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ELITE INTELLIGENCE UNIT:
NIGHTWRAITHS
(Besh "Vornskrs" Company, 377th Infantry Battalion)

Besh Company of the 377th Infantry Battalion appears to be a standard infantry group working from Lord Vader's personal Executor squadron - the ISD Avenger. According to the records, the "Vornskrs" are a successful but dreadfully average infantry unit.

This is the visage that they must cultivate. Besh Company is really one of the most secretive groups in the Empire. They are listed as part of the 4th Infantry Division, with all of the but no record of them other than what is found on the Army Order of Battle exists. They are a shadow, a misprint, a "black-budget" project. But they perform services vital to the Emperor: espionage, intelligence-gathering, and sabotage. They are expected to slip in and out of highly defended areas without anyone knowing. Thus, their unofficial name fits well: the Nightwraiths.

The Nightwraiths are always on the move in a starship that acts as headquarters for the 48 field agents and dozen or so staff/support members. They are assigned new orders by the head of what they call "the hush-hush men" (also known as the Ubiqtorate). They are not officially part of the Intelligence hierarchy, however. Exactly who gives orders to them is unknown, and shall likely remain so for some time.


HISTORY

The Nightwraiths were the brainchild of one Sergeant Atarmos of Aurek Company, 377th Infantry Battalion. His idea was quite different from the result: he envisioned a unit which would double as a line company but do part-time work as intelligence agents, but acting as a branch of Imperial Intelligence. His superiors heard this idea, assigned him to a front-line duty station (where he was accidentally killed by friendly fire), and used the idea themselves. The result was the best idea since Crix Madine's Storm Commandos.

One major modification was that the new unit would be a company formed under the supervision of the 377th Battalion HQ. Intelligence complained, but Army High Command pacified them with the agreement that Ubiqtorate could supply the unit their orders.

Command of the group was assigned to an Adjustments washout. He was dismissed because his superiors deemed him to be "too violent." This washout found a place with the Nightwraiths, assumed the rank of Lieutenant, and became their respected leader. Due to his background, the Nightwraiths' leader uses many unorthodox techniques to accomplish objectives. His superiors in the 377th and Ubiqtorate do not complain though, as it brings a 98.2% success rate.

Much of their remaining history and capabilities are classified at Omega Blue level. There are no estimates as to when that data will be declassified, or even reclassified to a lower level. All outside inquiries will be turned away.


MISSION

The mission of the Nightwraiths is to perform deep reconnaissance, espionage, or sabotage anywhere in the galaxy. They are the only Army unit to operate in plainclothes, as well as the only Intelligence field unit operating with Intelligence supervision. They wear no identifying insignia; carry no military identification; and, if captured by either friend or foe, are disavowed. They never meet in groups of except at headquarters and are always referred to by code number or name.

Agent 01 (codenamed "Dark Starlight") is the Nightstalkers' best agent, and has a 100% completion rate: there is no mission that he cannot completed. Agent 01 has no qualms about killing anyone, whether it be a faceless stormtrooper or a family member. The true identity of Agent 01 is the most closely guarded secret in the unit.

Typical mission preparations for a Nightwraith operation usually include taking on specific identities on the target planet. For example, past missions have had agents acting as royalty; planetary, sector, and galactic governmental officials; COMPNOR officials; friendly/enemy officers and enlisted men; bodyguards; stormtroopers and Royal Guardsmen; and even friendly/enemy intelligence agents. Nightwraith agents rarely take on the identity of a person who others have seen before; they instead take on more anonymous roles such as "visiting dignitary" or "transferred pilot."

Agents also use the latest and most advanced technology available. They have been rumored to use synthetic holograms to disguise themselves, as well as microretinal scramblers, 20-shot microblasters, instaflesh dispensers, and personal disruptors. Thanks to an onboard machine and tech shop, agents can get such devices built into common items, such as datapads and comlinks, or more esoteric items such as Stokhli spray sticks or Coynite armor.

For transportation, though, agents are recommended to use less noticable means to get about. Everything from YT-1300 freighters to X-wing starfighters to Agris-class space barges are used - anything that appears like it belongs with everything else in a target area.


ORGANIZATION AND PERSONNEL

The Nightwraiths, unlike other intelligence units, also have a unique way of organization. Instead of operating in cells or teams, each agent operates independently to accomplish missions. In extreme circumstances, agents have the authority to directly call upon Army, Navy, or stormtrooper backup to assist in destruction of a target. (This is quite rare, as agents typically pack enough explosives on a routine mission to destroy 10 city blocks, and can often be assigned to disrupt the operations of the very reinforcements they are assigned.)

There are 48 active agents in the Nightwraiths, including the unit's leader. There are also three trainee instructors, crew for operating the headquarters ship, and support staff for maintaining unit equipment and weaponry. There are also ten trainees which replace the ten oldest active agents. Agents have a one year or 36 mission limit, whichever occurs first, then must be sent back to standard duty. Some stay on as instructors or ship crew, while others quietly retire. All Nightwraiths are considered to be under UNOC (or UNOfficial Cover), and their identities and actions are disavowed by the Imperial government and military.

Agent 01 is exempt from replacement. It is therefore unknown just how old he is, though he seems just as capable as any other agent, if not more so. How exactly he gets away from being replaced is probably attributed to his extraordinary success rate.

Nightwraith Personnel
Rookie Field Agent
Type: Intelligence agent
DEX 3D+2
Blaster 6D, brawling parry 5D+1, dodge 4D+2, firearms 4D+1, grenade 4D+2, melee weapons 5D, melee parry 4D+1
KNO 3D+1
Intimidation 4D, languages 5D+2, law enforcement 6D+1, streetwise 5D, survival 5D+1, value 5D+2
MEC 2D+1
Repulsorlift ops 3D+2
PER 3D+1
Bargain 5D, command 4D+1, con 5D+1, hide 5D, persuasion 6D, search 5D+2, sneak 6D+1
STR 3D+1
Brawling 5D+1, stamina 4D+2
TEC 2D
Blaster repair 3D+1, demolitions 5D+2, first aid 4D, repulsorlift repair 4D
Move: 10
CP: Typically 5-10
Equipment: Blaster pistol (4D), microblaster (see below), multiscanner (+3D to search), formal clothes, briefcase (collapsible sniper slugthrower (5D), change of clothes)

Veteran Field Agent
Type: Veteran intelligence agent
DEX 4D
Blaster 6D+2, blaster: microblaster 7D+1, brawling parry 5D+2, dodge 5D, firearms 4D+2, grenade 5D, melee weapons 6D, melee parry 5D
KNO 3D+2
Intimidation 5D, languages 6D+2, law enforcement 6D+2, streetwise 5D, survival 5D+1, value 5D+2
MEC 2D
Repulsorlift ops 3D+2
PER 3D+1
Bargain 5D, command 5D, con 5D+2, disguise 4D, forgery 4D, hide 5D+2, persuasion 5D+2, search 5D+2, sneak 7D
STR 3D
Brawling 6D, stamina 5D
TEC 2D
Blaster repair 3D+1, demolitions 6D+2, first aid 4D, security 5D+2
Move: 10
CP: Typically 5-15
FP: 1
Equipment: Blaster pistol (4D), microblaster (see below), multiscanner (+3D to search), formal clothes, briefcase (collapsible sniper slugthrower (5D), change of clothes), retinal deceiver (see below), synthihologram projector (see below)

The leader of the Nightwraiths, a man known only as "The Lieutenant," is a most enigmatic person. He runs the unit, meets with each agent before their missions (either by HoloNet or face-to-face), and requisitions supplies. He still pulls active duty (without the usual replacement limitations), but there is no mission record for him (he impersonates his subordinates). The Lieutenant is also known to monitor (and even confuse) his own agents out in the field. No further information is known on this persona.

The Lieutenant
The Lieutenant
Type: Ex-Adjustments squad commander
DEX 4D
Blaster 8D+1, dodge 9D, melee weapons 7D, melee parry 7D+1, thrown weapons 5D
KNO 3D+2
Astrogation 5D+2, bureaucracy 6D+1, languages 10D, planetary systems 6D+2, scholar 7D, streetwise 7D+2, tactics 6D, willpower 5D+2
MEC 3D
Repulsorlift ops 6D+1, space transports 9D, SF ops 6D, starship gunnery 5D+2
PER 4D
Command 6D, con 10D+2, disguise 7D, forgery 10D, hide 6D, intimidation 5D, search 8D, sneak 8D
STR 3D+1
Brawling 6D+2, climbing/jumping 6D, stamina 7D, swimming 5D
TEC 2D
Blaster repair 7D, demolitions 6D, first aid 8D, security 7D+2
Move: 11
CP: 22
FP: 3
DSP: 3
Equipment: Blaster pistol (4D), datapad, cybernetic hand (hidden inside: microblaster [3/5/10, 3D, Ammo: 5])


EQUIPMENT

The Nightwraiths have special dispensation when it comes to equipment. Their equipment ranges from the mundane (comlinks and utility knives) to the obscure (Mon Calamari Leviathan armor) to the ultrasecret (miniature thermonuclear grenades). Of course, no one has ever been able to verify these reports...


The microblaster is the size of a hold-out blaster and made of plastic-type materials. Most weapons detectors cannot sense them, and if the weapon is disassembled into its four individually harmless component pieces, it can pass through all weapons detectors without trouble. They are being issued to all Intelligence agents and agents under unofficial cover.

Equipment
Microblaster
Model: Akela Arms MDL17 Microblaster
Type: Microblaster
Scale: Character
Skill: Blaster: microblaster
Ammo: 20
Cost: 800 (power packs: 400)
Availablility: 3, R, X
Range: 1-5/10/15
Damage: 3D+1


This device is the highest grade retinal deceiver in the Empire, providing 99.48% accuracy when going through security scans. It fits aside the bridge of one's nose, and can be covered in synthaflesh to disguise it. It is undetectable when passing through weapons scanners. Retinal deceivers are being issued to all veteran UNOC agents. Any other use of a retinal deceiver in Imperial space is a Class I offense.

Equipment
Retinal Deceiver
Model: Imperial DMR Retinal Replacement Projector
Type: Retinal deceiver
Scale: Character
Cost: 3,800 (power packs: 650)
Availablility: X
Game Notes: The retinal deceiver superimposes another person's retinal imprint on the subject, allowing him to pass retinal scans and get through security. Add +15 to roll when attempting to pass a retinal scan.


Realistic holographic projectors (RHPs) have been an ultimate goal of Intelligence for decades. Now they've got it. The RHP has sufficient memory to impress a single person's features and looks upon the wearer. It is worn on a belt, and is small enough to be hidden from sight. It is, however, vulnerable to security and weapons scans, which will immediately detect the massive power output of the activated projector. Only UNOC agents in special mission environs have been authorized to use this equipment. Any other use of an RHP in Imperial space is a Class I offense.

Equipment
Synthigram Projector
Model: Imperial DMR Realistic Hologram Projector
Type: Hologram projector
Scale: Character
Cost: NAFS (est. Invisible Market value: 252,500) (power packs: 6,000, custom-made)
Availablility: X
Game Notes: The projector adds +15 to the difficulty of any attempts to identify the user's true self. It also adds +1D to the user's persuasion and con rolls when they are dealing with someone who knows the imitated subject. Search and sensors rolls involving weapons or energy scanners are at +15/+10/+5 to notice the power output of the device within the scanner's range - energy dissipation rates are high.


CRAFT

The Nightwraiths do not use custom-made craft that would mark them as a unit. Instead, agents use passenger liners, charter craft, freighters, starfighters - any means necessary - to get to their destination. They do the same once they arrive at their target planet. However, the 377th uses a modified SUW TL-1800 called The Shadow Mage as a mobile headquarters. It is droid-operated, but has a human crew overseeing. The Shadow Mage also the smallest known cloaking device in the Empire, thanks to the cooperation of the IDMR.

Craft
The Shadow Mage
Craft: Modified Suwantek Systems TL-1800 Transport
Type: Modified light freighter
Scale: Starfighter
Length: 30 meters
Skill: Space transports: TL-1800 Transport
Crew: Computer-operated, but can overridden by two people in emergencies
Crew Skill: Varies widely
Passengers: 10
Cargo Capacity: 80 metric tons
Consumables: 6 months
Space: 8
Atmosphere: 590; 1,600 kmh
Hull: 4D
Shields: 2D
Sensors:
Passive: 15/0D
Scan: 30/1D+1
Search: 60/2D+2
Focus: 3/4D
Sensor Absorber/Reflector: +2D to opposing sensor difficulty.
Engine Baffler: When Space is 0, add +1D to opposing sensor difficulty. This can be used in conjunction with the sensor absorber/reflector.
Weapons:
Twin Laser Cannons (fire-linked)
Fire Arc: Dorsal turret
Skill: SS gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5km
Damage: 5D

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