Brave. The Trooper has advantage on saving throws against being frightened
Brute. A melee weapon deals one extra die of its damage when the trooper hits with it (included in the attack).
Enclosed helmet. Immune to blindness from bright lights, deafness from loud sounds, and the poison condition and poison damage from gasses.
Enhanced strength. has advantage on all strength checks and rolls.
Multiattack. The trooper makes three melee attacks or two ranged attacks.
Shock Maul. Melee Weapon Attack: +9 reach 5 ft. (3d8 +9) magical bludgeoning damage, and an additional (2d4 +5) lightning damage, max lighting damage against targets made of or wearing metal armor
Maschinenpistole. Ranged Weapon Attack: 3d20 +4. 30/120ft range. (2d4 +4) piercing damage. Ammo 30. Light, one handed
Lichtgewehr. Ranged Weapon Attack: +8, 300/600ft range. (2d10+8) fire damage. Makes trooper a Cr 9 creature when equipped and lowers AC to 19
Shield bash. Melee weapon attack: +5, reach 5ft. (1d10 bludgeoning) targets must make a dc 18 constitution check or be stunned for a round, if they fail by 2 or more they are knocked prone.
Overdrive. Pushing their armor to its limits the trooper doubles his movement, gains an additional action, and dosen’t provoke opportunity attacks. After 2 rounds the effect ends and creatures gain advantage on attacks against the trooper for two turns
Parry. The trooper adds 3 to its AC against one melee attack that would hit it. To do so, the trooper must see the attacker and be wielding a melee weapon.
Description
Some of the best the separatists have, the elite Sturmtruppler are feared fighters and are often supported by supersoldats and Ubersoldats
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