Mattock Ammo Counter. Every time the shock trooper makes an attack with the M-96 Mattock, add +1 to its ammo counter. Once the counter reaches 16, the clip is empty and the shock trooper cannot attack with it again until it reloads the weapon using a bonus action.
Team Fighter. The shock trooper has advantage on attack rolls against a creature if at least one of the shock trooper's allies is within 5 feet of the creature and the ally isn’t incapacitated.
Multiattack. The shock trooper makes two M-96 Mattock (shot) attacks.
M-96 Mattock (Strike). Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 13 (3d6 + 3) bludgeoning damage.
Stun Baton. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 5 (2d4) bludgeoning damage and 2 (1d4) lightning damage, and the target must succeed on a dc16 constitution saving throw or be stunned until the end of their next turn.
M-96 Mattock (Shot). Ranged Weapon Attack: +5 to hit, range 80/320 ft., 1 target. Hit: 9 (2d8) piercing damage, and the shock trooper has +1 added to its Mattock ammo counter.
Description
Cerberus Shock Troopers are highly trained frontline infantry, armed with advanced Cerberus rifles and body armor. Conditioned for combat both physically and psychologically, they are fearless soldiers who follow orders with deadly efficiency. These troops excel at suppressing enemies, holding key positions, and supporting elite units like Centurions or Atlases. While not as intelligent as their commanding officers, they are disciplined, coordinated, and lethal on the battlefield.
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