Aeon Guard Trooper
Rank-and-file Azlanti soldier in ceramic-and-polycarbonate green armor with high AC 18 and darkvision. Coordinated Fire adds +2 bonus to allied attacks against the same target and...
- AC
- 18
- HP
- 42
- Perc
- +6
- Fort
- +12
- Ref
- +9
- Will
- +6
- STR
- +2
- DEX
- +4
- CON
- +3
- INT
- +0
- WIS
- +1
- CHA
- +1
- pulse gauntlet +8 1d4+3 sonic
- aeon rifle +11 1d8+2 fire
- AC
- 18
- HP
- 42
- STR
- 2
- DEX
- 4
- CON
- 3
- INT
- 0
- WIS
- 1
- CHA
- 1
Rank-and-file Aeon Guard troopers are easily identified by their distinctive green armor consisting of ceramic and polycarbonate plates overlaid with an energy- reflective molecular coating. Aeon Guards frequently upgrade their armor with aeon stones, further distinguishing them from soldiers of “lesser” armies. Even the newest recruits have sworn personal oaths of loyalty to the Aeon Throne—a traitor or deserter of the Azlanti Star Empire is extraordinarily rare. These troopers are also loyal to one another and highly trained to fight in coordinated formations, and they obey their commanding officers without question, even if their orders mean certain death.
Aeon Guard Trooper Creature 3
- Medium
- Human
- Humanoid
Recall Knowledge DC; Humanoid (Society)
Perception +6 (darkvision)
Languages Azlanti, Common, Vesk
Skills Acrobatics +9, Athletics +7, Intimidation +6, Stealth +9, Warfare Lore +7
Str+2 Dex+4 Con+3 Int+0 Wis+1 Cha+1
Items commercial Aeon Guard armor, commercial aeon rifle (2 commercial batteries), commercial frag grenade (2), commercial pulse gauntlet (1 commercial battery)
AC 18
Fort +12
Ref +9
Will +6
Elusive Maneuver reaction Trigger The trooper takes damage from a ranged Strike or spell; Effect The trooper Steps or Takes Cover.
Speed 25 feet
Melee 1 action
pulse gauntlet +8 (agile, free-hand, powered, tech), Damage 1d4+3 sonic
Ranged 1 action
aeon rifle +11 (aeon, caster, expend 1, mag 10, range increment 60 feet, reload 1, tech), Damage 1d8+2 fire
Area Fire 1 action
frag grenade (5-foot burst, consumable, range 70 feet, tech), Damage 1d8 piercing (DC 20 basic Reflex save; 1 persistent bleed on critical failure)
After the trooper attempts a Strike against a target (regardless of success or failure), the next attack roll one of the trooper's allies makes against the same target gains a +2 circumstance bonus. If a Strike with a bonus from coordinated fire hits, the target becomes suppressed until the end of the attacking ally's next turn.
Sharpshooter
When the trooper makes a ranged Strike against a target with an AC bonus from lesser or standard cover, they reduce the AC bonus by 1 for that Strike.
Show No Mercy
The trooper gains a +2 circumstance bonus to damage rolls against suppressed targets.