who love them some random tables, here they are! Note: If randomly generating units, roll for the equipment and pay the price listed in the Rogue Trader rulebook. If a roll is purchased from the army list, no additional cost is incurred - simply roll for the equipment the model receives.

Stormtrooper additional weapons table:

D100
Bolt pistol
01-50
Chainsword
51-66
Hand flamer
66-70
Needle pistol
71-72
Plasma pistol
73-75
Power axe
76-85
Power glove
86-87
Power sword
88-93
Sword
94-00

Stormtrooper field table:

D100
Conversion
01-30
Displacer
31-50
Refractor
51-00

Random Stormtrooper Squad:
A squad of Stormtroopers consists of 1 sergeant (personality), 7 stormtroopers and 2 special weapon stormtroopers equipped with hand weapons, plus one of the following from each table:

Armour:

D100
Assault
01-60
Flak
61-90
Mesh
91-00

Basic weapons: Sergeant + Stormtroopers only.

D100
Autogun
01-10
Hellguns
11-55
Lasguns
56-60
Lasguns*
61-90
[hotguns**
91-00
* = Includes Hot Shot Packs.
** = Includes solid and scatter shotgun shells.

Grenades:
D3-1 rolls on the grenades table (see Rogue Trader rulebook).

Pistols:

D100
Auto-pistols
01-10
bolt pistols
11-15
Hellpistols
16-60
Laspistols
61-00

Special weapons: special weapon Stormtroopers only.

D100
Flamer
01-20
Grenade launcher*
21-40
Heavy Bolter
41-50
Heavy Stubber
51-60
Melta-gun
61-70
Missile Launcher**
71-75
Needle gun
76-90
Plasma gun
91-00
* = Includes frag and crack grenades.
** = Includes frag and super-crack missiles.

Squad has a 75% of having grav chutes.

Personality Gear:
Sergeant is a personality. Make one roll on the stormtrooper additional weapons table. 50% of a field (roll on stormtrooper fields table). May have bionics (01-90: 0, 91-95: 1, 96-99: 2, 00: 3).
I wrote a novel - Dreamscape: The Wanderer.. Available in paperback and pdf.

Quote from: Liberate the Warhammers
People who have no sense of Sportsmanship have NO PLACE designing any Gaming system

Wargamer

#1
Rhino Transport: 60pts
One of the most commonly used transport vehicles in the Imperium, the Rhino has proven itself as a reliable workhorse of countless military organisations. Though lightly armed, it is able to move swiftly across terrain to deliver personnel to wherever they need to be.

Any Stormtrooper squad may purchase a Rhino Transport.
Land
Max
Spd
Land
Acc
/Dec
Air
Max
Spd
Air
Min
Spd
Air
Acc
/Dec


TRR
20
6
1
Cp
T
D
Sv
Eq
W
12
7
20
6
6
10
Weapons: Twin-linked bolters with targeter (360o arc).
Equipment: Auto-drive.
Crew: 1 Stormtrooper with laspistols, flak armour and hand weapon.
Transport: The Rhino can carry 10 passengers. Up to two passengers may fire their weapons out of the top hatch, but doing so makes the vehicle vulnerable to fire - the Rhino is Toughness 6 while the top hatch is open.

Chimera Armoured Fighting Vehicle: 120pts
The Chimera is an armoured fighting vehicle developed for situations where the Rhino lacks sufficient firepower, but Land Raiders are unavailable. Primarily used by the Imperial Guard, the Schola Progenia maintains a fleet of these vehicles for their own use.


Any Stormtrooper squad may purchase a Chimera Armoured Fighting Vehicle.
Land
Max
Spd
Land
Acc
/Dec
Air
Max
Spd
Air
Min
Spd
Air
Acc
/Dec


TRR
20
4
1
Cp
T
D
Sv
Eq
W
12
7
20
6
6
10
Weapons: Turret mounted multi-laser (360o), hull-mounted heavy bolter (90o forward arc), 6 side mounted lasguns (3 per side, 90o side arc).
Equipment: Auto-drive.
Crew: 2 Stormtroopers with laspistols, flak armour and hand weapons. One crewman operates the turret. The other drives and mans the heavy bolter (thanks to auto-drive he may do both in the same turn).
Transport: The Chimera can carry 12 passengers. Each passenger may man a single lasgun. Up to two passengers may fire their weapons out of the top hatch, but doing so makes the vehicle vulnerable to fire - the Chimera is Toughness 6 while the top hatch is open.
I wrote a novel - Dreamscape: The Wanderer.. Available in paperback and pdf.

Quote from: Liberate the Warhammers
People who have no sense of Sportsmanship have NO PLACE designing any Gaming system