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CyberCop Trooper

Adversaries Designed by DNGN CLUB • Art by Photo Collage by DNGN CLUB

Adversary overview

A low rent corporate grunt who is willing to engage in fascism for a paycheck and medical.

CyberCop Troopers are the disposable muscle of corporate power, issued just enough authority to abuse and never enough to question. They delight in stress-testing the limits of their jurisdiction, mistaking borrowed power for personal importance. Loud, cocksure, and perpetually one bad decision away from catastrophe, they care far more about their own comfort and survival than any corporate mandate. In groups, they never back down. Individually, they fold like cheap paper.

Stat block

Tier
1
Type
Standard
Difficulty
10
HP
3
Stress
3
Attack mod
+1
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
13
Major Damage — Mark 2 HP Major
Mark 2 HP
18
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Riot Baton
Range: Melee
Damage: 1d6+4
Attack Mod: +1
Damage Type: Physical

Features

Passives

  • Strength in Numbers

    Troopers gain an additional 2 damage for each member of the squad in action. When an ally marks their final Hit Point, the Troopers mark 1 Stress.

  • Craven Cowardice

    When a Trooper marks their final Stress, they gain Disadvantage on all rolls, but the damage they deal is always treated as one Severity higher.

  • Common Goon

    Troopers have Advantage on attacks rolls against unarmed targets.

Actions

  • Squad Tactics
    fear 1

    Spend a Fear to choose a target and spotlight all Cybercops within Close range of them. They either move into Melee range of the target or attack with a ranged weapon and make one shared attack roll. On a success, they deal 5 physical damage each. Combine this damage.

Reactions

Motives & tactics

Coerce Bully Threaten Abuse Dogpile

Experiences

CyberCop Trooper

Tier 1 standard

A low rent corporate grunt who is willing to engage in fascism for a paycheck and medical.

Motives & Tactics: Coerce, Bully, Threaten, Abuse, Dogpile

Difficulty: 10 | Thresholds: 13/18 | HP: 3 | Stress: 3

ATK: +1 | Riot Baton: Melee | 1d6+4 Physical

Experience: —

HP:

STRESS:

Features

Squad Tactics - Action: Spend a Fear to choose a target and spotlight all Cybercops within Close range of them. They either move into Melee range of the target or attack with a ranged weapon and make one shared attack roll. On a success, they deal 5 physical damage each. Combine this damage.
Strength in Numbers - Passive: Troopers gain an additional 2 damage for each member of the squad in action. When an ally marks their final Hit Point, the Troopers mark 1 Stress.
Craven Cowardice - Passive: When a Trooper marks their final Stress, they gain Disadvantage on all rolls, but the damage they deal is always treated as one Severity higher.
Common Goon - Passive: Troopers have Advantage on attacks rolls against unarmed targets.

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.