HoloNet Uplink – Radtroopers

Welcome to the HoloNet Uplink, citizen. This series focuses on Fantasy Flight Games’ Star Wars Roleplaying Game, with content aimed mostly at the Gamemaster. Threats, adventure seeds, rules supplements, and more are all to come for those who access The HoloNet Uplink.

It continues. I warned you all this was coming. After putting out my article on Novatroopers I fear as though I have dropped all defenses, and am now succumbing to the urge to produce write up after write up on Imperial Stormtrooper Specialty Corps. Next up on this newfound addiction of mine is the Radtrooper.

Stormtrooper Specialty Corps: Radtroopers [Minion]

Copyright Disney

Radiation Zone Assault Troopers, or radtroopers to the common soldier, are specialist stormtroopers trained to operate in high intensity radiation environments. Armed and equipped with reinforced stormtroper armor, radiation hardened gear, and extensive training, these troopers can confidently conduct missions in even the most deadly radiation zones. To the public radtroopers provide the Empire with a capability to provide security in high radiation zones in certain planets and star systems, and to supplement local emergency responders in the event of fusion reactor meltdowns. Secretly, these troopers are often used to mop up after one of the Empire’s more heinous tactics. On worlds where the infrastructure is deemed vital to Imperial interest, but the population is considered expendable, a series of neutron bombs can be deployed to indiscriminately eliminate all life at the target. The radtroopers are sent in shortly after to root out any survivors, secure valuable infrastructure, and prepare reclamation for the Empire. Such brutal tactics are a closed guarded secret, and COMPNOR will stop at nothing to suppress the truth of these atrocities.

Characteristics

Br 3, Ag 3, Int 2, Cun 2, WP 2, Pres 1

Soak 5, W. Threshold 5, Def M/R 1/1

Skills (group only): Athletics, Computers, Discipline, Mechanics, Melee, Ranged (Heavy), Resilience, Survival

Talents: None.

Abilities: None.

Equipment: Radtrooper carbine (Ranged [Heavy]; Damage 9; Critical 3; Range [Medium]; Stun Setting, Rad Shielding (immune to the effects of radiation to Grade 5), force pike (Melee; Damage 6; Critical 2; Engaged; Pierce 2; Stun Setting), radtrooper armor (+2 soak; +1 defense; integrated comlink, macrobinocular plate, protects from the effects of radiation to Grade 5), survival pack (containing anti-radiation hypos and pills, radiation protection tent, water purifier, and emergency medpac), utility belt, extra reloads, each half-squad of four radtroopers has one long range comlink and one general purpose scanner calibrated for precise radiation detection

Radiation Environmental Hazards

Surprisingly, none of the core rulebooks provide any rules or suggestions on radiation environmental hazards. There are clear rules for hazards such as toxic atmospheres, falling damage, and the vacuum of space, but nothing on the science fiction staple of radiation. While it can be successfuly argued that Star Wars is more of a space fantasy, many GMs take a more science fiction approach to this setting and will be looking for some radiation rules. Here are my suggestions for a variety of radiation hazards depending on the desired severity.

Grade 3

Stellar radiation and standard reactor leaks are classified as Grade 3 radiation hazards. Standard spacesuits provide sufficient protection to ignore the effects of Grade 3 radiation.

A character exposed to Grade 3 radiation receives one unsoakable wound at the start of their turn.

Grade 4

Grade 4 radiation hazards are primarily found in the the most severe reactor breaches and in the intense radiation bands of stars and gas giants.

A character exposed to Grade 4 radiation receives five unsoakable wound at the start of their turn. GMs may call for a Hard (3 Purple) Resilience check, failure immediately inflicts 5 strain.

Blasters and other energy weapons that have not been radiation hardened gain or increase their Inaccurate quality by one as the radiation interferes with normal functioning. One despair or three Threat may be spent by the GM to render the weapon inoperable requiring major repairs.

Grade 5

Neutron bombing is one of the few sources of Grade 5 radiation hazards. While more severe radiation hazards exist such as that found in magnetar systems or within hyper reactor cores, Grade 5 radiation is the highest most characters would ever consider exposing themselves to.

A character exposed to Grade 5 radiation receives ten unsoakable wound at the start of their turn. GMs may call for a Formidable (5 Purple) Resilience check, failure immediately inflicts 20 strain.

Attacks with blasters or other energy weapons that have not been radiation hardened have their difficulty upgraded once. One Despair or two Threat may be spent by the GM to render the weapon inoperable requiring major repairs.

Grade 6 and Higher

Higher radiation threat levels exist within the Star Wars universe, but much like characters hit by starship grade weapons this is the realm of GM discretion. It is suggested that, without significant protection such as highly experimental shielding or ancient Force rituals, exposure to higher levels of radiation threats results in instant death.

 

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Christopher Hunt

Staff Writer at d20 Radio
Christopher Hunt is a long-time gamer and has recently broke into the world of RPG freelancing. Chris’ unofficial Star Wars RPG blog ran weekly on d20radio.com for the past three years. He has written for Rusted Iron Games, Raging Swan Press, and most recently Fantasy Flight Games’ Star Wars RPG. Chris is currently pursuing a Master of Arts in Political Science. Always the gamer, his thesis, which explores conflict short of war by uniting current threats to historical events, was inspired by a historical board game.

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