Legion Heavy Trooper

The Legion's shock infantry deployed where the line must hold.

A Legion Heavy Trooper is a specialist soldier equipped with powered assault armour and heavy weapons. They are the Legion's answer to fortified positions, armoured targets, and situations where the standard Trooper's rifle is not enough. They are slower, louder, and more expensive than a regular Trooper -- and they are worth every rek when the line needs to hold.

A Heavy Trooper is an elite encounter: a mobile strongpoint that anchors a Legion position. They are vulnerable to flanking and mobility, but frontally they are a nightmare. The lever is their speed -- they cannot chase, and they cannot turn fast.

Rules Reference

FieldValue
Abilities / Cha10
Abilities / Con18
Abilities / Dex8
Abilities / Int10
Abilities / Str18
Abilities / Wis12
Armor Class19
Base Attack Bonus6
Creature TypeHumanoid
Flat Ac19
Hd Count6
Hd Sides10
Hit Dice6d10+24
Hit Points57
Hp Bonus24
Initiative0
LanguagesCore Standard; Trade Cant; Legion field-signals
MoraleElite (13); holds position until ordered to withdraw or until the armour is breached; will not retreat while under fire
PsionicsNone
Role TagsTank, Ranged, Anchor
Saves / Fort9
Saves / Ref2
Saves / Will4
SensesNormal human vision; powered armour HUD grants low-light, thermals, and +4 to Notice within 60 ft; passive Perception 15
SizeM
Skills / Athletics12
Skills / Intimidation8
Skills / Notice8
Skills / Repair6
Skills / Survival7
Speed20
Threat Rating4
Touch Ac10
Xp900
Dialogue Pathgame/dialogue/npc-legion-heavy-trooper.yaml

Notes

Full Attack: Squad Automatic Weapon ranged +7 (2d8+2 ballistic; range 120 ft; suppress 20-ft area) or Heavy Pistol ranged +6 (1d8+2 energy; range 40 ft) or Armoured Fist melee +9 (1d8+4 bludgeoning)

Habitat: Legion deployments, fortified positions, breach operations, and anywhere the line must hold. Found at the front of a Legion assault, holding a chokepoint, or deployed as a mobile strongpoint in a defensive line. Roll 1d6: 1-2 = Heavy Trooper holding a position (immovable, suppressing), 3-4 = Heavy Trooper leading a breach (armour locked, SAW ready), 5-6 = Heavy Trooper in a fireteam with a Sergeant (coordinated, anchored).

Immunities: Knockback and knockdown from attacks smaller than vehicle-scale, Environmental hazards (powered armour seals against vacuum, radiation, toxins)

Resistances: Powered assault armour (included in AC; damage reduction 3/-), Environmental sealing (immune to vacuum, radiation, inhaled toxins)

Tactics: The Heavy Trooper holds ground. They open with Suppression Fire to pin the enemy, use Armour Lock when the position must not fall, and save Breach and Clear for fortified targets. They fight alongside a Sergeant and standard Troopers, providing the anchor that the rest of the fireteam rallies around. The Heavy Trooper does not chase -- they wait for the enemy to come to them.

Treasure: Powered assault armour (4,000 rek), squad automatic weapon (800 rek), heavy pistol (300 rek), armoured gauntlet (200 rek), ammunition belt (100 rek), armour maintenance kit (150 rek), Legion dog-tags and unit insignia (sentimental), 3d10 rek in military pay.

Vulnerabilities: Slow (20 ft speed; cannot chase mobile targets), Flat-footed (Touch AC 10, Flat AC 19; the armour is the defence, and it does not help against surprise), Heat buildup (after using Suppression Fire or Breach and Clear, the armour vents for 1 round: -2 to AC until the Trooper's next turn)

Attacks

Squad Automatic Weapon

FieldValue
bonus7
categoryranged
damage2d8+2
damageTypeballistic
nameSquad Automatic Weapon
notesBelt-fed; can suppress a 20-ft area (all targets in area at -2 to attack rolls until the Trooper's next turn); 1/round
rangeFt120

Heavy Pistol

FieldValue
bonus6
categoryranged
damage1d8+2
damageTypeenergy
nameHeavy Pistol
notesSidearm; used when the SAW is impractical
rangeFt40

Armoured Fist

FieldValue
bonus9
categorymelee
damage1d8+4
damageTypebludgeoning
nameArmoured Fist
notesPowered gauntlet; the Trooper punches through obstacles and people alike

Special Abilities

Walking Bunker

FieldValue
actionCostpassive
nameWalking Bunker

description: The powered armour grants damage reduction 3/- against all physical attacks. The Trooper is also immune to knockback and knockdown from attacks smaller than vehicle-scale. Player-visible: you shoot the Trooper. The armour sparks. The Trooper keeps walking.

Suppression Fire

FieldValue
actionCostFull-round
nameSuppression Fire

description: The Trooper fires the SAW in a sustained arc, suppressing a 30-ft cone. All creatures in the area must make a DC 14 Reflex save or take 2d8+2 ballistic damage. Those who take cover gain +4 to the save. The suppression continues until the Trooper's next turn: all targets in the area are at -2 to attack rolls. Player-visible: the SAW roars, the corridor fills with rounds, and nothing moves.

Breach and Clear

FieldValue
actionCostFull-round (1/encounter)
nameBreach and Clear

description: The Trooper charges through a door, wall, or obstacle (DC 15 Athletics check to breach), gaining +4 to the next attack roll and dealing +1d8 damage on a hit. All creatures within 5 ft of the breach point must make a DC 14 Fort save or be Stunned for 1 round. Player-visible: the Trooper does not open the door. The Trooper IS the door.

Armour Lock

FieldValue
actionCostStandard (1/encounter)
nameArmour Lock

description: The Trooper locks the powered armour's joints and braces, becoming immovable. For 1d4 rounds the Trooper cannot move but gains +4 to AC and is immune to all forced movement. The Trooper can still fire the SAW. Player-visible: the armour locks with a hiss of hydraulics, and the Trooper becomes a wall.