Imperial Navy

Imperial Navy Trooper. DEX 2D+1, blaster 3D+1, blaster: blaster rifle 4D+2, brawling parry 3D+1, dodge 3D+1, grenade 3D+1, melee combat 3D+1, melee parry 3D+1, running 3D+2, KNO 1D+1, imtimidation 2D+1, streetwise 2D+1, MEC 1D+2, repulsorlift ops 2D+2, capital shields 2D+2, PER 3D, command 4D, search 4D, STR 2D+2, brawling 4D+2, stamina 3D+2, TEC 1D, security 2D. Move: 10. Equipment: Blast helmet (+1D physical, +1 energy), blaster pistol (4D), comlink. Character points: 2. (RoE, 96) GM's Notes: Generally equivalent to Army Troopers, but with some supporting vehicle-based skills. They are geared toward drop-ship assault and (given their exceptional Command) can organize themselves very well even in the confusion of a hot drop zone. When not conducting combat drops, they serve as security on board capital ships, and their increased Streetwise indicates that they probably spend a fairly large amount of time on shore leave, so have PCs encounter them in spaceport cantinas, etc.

Imperial Navy Special Forces Trooper. DEX 3D, blaster 6D+2, brawling parry 5D, dodge 5D+2, grenade 5D, melee combat 5D+2, melee parry 5D+2, KNO 3D, alien speicies 4D, planetary systems 5D, streetwise 5D, survival 5D, MEC 2D+2, astrogation 4D+2, beast riding 3D, capital gunnery 4D+2, capital piloting 4D+2, capital shields 4D+2, hover vehicle ops 5D+1, repulsorlift ops 5D, space transports 5D, starfighter piloting 6D, starship gunnery 5D, starship shields 5D, PER 3D, con 5D, search 6D, sneak 5D+2, STR 3D+1, brawling 5D+1, martial arts 7D, TEC 3D, blaster repair 4D, computer programming/repair 6D, demolitions 6D, first aid 6D, security 5D. Saboteur units. As SpecNav Trooper, plus hide 4D, sneak 6D+2, computer programming/repair 8D, demolitions 8D, streetwise 7D, security 7D. Tech units. As SpecNav Trooper, plus armor repair 4D, blaster repair 5D, droid programming 4D, droid repair 4D, first aid 7D, repulsorlift ops 6D, repulsorlift repair 4D, space transports repair 4D, starfighter repair 4D, walker repair 4D. Assault units. As SpecNav Trooper, plus blaster 8D+2, brawling 7D+1, brawling: martial arts 9D, brawling parry 7D, grenade 7D, melee combat 7D+2, melee parry 7D+2, vehicle blasters 5D. Covert units. As SpecNav Trooper, plus bargain 4D, command 4D, con 6D, hide 4D, search 7D, sneak 6D+2, computer programming/repair 7D, security 6D, streetwise 6D. Special abilities: Blindfighting, Instant Knockdown, Multiple Strikes, Silent Strike, Zero-G Combat Training (+1D to dodge or attack in zero-g). Move: 10. Equipment: Varies from mission to mission – frequently, SpecNav Troops are issued prototype personal arms, armor, and explosives as needed. Character points: 2-12. (Far Orbit Project) GM's Notes: These are among the most deadly soldiers in the Empire, analogous in combat skill and ingenuity to U.S. Navy SEALs. Teams are almost always mixed to allow maximum flexibility, and these units can be expected to maintain strong unit cohesion. Keep in mind that SpecNav teams are not left guarding supply depots ... when they are encountered, they are on a mission with exceptional preparation, including equipment, tactical intelligence, and coordination with outside units. They can break into any installation, outshoot anyone, and blend into any situation (note the high Streetwise and Con). As GM, make them professional and efficient killers, rarely caught by suprise but adapting quickly when encountering unknown variables. PCs should be absolutely terrified of facing a SpecNav team.

Imperial Pilot. DEX 2D+1, blaster 3D+1, dodge 3D+1, KNO 1D+1, planetary systems 2D+1, survival 2D+1, value 2D+1, MEC 3D, astrogation 4D, capital gunnery 4D, capital piloting 5D, capital shields 4D, communications 3D+1, sensors 3D+1, space transports 4D, PER 2D, hide 3D, investigation 3D, sneak 3D, STR 2D, climbing/jumping 3D, stamina 3D+1, TEC 1D+1, capital ship repair 3D+1, capital weapon repair 2D+1, computer programming/repair 2D+1. Move: 10. Equipment: Blaster pistol (4D), flight suit, navigational computer linkup helmet (internal comlink, +1D to sensors), survival gear. Character points: 0-3. (ISB, 42) GM's Notes: Typical of most crew found on Imperial Navy warships, minimally qualified in ground combat (basically just what they learned in boot camp) but highly skilled in shipboard operations. Their increased Planetary Systems is more a representation of all the places they've actually visited in their tours of duty than any specific education on planetography. Their raised Investigation, Hide, and Sneak skills are anomolies and raise the question of exactly what shipboard role they play: Perhaps it is a function of the intrigue that has swept through the Imperial Navy since the New Order, and politics are probably a big part of their lives. When PCs interact with them, play up this factor ... pilots (and other Navy crew) compete as much with each other as they do the Rebel Alliance.

TIE Fighter Pilot. DEX 3D+1, blaster 4D+1, dodge 4D+1, KNO 2D, planetary systems 3D, MEC 4D, sensors 4D+2, starfighter piloting 6D, starship gunnery 5D, PER 3D, command 4D, search 4D, STR 3D, stamina 4D, TEC 2D, computer programming/repair 3D+1, starfighter repair 5D. Move: 10. Equipment: Navigational computer linkup helmet (internal comlink, +1D to sensors), high gravity stress flight suit with life support equipment, one week emergency rations, blaster pistol (4D), survival gear. Character points: 0-3. (ISB, 42) GM's Notes: Exactly what you'd expect from a fighter jock: No indication of intrigue or politicism, just a damned good pilot. The high Command illustrates their coordination in combat, and the high Search and Sensors demonstrates their exceptional situational awareness. Fighter pilots show very strong bonding to their wingmen and flightmates (groups of four fighters) and they will maintain unit cohesion in battle. Remember: If PCs get behind one TIE fighter, the other three are behind them.

Imperial Gunner. DEX 2D+2, blaster 3D+2, blaster artillery 4D+2, dodge 3D+2, thrown weapons 4D+2, vehicle blasters 4D+2, KNO 1D+1, value 2D+1, MEC 3D, capital gunnery 5D, capital shields 4D, communications 4D, sensors 4D, starship gunnery 4D, starship shields 3D+2, PER 1D+1, bargain 2D+1, con 2D+2, STR 2D+1, climbing/jumping 2D+1, lifting 3D+1, stamina 2D+1, TEC 2D+1, capital weapon repair 4D+1, computer programming/repair 3D+1, starship weapon repair 4D+1. Move: 10. Equipment: Blaster pistol (4D), computerized gunnery helmet (+1D to capital gunnery or starship gunnery, internal comlink, +1D to sensors), protective armor (+2 physical and energy). Character points: 0-2. (ISB, 42-43) GM's Notes: The Jack-of-All-Trades on an Imperial warship, gunners perform almost every support role imaginable, serving as CommScan, ShieldOps, general labor (note the Lifting skill), and probably even the unofficial "providers" for the crew (Bargain and Con ... the shipboard black market for the 36,810 crewmen on a Star Destroyer must be quite large). Except when performing weapons drills or actually engaging in combat, they will be all over the ship doing what needs to be done.
 

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