Patreon Special: Minion Enhancements

As I began working on the combat scenes of Tall Tales of the Orochi Belt, I hit on the idea of expanding them from the drab rules of GURPS Action (though there is much to be said for their simplicity) in favor of the more intriguing options found in After the End and Dungeon Fantasy. I had touched on this already with the “Trademark moves” on some of my mooks found in previous iterations of Psi-Wars, but I wanted to explore the concept more fully, as discussed in this blog post

As this one the most recent patreon poll, I now present to you Minion Enhancements. This is a 20-page document discussing how to use advantages and disadvantages to make more interesting combat encounters with mooks and henchmen, as well as about 20 worked examples of more detailed enhancements, and 6 worked examples that you can drop directly into a generic Action game.

This is a Patreon special for all Dreamers ($1+ patrons; yes, just $1).

Insurgency Personnel Part 2: Veteran Insurgents

Amateur Insurgents with sufficient experience or training, or Insurgents who come from more violent walks of life pose considerably more risk to security forces than their amateur counterparts, but still don’t represent the full lethality of a completely professional fighting force. Some insurgencies have just a few veterans sprinkled among amateurs, while others are composed entirely of veterans.
Some insurgencies are rumored to have even more elite agents, usually associated with the leader, and have ominous names like “the Black Hand” or “the Twelve Apostles.” These tend to be named NPCs or player characters, but the GM may instead treat them as skill 15 minions instead.
As before, each insurgent comes with a suggested insurgent type.  I provide these as guidelines, to get a perspective on different ways insurgencies might fight, and to emphasize that not all veteran insurgents appear in all insurgencies.  Feel free to mix, match and adjust.

Arsonist

Common Insurgent Types: Anarchists and Terrorists

The single greatest weapon available to an insurgency is the bomb. Carefully placed explosives can assist every insurgency, from a freedom fighter’s targeted strike at a piece of military infrastructure to a terrorist killing as many civilians as he can. Arsonists master the art of bomb-making and bomb-placement. They can destroy an establishment, sow terror and discord throughout a populace and create bedlam for an attacking forces.

Though Freedom Fighters and Ideologues will scoff, in truth all insurgencies need access to Arsonists. That said, Anarchists and Terrorists use Arsonists more than most insurgencies.

ST 10 HP 10 Speed 5.25
DX 10 Will 11/13 Move: 5
IQ 11 Per 11
HT 11 FP 11 SM +0
Dodge 8
Parry 8
DR: 0

@page { margin: 0.79in } td p { margin-bottom: 0in } h5.western { font-family: “Liberation Sans”, sans-serif; font-size: 11pt } h5.cjk { font-family: “Noto Sans CJK SC Regular”; font-size: 11pt } h5.ctl { font-family: “FreeSans”; font-size: 11pt } h3.western { font-family: “Liberation Sans”, sans-serif; font-size: 14pt } h3.cjk { font-family: “Noto Sans CJK SC Regular”; font-size: 14pt } h3.ctl { font-family: “FreeSans”; font-size: 14pt } h1 { margin-bottom: 0.08in } h1.western { font-family: “Liberation Sans”, sans-serif; font-size: 18pt } h1.cjk { font-family: “Noto Sans CJK SC Regular”; font-size: 18pt } h1.ctl { font-family: “FreeSans”; font-size: 18pt } p { margin-bottom: 0.1in; line-height: 120% }

Blaster Pistol (12): 3d(5) burn sur (Acc 5, Range 300/1000 RoF 3, Bulk -2)

Hand Flamer (12): 4d (Jet; Range 30/90)

Weaponized C-Cell (12): 6dx4 burn ex sur (Acc 1, Range 40); Unstable!

Skills: Area Knowledge (Local)-10, Chemistry-12, Electrician-12, Explosives (Demolition)-12, Forced Entry-12, Running-12

Traits: Fearlessness +2; Gizmo (Explosives); Pyromania (15)

Notes: Human; Trained; Will always argue for and attempt to blow things up unless it’s obviously a bad idea for the group. Always has at least on explosive gadget on hand: may be an explosive charge, a unique detonator, or anything else appropriate for the organization. The weaponized C-Cell is a modified power-cell that explodes when thrown. A strike against the cell, or a critical failure could set it off!

Arsonist Tactics

Burn Baby Burn (12): The arsonist throws a plasma charge or first his hand flamer at the target. On average, a single shot from his hand flamer will instantly ignire anything flammable (dry wood, oil) or flame-resistant materials (seasoned wood, clothing, most electrical equipment), and will ignite anything that can burn, no matter how resistant (flesh), with 10 seconds of continuous contact on a 16 or less. Plasma charges will ignite anything in the same hex that can burn instantly, and anything resistant within 1 yard of the blast, and anything flammable within 2 yards, etc.

Cover Fire (11): While in cover, move one step out of cover, make an All-Out (Determined) Sighted, Pop-Up (-2) attack with ROF 3 at the target with your blaster pistol, and then return to cover. If you hit, strike a random hit location. You may not defend.

Assassin

Common Insurgent Types: Ideologues and Terrorists

Only the most ideologically minded insurgents lift their nose at the idea of committing murder. In the end, removing the Empire requiresbloodshed. The assassin does this with greater precision than his more aggressive comrades, but he still isn’t the elite death-dealer found on the rim. Instead, he’s someone trained with a sniper rifle, who understands how to stay quiet when approaching his opponent

ST 10 HP 10 Speed 5.5
DX 11 Will 10/12 Move: 5
IQ 10 Per 10
HT 11 FP 11 SM +0
Dodge 8
Parry 8
DR: 0

Blaster Rifle (10): 6d(5) burn sur (Acc 10+2, Range 500/1500 RoF 3, Bulk -4)

Hold-Out Blaster (12): 2d(5) burn sur (Acc 5, Range 100/300 RoF 3, Bulk -1)

Skills: Area Knowledge (Local)-10, Fast-Draw-12, Observation-12, Shadowing-12, Stealth-12.

Traits: Fearlessness +2; Bloodlust (12)

Notes: Human; Trained; Will always push to kill targets, even if not strictly necessary.

Assassin Tactics

Snipe (19):After three successive aiming actions, make a braced, sighted All-Out Attack (Determined). Successful hit strikes the skull and deals 6d(5) burn sur. You may not defend.

Quick Kill (12):Fast-Draw your weapon to a hip-shooting position (13); if successful, immediately open fire with your holdout blaster. If successful, hit a random hit location and deal 2d(5) damage. You may defend normally.

Vanish (7):At the beginning of a fight, you may attempt to vanish and get the drop on his opponent. Roll Vanish (7 or less). Success means he may attack one opponent “from behind.” He may not do this at any other point in the fight.

Child Soldier (Hardened)

Common Insurgent Types: Terrorists

Many insurgent forces favor, or even exclusively recruit, children over adults. Despite their small size, they’re difficult to hit, don’t require as much food and, most critically, they’re easily molded by the leadership of the insurgency into lethal killing machines. Many veteran fighters of the insurgency began as child soldiers, and evolved into superior, and thoroughly loyal combatants.

ST 8 HP 8 Speed 5
DX 9 Will 9/11 Move: 4
IQ 9 Per 10
HT 10/8 FP 11 SM -1
Dodge 8
Parry 7
DR: 0

Hold-Out Blaster (10): 2d(5) burn sur (Acc 5, Range 100/300 RoF 3, Bulk -1)

Cheap Assault Blaster (10): 4d(5) burn sur (Acc 8, Range 250/750 RoF 8, Bulk -3)

Skills: Area Knowledge (Local)-12, Observation-12, Running-12, Stealth-12, Urban Survival-12.

Traits: Pitiable; Fanaticism; Fearlessness +2; Easy to Kill -2; Social Stigma (Minor);

Notes: Human; Untrained and largely unready for combat. Willing to die for the cause; +3 to resist attempts to persuade him away from his cause. Alwayscount as “innocent” for the purposes of Pacifism (Cannot Harm Innocents).

Child Soldier Tactics

Spray Fire (7): With an assault blaster, make a hip-fired All-Out (Suppressive Fire) attack against a one-yard zone. A successful attack strikes a random hit location. You may not defend.

Focused Burst (20): While prone, after aiming for one turn with an assault blaster, make a All-Out (Determined) sighted attack against a single target with RoF 8. A successful attack strikes a random hit location. You may not defend.

Spot (10): If you notice something, say something! Shout out advice to an ally and roll Observation (10). On a success, if your ally listens to your advice, he gains +1 to his next attack roll.

Vanish (7):At the beginning of a fight, you may attempt to vanish and get the drop on his opponent. Roll Vanish (7 or less). Success means he may attack one opponent “from behind.” He may not do this at any other point in the fight.

Fighter

Common Insurgent Types: Freedom Fighter and Terrorists

Insurgents fight a war, and so many of them act like true soldiers. They practice with military grade weapons, they wear armor, and they make heavy use of explosives. For a fighter, an insurgency isn’t about careful espionage or maneuvering, but about bringing fire down on the enemy. They tend to be the most broadly dangerous of the insurgents.

ST 11 HP 11 Speed 5.25
DX 10 Will 10/12 Move: 5 (4)
IQ 10 Per 10
HT 11 FP 11 SM +0
Dodge 8
Parry 9
DR: 20

Cheap Assault Blaster (10):4d(5) burn sur (Acc 8, Range 250/750 RoF 8, Bulk -3)

IML (15): 6dx8(10) cr inc + 8d cr ex [3d cut] (Acc 3, Range 750/30k, RoF 1, Shots 1, Bulk 4)

Skills: Area Knowledge (Local)-10, Soldier-12, Observation-10, Stealth-10.

Traits: Combat Reflexes

Notes: Human; Trained; Lightly Encumbered

Fighter Tactics

Spray Fire (7): With an assault blaster, make a hip-fired All-Out (Suppressive Fire) attack against a one-yard zone. A successful attack strikes a random hit location. You may not defend.

Focused Burst (22):While prone, after aiming for one turn with an assault blaster, make a All-Out (Determined) sighted attack against a single target with RoF 8. A successful attack strikes the torso. You may not defend.

Fire from Cover (12):While in cover, step from cover, make an All-Out (Determined) sighted RoF 8 pop-up (-2) attack against a target. Return to cover, A successful attack strikes a random hit location. You may not defend.

Hunter

Common Insurgent Types: Freedom Fighters and Ideologues

Most insurgencies that survive for a long period of time do so by establishing themselves far from the urban centers of the Empire, deep in the wilderness where the Empire cannot easily reach them. They’ve mastered using the land to avoid their enemies, and in laying out traps for their opponents.

ST 10 HP 10 Speed 5.5
DX 11 Will 10/12 Move: 5
IQ 10 Per 10
HT 11 FP 11 SM +0
Dodge 8
Parry 8
DR: 0

Cheap Blaster Rifle (10):6d(5) burn sur (Acc 10, Range 500/1500 RoF 3, Bulk -4)

Vibro Blade (10):2d+3(5) cut (Reach 1, parry 0)

Skills: Area Knowledge (Local)-12, Hiking-12, Observation-12, Stealth-12, Survival (Any)-12, Tracking-12, Traps-12.

Traits: Fearlessness +2; Bloodlust (12)

Notes: Human; Trained; Will always push to kill targets, even if not strictly necessary.

Hunter Tactics

Vanish (7):At the beginning of a fight, you may attempt to vanish and get the drop on his opponent. Roll Vanish (7 or less). Success means he may attack one opponent “from behind.” He may not do this at any other point in the fight.

Remove Sentry (16/11):If the target is unaware of your presence, make a telegraphic grapple for the head (16). You may defend normally. If your target is grappled, make an all-out (Determined) with the blade on the target’s neck (11). Opponent dodges at -1 or parries at -2. If you hit, deal 2d+3(5) cut to the neck and double all damage that penetrates DR. You may not defend.

Quick Snipe (24): While prone, after a single aiming actions, make a braced, sighted All-Out Attack (Determined). Successful hit strikes the torso and deals 6d(5) burn sur. You may not defend.

Trap (12):Deployed guerrillas may have already prepared a variety of traps. Ideas:

Sensor Wire: Roll Per-based Traps to detect. Signals to Hunter when tripped.
Trip-Wire Grenade: Roll Per-based Traps to detect. Triggers grenade (6dx4 cr ex)

Saboteur

Common Insurgent Types: Anarchists and Freedom Fighters

The Empire and it citizens use vast, technological infrastructure to power their civilization. A saboteur knows how that infrastructure works and, given an opportunity, can turn that technology against the Imperials who use it. Generally, insurgency movements bring a saboteur with them as they attempt sabotage missions, but they have a few tricks up their sleeves even in combat.

ST 10 HP 10 Speed 5.25
DX 10 Will 11/13 Move: 5
IQ 11 Per 11
HT 11 FP 11 SM +0
Dodge 8
Parry 8
DR: 0

Blaster Pistol (12): 3d(5) burn sur (Acc 5, Range 300/1000 RoF 3, Bulk -2)

Improvised EMP (12): HT-8(5) (8 yard radius, Acc 1, Range 40); Unstable!

Skills: Area Knowledge (Local)-10, Computer Hacking-12, Electrician, Electronics Operation (Comms, EW Security, Surveillance), Explosives (Demolition), Mechanic

Traits: Fearlessness +2; Gizmo (Sabotage); Trickster (15)

Notes: Human; Trained; Will always try to play games with their opponent unless truly problematic to do so. Always has at least on electronic gadget on hand, including jamming equipment, distortion chips and tools for electronic meddling. The improvised EMP is a modified power-cell that shorts out violently when thrown. A strike against the cell, or a critical failure could set it off!

Saboteur Tactics

Jam (12): While he focuses on jamming enemy signals, any attempts to communicate with the outside world must succeed at a Quick Contest of Electronics Operations (Comms) vs the Saboteurs Electronics Operations (EW).

Cover Fire (11): While in cover, move one step out of cover, make an All-Out (Determined) Sighted, Pop-Up (-2) attack with ROF 3 at the target with your blaster pistol, and then return to cover. If you hit, strike a random hit location. You may not defend.

Insurgency Personnel Part 1: Amateur Insurgents

The combatants who make up resistance movements vary as much as the movements themselves. Thus, the following list offers suggestions to help guide a GM who wishes to create his own resistance movement, or as a grab-bag of “generic” rebels he can throw at his PCs.

The characters listed below have no specificweapons. I have chosen genericweapons for GURPS Ultra-Tech or from previous iterations of Psi-Wars. These can be replaced with any similar or appropriate weapons.

Between the Insurgent Type and the suggested traits associated with each Personnel, a group might have a wide variety of disadvantages associated with them. These represent suggestions. Feel free to ignore, mix, or swap as you see fit. In principle, each Insurgency should have a unique character, and some flaws that a clever Imperial can exploit.

Lens: Insurgent Type

Different cells have different philosophies and approaches. Choose one of the following lens to represent the approach of a particular movement. Sometimes, multiple philosophies live within a particular movement, so a GM can mix and match as he sees fit. Furthermore, the lenses below offer a basic guideline on how to handle a particular philosophy, but also options for giving each movement some unique flavor.

Anarchist

Anarchists live for chaos. They rebel for the sake of rebellion and their fight with the Empire ultimately boils down to a disdain for authority. By default, their critical weaknesses are a lack of planning and an unwillingness to listen to others. Many anarchists fight for their own amusement and may have Trickster, while others do it for the sheer pleasure of watching things burn (Pyromania), or just to spite authority figures (Intolerance (Authority Figures)), or just because they’re so angry(Bad Temper). While most such characters do not last long, Anarchists, especiallyyoung ones, often have Overconfidence.

Default Traits: Impulsiveness (12), Stubbornness (12)

Freedom Fighter

Freedom Fighters fight for principles. They resemble Ideologues in this way, but they’re less devoted to a specific cause than that they’re just righteously indignant at the crimes of others. By default, they will not harm anyone not directly associated with the conflict, but nor can they just stand aside and do nothing as injustice is inflicted on those they know and love. This devotion to principles might manifest instead as Code of Honor (Rebel), and the drive to help others might become Charitable. Freedom Fighters tend to be derided by other factions as Gulliblefor their idealism; this may or may not be true.

Code of Honor (Rebel) [-15]: Only attack military targets or collaborators, never unassociated civilians. Never leave a a fellow rebel behind. Die before you betray your cell. If necessary, sacrifice yourself for the rebellion. When the conflict has finished, put aside your weapons and return to civilian life.

Default Traits: Pacifism (Cannot Harm Innocents), Sense of Duty (Community)

Ideologue

Ideologues fight for a purpose. By default, they devote themselves wholeheartedly to this ideal or, at their most generic, to the rebellion itself. What explicit purpose they fight for varies, and often determines the exact nature of their Fanaticism. Patriots devote themselves to the ideal of an independence movement or the safety of their people, and often have Sense of Duty (Nation). Fundamentalists devote themselves to religious ideals, and have some version of a Discipline of Faith. Ideologues who hold to more abstract ideals (like a deep devotion to some particular philosophy or economic model) might have a strict Code of Honoror be Hidebound. Those Ideologues who aren’t fanatics tend to be at least Selfless or have Intolerance (Outsiders or Nonbelievers).

Traits: Fanaticism.

Terrorist

Terrorists do whatever it takes to win; for them, atrocity is just part of the game! By default, Terrorists suffer (benefit?) from an overeagerness to shed blood and a complete disregard for the safety of others. Terrorists often enjoy the violence they inflict, and might have Bully or even Sadism. Most willingly engage in warcrimes for a reason, which might be Greed, Jealousyor Selfishness.

Traits: Bloodlust (12), Callous.

Amateur Resistance Members

Not every member of a resistance organization is a hardened warrior. In fact, mostmembers lack decent training and believe that enthusiasm can make up for a lack of combat experience. In the most idealistic resistance movements, these eager allies assist on the edges of the battle until they’re skilled enough (or old enough!) to join on the front-lines. In more scrupulous resistance movements, they become cannon fodder, used to tire out the enemy before the resistance brings in its veteran fighters.

Child Soldier (Innocent)

Common Insurgent Types: Ideologues and Terrorists

Rebellion is often a family affair! Whether or not resistance members want children involved, children usually find a way to involve themselves. They might admire a big, strong resistance fighter that rescued them and want to be just like him or help him out. They might have lost their homes and only survive under the protection of the rebellion and seek to help however they can.

Innocent child soldiers don’t generally participate in combat, though they can; instead, they usually act as spotters, guides or distractions for the primary combatants. The stats below assume a human child of about 10 years of age.

Few resistance movements go out of their way to use Child Soldiers, but they’ll show up most often with Ideologues, who respect their devotion, and terrorists, who don’t care about the fate of the children. Anarchists tend to be dismissive of children, and Freedom Fighters actively oppose their use (It violates their principles!).

ST 8 HP 8 Speed 5
DX 9 Will 9/7 Move: 4
IQ 9 Per 10
HT 10/8 FP 11 SM -1
Dodge 8
Parry 7
DR: 0

@page { margin: 0.79in } td p { margin-bottom: 0in } h5.western { font-family: “Liberation Sans”, sans-serif; font-size: 11pt } h5.cjk { font-family: “Noto Sans CJK SC Regular”; font-size: 11pt } h5.ctl { font-family: “FreeSans”; font-size: 11pt } h3.western { font-family: “Liberation Sans”, sans-serif; font-size: 14pt } h3.cjk { font-family: “Noto Sans CJK SC Regular”; font-size: 14pt } h3.ctl { font-family: “FreeSans”; font-size: 14pt } h4.western { font-family: “Liberation Sans”, sans-serif; font-size: 13pt; font-style: italic } h4.cjk { font-family: “Noto Sans CJK SC Regular”; font-size: 13pt; font-style: italic } h4.ctl { font-family: “FreeSans”; font-size: 13pt; font-style: italic } h2.western { font-family: “Liberation Sans”, sans-serif; font-size: 16pt } h2.cjk { font-family: “Noto Sans CJK SC Regular”; font-size: 16pt } h2.ctl { font-family: “FreeSans”; font-size: 16pt } h1 { margin-bottom: 0.08in } h1.western { font-family: “Liberation Sans”, sans-serif; font-size: 18pt } h1.cjk { font-family: “Noto Sans CJK SC Regular”; font-size: 18pt } h1.ctl { font-family: “FreeSans”; font-size: 18pt } p { margin-bottom: 0.1in; line-height: 120% }

Hold-Out Blaster (9): 2d(5) burn sur (Acc 5, Range 100/300 RoF 3, Bulk -1)

Rock (Thrown) (9): 1d-3 cr (Acc 1, Range 6)

Skills: Area Knowledge (Local)-10, Fast-Talk-10, Observation-10, Running-10, Stealth-10, Urban Survival-10.

Traits: Pitiable; Combat Paralysis; Easy to Kill -2; Pacifism (Reluctant Killer); Social Stigma (Minor);

Notes: Human; Untrained and largely unready for combat. Apply a -4 to shoot any recognizable humans (or other galactic sapients generally considered non-monstrous) with visible faces, or -2 if no face is visible. If they killed someone with a visible face, roll against Will or break down. If faced with imminent bodily harm, roll HT; on a failure, you are mentally stunned. The lower Will value applies to all fright checks. Alwayscount as “innocent” for the purposes of Pacifism (Cannot Harm Innocents).

Child Soldier Tactics

Distract (10): Wave your arms, hurl insults and shout at the target. Roll a quick contest of Fast-Talk (10) vs your target’s will (if you hit the target with an attack in the past few seconds, including a thrown rock, add +1 to your Fast-Talk roll). On a success, the target must either chase you, attack you or suffer a -2 to combat for as long as you continue shouting at him.

Spot (10): If you see something, say something! Shout out advice to an ally and roll Observation (10). On a success, if your ally listens to your advice, he gains +1 to his next attack roll.

Partisan

Common Insurgent Types: Freedom Fighters and Ideologues

The common man and woman serves as the backbone of the rebellion, not trained soldiers. The Partisan represents the civilian who takes up arms (whatever arms he or she can find) against the Empire. They tend to make poor soldiers, with an inability to handle direct confrontation well and, despite their enthusiasm, they falter when they come face to face with an enemy they must directly kill.

Partisans can show up in any resistance movement group, but they tend to be most common among Freedom Fighters, as they represent the every-day person pushed too far, or ideologues, as they represent the relatively common people who have given themselves over to some religious or philosophical cause.

ST 10 HP 10 Speed 5
DX 10 Will 10/8 Move: 5
IQ 10 Per 10
HT 10 FP 10 SM +0
Dodge 8
Parry 8
DR: 0

Blaster Pistol (10): 3d(5) burn sur (Acc 5, Range 300/1000 RoF 3, Bulk -2)

Cheap Assault Blaster (10): 4d(5) burn sur (Acc 8, Range 250/750 RoF 8, Bulk -3)

Cheap Blaster Rifle (10):6d(5) burn sur (Acc 10, Range 500/1500 RoF 3, Bulk -1)

Blaster Butt (10):1d+1 (Reach 1)

Skills: Area Knowledge (Local)-10, Observation-10, Professional Skill-12, Stealth-10, Urban Survival-10.

Traits: Combat Paralysis; Pacifism (Reluctant Killer);

Notes: Human; Untrained and largely unready for combat. Apply a -4 to shoot any recognizable humans (or other galactic sapients generally considered non-monstrous) with visible faces, or -2 if no face is visible. If they killed someone with a visible face, roll against Will or break down. If faced with imminent bodily harm, roll HT; on a failure, you are mentally stunned. The lower Will value applies to all fright checks.

Civilian Militia Tactics

Potshot (17, 20 or 22): After taking an Aim action, make a single, sighted, All-Out (Determined) attack against the target (+5 Acc with a pistol, +8 with an assault blaster and +10 with a rifle). If the target has a visible face, apply an additional -4 penalty. A successful hit strikes a random hit location. You may not defend.

Spray Fire (7): With an assault blaster, make a hip-fired All-Out (Suppressive Fire) attack against a one-yard zone. A successful attack strikes a random hit location. You may not defend.

Panicked Strike (10):Make an All-Out Attack (Determined) with your Rifle Butt at the nearest target to pose a risk to you. Because this is close combat and a “non-lethal” attack, it does not suffer from Pacifism. You may not defend.

Punk

Common Insurgent Types: Anarchists and Terrorists

Often, the angriest members of society, too young or too unstable for military service, find their way into resistance movements as an outlet for their rage. Punks serve on the front lines of riots, inciting violence and bringing the fight directly against the Empire. They also act as “strong arms” for less professional insurgency cells. They push for violence, and rarely consider the possibility of defeat at the hands of the Empire, until that inevitably happens. Punks often don’t survive long, or quickly evolve into harder opponents, like Fighters.

Punks are too undisciplined for Ideologues and too violent for Freedom Fighters; they tend to be most often found among Terrorists and Anarchists. Some particularly brutal Punks (especially working with Terrorists) exchange their clubs for vibro-blades or neurolash batons.

ST 11 HP 11 Speed 5.25
DX 10 Will 10 Move: 5
IQ 10 Per 10
HT 11 FP 11 SM +0
Dodge 8
Parry 8
DR: 0

Club (10): 1d+2 cr (Reach 1)

Neurolash Baton (10): 1d+2 cr + linked HT-5 (5) (Reach 1, parry 0)

Vibro Blade (10): 2d+3(5) cut (Reach 1, parry 0)

Weaponized C-Cell (10): 6dx4 burn ex sur (Acc 1, Range 40); Unstable!

Skills: Area Knowledge (Local)-10, Intimidation-10, Forced Entry-10, Running-11

Traits: Bad Temper (12); Overconfidence (12)

Notes: Human; Untrained; Highly likely to use tactics not properly trained for or to make unforced errors; Never resists distraction or “Draw Aggression” attempts. The weaponized C-Cell is a modified power-cell that explodes when thrown. A strike against the cell, or a critical failure could set it off!

Punk Tactics

Shoving Match (14): Make an All-Out (Determined) Shove. Your opponent may defend normally. If you hit, inflict 1d-1 dbk only(no damage!). If the target is pushed at least one yard, they must roll DX, Acrobatics or Judo or fall prone. You may not defend.

Beat Down (10): Against a prone target, make an All-Out (Strong) attack with your club. Your opponent defends at -3 for being Prone. Inflict 1d+4 crushing damage to the torso (or random hit location). You may not defend.

Night Nurse

Common Insurgent Types: Ideologues and Freedom Fighters

If an insurgent movement needs anything, it’s medical personnel who can help deal with wounds, whether those inflicted on the insurgents themselves, or upon poor civilians. Some such nurses amount to little more than local medical personnel with a strong stomach and a little medical training, but who find themselves sympathetic to the insurgents who come through their door and fail to report them to the Empire. They may even find themselves joining in battle, just to keep an eye on their fighters to make sure none of them go down.

@page { margin: 0.79in } p { margin-bottom: 0.1in; line-height: 120% }
Night Nurses tend to be most common among Freedom Fighters or Ideologues, as most medical personnel will only join their local insurgencies if their philosophies align, and both such organizations see a direct need for tending to the wounds of civilians. Terrorists and Anarchists tend to be too violent to attract civilian medical personnel, and generally don’t see the point in assisting wounded civilians or, worse, wounded Imperials.

ST 10 HP 10 Speed 5
DX 10 Will 12/10 Move: 5
IQ 12 Per 10
HT 10 FP 10 SM +0
Dodge 8
Parry 8
DR: 0

Blaster Pistol (10): 3d(5) burn sur (Acc 5, Range 300/1000 RoF 3, Bulk -2)

Pneumohypo (10): HT-3; penetrates up to 1 DR, Reach C, cannot parry.

Skills: Area Knowledge (Local)-10, Diagnosis-12, First-Aid-12, Physician-12, Pharmacy-12, Stealth-10

Traits: Combat Paralysis; Pacifism (Reluctant Killer);

Notes: Human; Untrained and largely unready for combat. Apply a -4 to shoot any recognizable humans (or other galactic sapients generally considered non-monstrous) with visible faces, or -2 if no face is visible. If they killed someone with a visible face, roll against Will or break down. If faced with imminent bodily harm, roll HT; on a failure, you are mentally stunned. The lower Will value applies to all fright checks.

Night Nurse Tactics

I don’t want to shoot you” (17): After taking an Aim action, make a “Wait” maneuver; if your target moves to attack you, you may attack first. If your wait triggers, you may make an All-Out (Determined) sighted attack. Success hits the torso. You may not defend.

Pnuemohypo KO (14): Against an unaware target, make a Telegraphic Attack with Knife or DX-4 (14). Unaware targets may not defend; other targets may defend at +2. A successful attack injects the drug, generally Morphazine or Soothe (both UT205), which can be resisted with an HT-3 roll. Failure generally puts the target out of commission for awhile.

Medic! (12): You attend to someone’s wounds. This takes 10 minutes; at the end, roll IQ-4, First-Aid or Physician (12). Success heals 1d+1 damage. You may use Medic at most once per victim for a given set of injuries.

Amateur Errors

Amateur insurgents don’t present much of a challenge. They largely serve as a back-up for superior forces, or as a story element, allowing the players to train plucky villagers into a decent fighting force, or forcing imperials to question the morality of slaughtering women and children. As such, the GM may wish to emphasize their lack of professionalism. The following represent ideas that the GM can inflict on Amateur forces, if he wishes. A successful use of Leadershipinstantly snaps an amateur insurgent out of this unprofessional behavior.

Action Hero

Many amateur insurgents only have an idea of what combat feels like from watching the holo-vids, and might have even joined an insurgency so they could feel like a hero. They expect a blaster to be a fire-hose spewing brilliantly colored shards of death at their opponents, who simply fall before they like grass before a mow-bot. Action Heroes will step out from cover, hurl some insult at the enemy, and then open fire. If they have a rapid fire weapon, they will make an All-Out Attack (Suppression Fire) at the nearest group of enemies. If they have two pistols, they will draw both, and make a Dual-Weapon All-Out (Suppression Fire) Attack by combining the ROF of both weapons. This is at -7 and has a maximum value of 7. Those with a single pistol or a single RoF 3 long arm will make a Fast-Firing All-Out (Suppression Fire) Attack. This applies a -4 to the roll, increases recoil to 2, and has a maximum value of 7. In all cases, the character cannot defend and those who target him have no penalty to hit him (he’s not behind cover).

Big No

Many insurgents have family ties with one another, but only an amateur allows that bond to override his good sense during battle. When an ally falls (especially a child soldier), the amateur insurgent runs up to the fallen ally, cradles them, touches them, weeps and wails and may only choose Do Nothingfor the next 1d6 turns. Thereafter, the amateur either retrieves the body and quits the field, or goes berserk (treat as the Berskerk disadvantage, but only against those who harmed the ally).

Charge!

For many, blasters don’t “feel real.” When their adrenaline pumps, especially in close combat, they react on a primal level and lash out physically with their weapon. They’ll move right up against their opponent and either attack with the rifle butt (1d+1 cr for most insurgents), or turn it around and swing it from its barrel, often while screaming (1d+2 cr for most insurgents, and unbalanced). Treat this as an All-Out (Determined) Attack, giving most amateur insurgents a skill roll of 14 to hit.

Gangsta Shootin’

Some amateur shooters have peculiar notions about how best to fire their blaster pistols. Holding them at odd, dramatic angles to fire applies a -1 to all ranged attacks with the weapon, it reduces the Malf to 16, and the character cannot make All-Out Attack (Determined) sighted attacks or use a two-handed grip with his blaster pistol.

Gape and Point

Unless an untrained combatant has explicit orders to attack, if he sees the enemy, he may simply observe them in a detached way, without realizing the danger he is in. Unless the enemy is immediately violent (for example taking shots at the target), the amateur merely observes them, and makes comments to anyone nearby, saying things like “Hey, is that an Imperial trooper? Woah, I think it is. Gosh, I’ve never seen one this close. What do you think he’s doing?” When violence breaks out, the amateur is immediately mentally stunned for the next 1d seconds, as though totally surprised, not because he didn’t realize the enemy was there, but didn’t truly grasp the danger it implied.

Go Away!

The average person wants to survive, but feels a strong instinct preventing him from killing unnecessarily. When faced with combat, the character shouts at his opponents and makes an Attack, but deliberatelymisses, aiming over their heads, or even up into the air. Treat this as an Intimidationattempt.

Horrors of War

Most amateur insurgents have never seen the true brutality of war. The first time such an insurgent is the target of an attack or sees an ally hit or killed, they must make a Fright Check without the +5 bonus from combat. Remember to apply a -2 penalty if the amateur has Combat Paralysis! If the amateur passes, he still hunkers down and avoids conflict unless he gets a stern rebuke or hears a sharp command shouted at him.

Imperial Intelligence and Black Ops Personnel

The two spy branches of the Empire function very differently, but both have unique minions they can call on to support their agents in the field.

For Imperial Intelligence, their close connection with Security means they often arrange to waive or lessen a prisoner’s sentence in exchange for service.  Many such “services” end in the death of the prisoner, but just as often they don’t, and the Empire remains true to their word.  More, Imperial Intelligence often fosters relationships with the best of their former prisoner-agents, making use of them again and again.  The result is that many prisoners within the imperial prison system are, in fact, de-facto informers and agents for Imperial Intelligence, arranging for “escapes” by political prisoners and then infiltrating enemy ranks in return for special considerations back home.

Black Ops prefers a more direct approach and employs elite hitmen and assassins in the form of Commandos and Demolitionists, which they deploy in Outrider-Class corvettes behind enemy lines, where they can wreak havoc, investigate enemy positions, or assassinate their rivals.

Black Ops

Elite Imperial Black Ops Commando

@page { margin: 0.79in } h4.western { font-family: “Liberation Sans”, sans-serif; font-size: 13pt; font-style: italic } h4.cjk { font-family: “Microsoft YaHei”; font-size: 13pt; font-style: italic } h4.ctl { font-family: “Arial”; font-size: 13pt; font-style: italic } td p { margin-bottom: 0in } h3.western { font-family: “Liberation Sans”, sans-serif; font-size: 14pt } h3.cjk { font-family: “Microsoft YaHei”; font-size: 14pt } h3.ctl { font-family: “Arial”; font-size: 14pt } p { margin-bottom: 0.1in; line-height: 120% } Commandos represent the elite of the dark arm of the Imperial forces known as Black Ops. They wear lighter armor than their naval counterparts, and use weapons that combine maneuverability with precision.

ST 12 HP 12 Speed 6.00
DX 12 Will 11/13 Move: 6 (5)
IQ 11 Per 11
HT 12 (13) FP 12 SM +0
Dodge 10 (9)
Parry 11
DR: 80/40

Overtech BPX5 Assault Blaster (15):
4d+2 (5) burn sur (Acc 5, Range 300/900 RoF 12, Bulk -3)

Overtech BR-1 Rifle (15):
7d (5) burn sur (Acc 10+3, Range 800/2400 RoF 3, Bulk -5)

Vibroknife (15): 2d(5) cut (Reach C)

Skills: Camouflage-15, Electronics Operations (Comms)-12, Intimidation-12, Observation-15, Pilot (Contragravity)-12, Savoir-Faire (Military)-15, Soldier-15, Stealth-15, Vacc Suit-15

Traits: Bloodlust (12), Combat Reflexes, Fanatical (Empire), Fit

Notes: Human; Armor grants DR 80 to skull and torso, and flexible DR 40 to all other locations (except the visor, which is rigid DR 40), and is sealed; It is IR-shielded (-6 to see with IR vision) and has programmable camouflage that provides +2 to camouflage rolls; Helmet provides filtered air, superior IR vision (+2 to vision checks and x16 magnification), and hearing protection (+5 to resist hearing damage).They also feature 100-mile communication devices. Lightly Encumbered (-1).

Imperial Commando Tactics

Suppression Fire (8): While firing from the hip, move up to 3 yards and make an unsighted All-Out Attack (Suppression fire) using RoF 8. Anyone under the suppression zone can be hit (to a maximum of 8 targets) and must make a Will or Will-based Soldier roll (Add Fearlessness as a bonus, +2 from Combat Reflexes, and characters with Unfazeable automatically succeed) to expose themselves to the suppressive fire zone. Successful hits strike a random hit location and deal 4d+2(5) burn You may not defend. Gain +2 to Fast-Draw or to act first during a cascading wait. You may not defend.

Combat Assault (13): While firing from the shoulder, make a Move and Attack. Move up to 5 yards and attack, using full RoF 12. Successful hits strike a random hit location and deals 4d+2(5) burn. You may dodge, but you may not retreat or drop.

Vanish (10): At the beginning of a fight, a recon trooper will attempt to vanish and get the drop on his opponent. Roll Vanish (ignore modifiers for stealth at the beginning of a fight). Success means he may attack one opponent “from behind.” He may not do this at any other point in the fight.

Situational Awareness (17): Make a Concentrate maneuver and make an Observation roll. You can attempt to spot hidden opponents, or sudden changes in the battlefield.

Snipe (28): After a three aiming actions with a braced rifle, make an All-Out Attack (Aimed) with Masked penalty. Successful hit strikes the torso and deals 7d(5) burn sur. You may not defend.

Elite Imperial Black Ops Demolitionist

Black Ops employ soldiers cross-trained between the specializations of chem troopers and imperial heavy troopers, representing the “best” of both words, able to sabotage enemy installations while also equally competent at terrorizing civilian populations.

ST 12 HP 12 Speed 6.00
DX 12 Will 11/13 Move: 6 (4)
IQ 11 Per 11
HT 12 (13) FP 12 SM +0
Dodge 10 (8)
Parry 11
DR: 80/40

Overtech BG-49 Blaster Rifle (15):
8d(5) burn sur (Acc 10+1, Range 1000/3000, RoF 12, Bulk -8) Bipod mounted.

IML (15): 6dx8(10) cr inc + 8d cr ex [3d cut] (Acc 3, Range 750/30k, RoF 1, Shots 1, Bulk 4)

Nerve Gas Grenade (15): 7 yard radius; HT-6 or 1d toxic every minute for 6 minutes. See UT 162
(Range 35 yards, +4 if you aim for the ground, 1 turn to ready, 2 seconds to blow)

Skills: Engineering (Combat)-15, Hazardous Materials (Any)-15, Intimidation-15, Observation-12, Pilot (Contragravity)-12, Savoir-Faire (Military)-15, Soldier-15, Stealth-15, Vacc Suit-15

Traits: Bloodlust (12), Combat Reflexes, Fanatical (Empire), Fit

Notes: Human; Armor grants DR 80 to skull and torso, and flexible DR 40 to all other locations (except the visor, which is rigid DR 40), and is sealed; It is IR-shielded (-6 to see with IR vision) and has programmable camouflage that provides +2 to camouflage rolls; Helmet provides filtered air, superior IR vision (+2 to vision checks and x16 magnification), and hearing protection (+5 to resist hearing damage).They also feature 100-mile communication devices. Most demolitionists carry at least 1 lb of explosives. Moderately Encumbered (-2).

Imperial Demolitionist Tactics

Set-Up: It takes one second to drop Prone and ready the bipod. It takes 2 turns of changing Posture to stand again (but on the second turn, the Demolitionist may move)

Suppression Fire (8): While firing from a bipod, make an All-Out Attack (Suppression fire) for RoF 12. Anyone under the suppression zone can be hit (to a maximum of 12 targets) and must make a Will or Will-based Soldier roll (Add Fearlessness as a bonus, +2 from Combat Reflexes, and characters with Unfazeable automatically succeed) to expose themselves to the suppressive fire zone. Successful hits strike a random hit location and deal 8d(5) burn. You may not defend.

Focused Fire (15): While prone, make a sighted All-Out Attack against a single target, or a group of foes (Dividing shots among them) at full RoF 12. Successful hits strike a random hit location and deal 8d(5) burn sur. Make a Gun-Based Per roll at -4(8) on subsequent turns. Success grants a +5 to Focused Fire against the same targets. You may not defend.

Vanish (10): At the beginning of a fight, a recon trooper will attempt to vanish and get the drop on his opponent. Roll Vanish (ignore modifiers for stealth at the beginning of a fight). Success means he may attack one opponent “from behind.” He may not do this at any other point in the fight.

Situational Awareness (17): Make a Concentrate maneuver and make an Observation roll. You can attempt to spot hidden opponents, or sudden changes in the battlefield.

Prison-Legion

Leavenworth Federal Penetentiary is no joke. They’ll take a wild man like you and throw him in solitary just for the fun of it. No more mountains to board, no more oceans to surf. Just a 6-by-8 cell with no window and only a bucket to shit in. You can avoid all of that by doing me this small favor.
-Gibbons, xXx

 The Empire chooses the best of the bet for its prison legions, even if it plans to throw them away.  The result is that the prisoners that serve Imperial Intelligence are definitively a cut above their fellow prisoners and often make better soldiers than Imperial Security, or even some Imperial Naval troopers!  This also makes them a big risk, but Imperial Intelligence always deploys control collars to keep them in line.

Prison Bruiser

A criminal brute given a lighter sentence in exchange for service to Imperial Intelligence. They often serve as shock-troopers, moving to the front of their respective squad and risking death for the unit, because to do otherwise is certaindeath.
ST 15 HP 15 Speed 5
DX 10 Will 10/12 Move: 6
IQ 10 Per 8
HT 12 FP 12 SM +1
Dodge 9
Parry 9
DR: 70/30*

BPX5 Assault Blaster(15):
4d+2 (5) burn sur (Acc 5, Range 300/900 RoF 12, Bulk -3)

Fist (15):1d (Reach C, 1)
Skills: Area Knowledge (Neighborhood)-12, Hobby Skill (Feats of Strength)-12, Intimidation-12, Lifting-15, Streetwise-12, Wrestling-15
Traits:Combat Reflexes, Duty (Involuntary), High Pain Threshold
Notes: Human; 70 DR covers torso; 30 DR covers limbs, hands, feet, neck and skull (face is unprotected). 40 DR from torso is rigid, and all skull DR is rigid. Other DR is flexible, and DR 30 vs cutting, piercing and impaling, DR 10 against all other forms of attack. Has an additional DR of 2 against crushing attacks, representing sheer toughness. Helmet protects hearing (+5). Wears a filter mask and IR goggles on face. Carries communication device with 100-yard range, and a light source with 25 yard range. The Prison-Bruiser is equipped with a neural-lash restraint collar that an imperial agent controls, that also comes equipped with a mini-grenade that will deal 6dx3(10) cr ex to the wearer’s neck. The Bruiser is unencumbered.
Bruiser Tactics

Blast ‘Em (20): Move up to 2 yards and make an All-Out (Determined) sighted attack with your assault blaster using full ROF (12). Deal 4d+2(5) damage if you hit. You may not defend.

Beat-Down (16): Move up to half your move (3 yards) and make a Telegraphic (+4 to hit) All-Out (Strong) attack. Your opponent defends at +2 and you deal 2d+6 cr (with a club) or 1d+2 cr with your fist. You may not defend.

Body Check (17): Move 6 yards and make an All Out Slam (Strong). Your opponent defends normally. Deal 1d+2 cr. If you deal more damage than your opponent, they must roll DX to remain on their feet. If you double their damage, they automatically fall. You may not defend.

Subdue (17): Make an All-Out Attack (Determined) Grapple. Opponent defends normally. If they fail to defend, they are grappled: They may not move away, and are at -4 DX (-1 dodge, -2 parry). You may not defend.

Swagger (16): Make a flourish after defeating an opponent, taking your whole turn. Roll Intimidation+4 to frighten off or cow your opposition.

Prison Psycho

The psycho defies order and control, and thus can be both the most useful and the least useful member of a prison squad. Intelligence prefers to simply unleash a group of them on the enemy and then walk away, with no intention of freeing them or even seeing if they survive. The best prison psychos often prove useful enough that Intelligence wants to keep them around, but they inevitably devise some plan or enjoy some lucky break that allows them to turn the tables on their captors. Worse, they’re awfully cavalier about their explosive collars.

ST 10 HP 10 Speed 7 (6)
DX 15 Will 10/14 Move: 7
IQ 10 Per 10
HT 12 FP 12 SM +0
Dodge 11(10)
Parry 10
DR: 70/30*

BPX5 Assault Blaster(15):
4d+2 (5) burn sur (Acc 5, Range 300/900 RoF 12, Bulk -3)

Vibro knife (15):1d (5) imp or 2d (5) cut (Reach C or C,1 for a cut, Parry -1)
Skills: Area Knowledge (Neighborhood)-15, Intimidation-15, Stealth-15, Streetwise-15
Traits: Bloodlust (12), Combat Reflexes, Fearlessness +2, Lucky, Odious Personal Habit (Various) -3, On the Edge (12)
Notes: Human; 70 DR covers torso; 30 DR covers limbs, hands, feet, neck and skull (face is unprotected). 40 DR from torso is rigid, and all skull DR is rigid. Other DR is flexible, and DR 30 vs cutting, piercing and impaling, DR 10 against all other forms of attack. Has an additional DR of 2 against crushing attacks, representing sheer toughness. Helmet protects hearing (+5). Wears a filter mask and IR goggles on face. Carries communication device with 100-yard range, and a light source with 25 yard range. The Prison Psycho is equipped with a neural-lash restraint collar that an imperial agent controls, that also comes equipped with a mini-grenade that will deal 6dx3(10) cr ex to the wearer’s neck. The Psycho is Lightly encumbered.
Psycho Tactics

Vanish (10): At the beginning of a fight, a psycho will attempt to vanish and get the drop on his opponent. Roll Vanish (ignore modifiers for stealth at the beginning of a fight). Success means he may attack one opponent “from behind.” He may not do this at any other point in the fight.

Grab-and-Stab (15): Make a Move up to half your move (3 yards) and make a Telegraphic (+4 to hit) All-Out (Double) attack. First, grapple your opponent (Your opponent defends normally). Success means your opponent is at -4 to DX, -2 to parry and -1 to dodge. Then, make an impaling attack with your vibro-knife, dealing 1d+2 (5) impaling damage. You may not defend.

Wild Fire (9): While firing from the hip, move up to 3 yards and make an unsighted All-Out Attack (Suppression fire) using RoF 12. Anyone under the suppression zone can be hit (to a maximum of 8 targets) and must make a Will or Will-based Soldier roll (Add Fearlessness as a bonus, +2 from Combat Reflexes, and characters with Unfazeable automatically succeed) to expose themselves to the suppressive fire zone. Successful hits strike a random hit location. You may not defend. Gain +2 to Fast-Draw or to act first during a cascading wait.

Swagger (16): Make a flourish after defeating an opponent, taking your whole turn. Roll Intimidation+4 to frighten off or cow your opposition.

Prison Enforcer

The ideal criminal elite for Imperial Intelligence. They understand structures of command and know how to obey orders. They often build long-term relationships with their captors and can begin to act as leadership for their fellow prisoners. The primary problem with them is that they usually maintain ties with the outside world, and they’re the most likely to have an agenda the intelligence officer is unaware of, or friends on the outside just waiting for him to get sprung.

ST 11 HP 11 Speed 6
DX 12 Will 11/13 Move: 6
IQ 11 Per 11
HT 12 FP 12 SM +0
Dodge 10 (9)
Parry 10
DR: 70/30*

BP-40 Blaster Pistol (15):
3d+2(5) burn sur (Acc 5, Range 400/1200 RoF 3, Bulk -2)

Neurolash Baton (15):HT-5 (5) (Reach 1, Parry 0)

Skills: Area Knowledge (Neighborhood)-15, Fast-Draw (Pistol)-15, Interrogation-15, Intimidation-15, Savoir-Faire (Mafia)-15, Streetwise-15
Traits: Bully (12), Combat Reflexes
Notes: Human; 70 DR covers torso; 30 DR covers limbs, hands, feet, neck and skull (face is unprotected). 40 DR from torso is rigid, and all skull DR is rigid. Other DR is flexible, and DR 30 vs cutting, piercing and impaling, DR 10 against all other forms of attack. Has an additional DR of 2 against crushing attacks, representing sheer toughness. Helmet protects hearing (+5). Wears a filter mask and IR goggles on face. Carries communication device with 100-yard range, and a light source with 25 yard range. The Prison Enforcer is equipped with a neural-lash restraint collar that an imperial agent controls, that also comes equipped with a mini-grenade that will deal 6dx3(10) cr ex to the wearer’s neck. The Enforcer is Lightly encumbered.
Enforcer Tactics

Professional Shooter (14): While in cover, move from cover and make a sighted, All-Out (Determined) sighted attack with you Blaster Pistol. Opponent defends normally. If successful, hit the torso. Return to cover (Pop-up attack). You may not defend.

Aggressive Discipline (19):Make an all-out shortsword attack with your baton. Your opponent defends normally. If you hit, inflict 1d-3 cr damage and HT-5(5) neurolash affliction. Any damage that inflicts shock requires a roll for stunning. You may not defend.

Swagger (19): Make a flourish after defeating an opponent, taking your whole turn. Roll Intimidation+4 to frighten off or cow your opposition.

Imperial Navy: Personnel

We’ve already tackled the personnel of the Imperial Military.  Now, we just need to make some tactical revisions and expand on our previous ideas a bit.

The biggest change, beyond some minor weapon changes, is the upgrade of the flame trooper to the chem trooper.  My problem with the flame trooper is that he just doesn’t present that much risk to a militarized enemy.  In fact, in a heavily armored combat scenario, flame throwers are better for destroying buildings and terrorizing citizens than for really killing troopers.  Most modern, western armies would balk at such tactics, so we don’t use flame throwers much anymore, but for the Empire, coming down hard on civilian populations is just another day on the job.  So, let’s expand this terror capability.  Given that all the imperial combat troopers filter air through their masks, why not toss in some nerve gas as well?  The result is Warcrimes: the Statblock, who doubles as a combat engineer.

I’ve also added some notes for standard fighter pilots.

@page { margin: 0.79in } h4.western { font-family: “Liberation Sans”, sans-serif; font-size: 13pt; font-style: italic } h4.cjk { font-family: “Microsoft YaHei”; font-size: 13pt; font-style: italic } h4.ctl { font-family: “Arial”; font-size: 13pt; font-style: italic } td p { margin-bottom: 0in } h2.western { font-family: “Liberation Sans”, sans-serif; font-size: 16pt } h2.cjk { font-family: “Microsoft YaHei”; font-size: 16pt } h2.ctl { font-family: “Arial”; font-size: 16pt } h3.western { font-family: “Liberation Sans”, sans-serif; font-size: 14pt } h3.cjk { font-family: “Microsoft YaHei”; font-size: 14pt } h3.ctl { font-family: “Arial”; font-size: 14pt } h1 { margin-bottom: 0.08in } h1.western { font-family: “Liberation Sans”, sans-serif; font-size: 18pt } h1.cjk { font-family: “Microsoft YaHei”; font-size: 18pt } h1.ctl { font-family: “Arial”; font-size: 18pt } p { margin-bottom: 0.1in; line-height: 120% }

Minions of the Imperial Navy

The Imperial Navy tries, where possible, to be BAD -5, but in practice, it’s demands for manpower and the sheer space it covers means that it can usually only manage BAD -2.

Imperial Combat Trooper

The Imperial Combat Trooper is the core infantryman of the Imperial military machine. He is heavily armored and well-armed, able to soak fire from most small arms as he aggressively crosses an open-battlefield. His mask protects his face, but it limits his skill with aimed attacks, thus most combat troopers prefer to launch assaults while firing rapidly from the hip, but they can snipe if required.

ST 11 HP 11 Speed 5.25
DX 10 Will 10/12 Move: 5 (4)
IQ 10 Per 10
HT 11(12) FP 11 SM +0
Ddg 8 (7)
Parry 9
DR: 80/40

Overtech BR-4 Brawler (12): 5d(5) burn sur
(Acc 10+1, Range 400/1200, RoF 8, Bulk -3)

Rifle Butt (12): 1d+1 cr (Reach 1)

Plasma Grenade (12): 6dx4 burn sur ex
(Range 35 yards, +4 if you aim for the ground, 1 turn to ready, 2 seconds to blow)
Skills: Pilot (Contragravity)-12, Savoir-Faire (Military)-12, Soldier-12, Vacc Suit-12

Traits: Fearlessness +2, Fit

Notes: Human; Armor grants DR 80 to skull and torso, and DR 40 to all other locations, and is sealed; Helmet provides filtered air, IR vision (+2 to vision checks), hearing protection (+5 to resist hearing damage) and -4 to sighted attacks. They also feature 10-mile communication devices. At light encumbrance (-1).

Imperial Trooper Tactics

Suppression Fire (7): While firing from the hip, move up to 2 yards and make an unsighted All-Out Attack (Suppression fire) using RoF 8. Your recoil is 2. Anyone under the suppression zone can be hit (to a maximum of 8 targets) and must make a Will or Will-based Soldier roll (Add Fearlessness as a bonus, +2 from Combat Reflexes, and characters with Unfazeable automatically succeed) to expose themselves to the suppressive fire zone. Successful hits strike a random hit location and deal 5d(5) burn You may not defend. Gain +2 to Fast-Draw or to act first during a cascading wait.

Combat Assault (10): While firing from the shoulder, make a Move and Attack. Move up to 5 yards and attack, using full RoF 8. Successful hits strike a random hit location and deals 5d(5) burn. You may dodge, but you may not retreat or drop.

Pot Shot (20): After aiming for a single turn, make a single All-Out (Determined) Sighted Attack. Successful hit strikes the torso and deals 5d(5) burn sur damage.

Imperial Heavy Weapons Trooper

Each Imperial section usually has a single Heavy trooper, with at least one assistant carrying additional ammunition. They provide heavier firepower for the unit, assisting their fellow infantry by laying down heavy suppression fire. Most carry the BG-49 Decimator, but all are trained in the use of heavier, semi-portable guns.

ST 12 HP 11 Speed 5.00
DX 10 Will 10/12 Move: 5 (2)
IQ 10 Per 10
HT 11 (12) FP 11 SM +0
Dodge 8 (5)
Parry 9
DR: 80/40

Overtech BG-49 Decimator (12):
8d(5) burn sur (Acc 10+1, Range 1000/3000, RoF 12, Bulk -8) Bipod mounted.

Overtech BG-242A Storm (12): 5dx2 (5) burn sur (RoF 16, Range 3000/900, ST 25, Bulk -10

Skills: Pilot (Contragravity)-12, Savoir-Faire (Military)-12, Soldier-12, Vacc Suit-12

Traits: Fearlessness +2, Fit

Notes: Human; Armor grants DR 80 to skull and torso, and DR 40 to all other locations, and is sealed; Helmet provides filtered air, IR vision (+2 to vision checks), hearing protection (+5 to resist hearing damage) and -4 to sighted attacks. They also feature 10-mile communication devices. At Heavy (-3) Encumbrance. Usually operate in teams of two, with a second man carrying a spare D-cell backpack and a Brawler carbine (see Combat Trooper)

Imperial Heavy Weapons Trooper Tactics

Set-Up: It takes one second to drop Prone and ready the bipod. It takes 2 turns of changing Posture to stand again (but on the second turn, the Heavy Trooper may move)

Suppression Fire (8): While firing from a bipod, make an All-Out Attack (Suppression fire) for RoF 12. Anyone under the suppression zone can be hit (to a maximum of 12 targets) and must make a Will or Will-based Soldier roll (Add Fearlessness as a bonus, +2 from Combat Reflexes, and characters with Unfazeable automatically succeed) to expose themselves to the suppressive fire zone. Successful hits strike a random hit location and deal 8d(5) burn. You may not defend.

Focused Fire (12): While prone, make a sighted All-Out Attack against a single target, or a group of foes (Dividing shots among them) at full RoF 12. Successful hits strike a random hit location and deal 8d(5) burn sur. Make a Gun-Based Per roll at -4(8) on subsequent turns. Success grants a +5 to Focused Fire against the same targets. You may not defend.

Imperial Recon Trooper

Recon troopers move deep past front lines, observing the enemy from a distance. They’ll communicate enemy positions back to the main force, then support the attack by calling in air, orbital or artillery strikes, and then sniping at the enemy. They usually travel in pairs, one spotting for the other.

ST 11 HP 11 Speed 5.25
DX 10 Will 11/13 Move: 5 (4)
IQ 11 Per 12
HT 11 (12) FP 11 SM +0
Dodge 8 (7)
Parry 9
DR: 80/40

Overtech BR-1 Executioner (12): 7(5) burn sur
(Acc 10+3, RoF 3, Range 800/2400, Bulk -5)

Overtech BP-40 Enforcer (12): 3d+2(5) burn sur
(Acc 5, Range 400/1200, RoF 3, Bulk -2)

Skills: Camouflage-12, Electronic Operation (Comms, Sensors)-12, Forward Observer-12, Observation-12, Pilot (Contragravity)-12, Savoir-Faire (Military)-12, Soldier-12, Stealth-12, Vacc Suit-12

Traits: Fearlessness +2, Fit

Notes: Human; Armor grants DR 60 to skull and torso, and DR 30 to all other locations, and is sealed; Helmet provides filtered air, IR vision (+2 to vision checks), hearing protection (+5 to resist hearing damage) and -4 to sighted attacks. They also feature 10-mile communication devices. At light encumbrance (-1). Recon troopers carries a basic Forward Observer range finding device and a small communication device with 100 mile range.

Imperial Recon Trooper Tactics

Vanish (7): At the beginning of a fight, a recon trooper will attempt to vanish and get the drop on his opponent. Roll Vanish (ignore modifiers for stealth at the beginning of a fight). Success means he may attack one opponent “from behind.” He may not do this at any other point in the fight.

Forward Observer (12): After 2d+5 seconds, of observation and calculation, make a roll. On a success, call in an artillery blast. The damage is based on artillery available.

Situational Awareness (14): Make a Concentrate maneuver and make an Observation roll. You can attempt to spot hidden opponents, or sudden changes in the battlefield.

Spotting (12): Make a Concentrate maneuver and make an Observation roll as a complementary roll to an ally’s aimed attack.

Snipe (25): After a three aiming actions with a braced rifle, make an All-Out Attack (Aimed) with Masked penalty. Successful hit strikes the torso and deals 7d(5) burn sur. You may not defend.

Imperial Chem Trooper

Chem Troopers represent the terror-soldiers of the Empire. They lack the tools to really deal with a well-entrenched, well-armored soldiers, but they excel at defeating partisan soldiers or rebellious civilian populations. Representing the complete lack of compunction against war crimes, the Imperial Chem Trooper carries a flamer and a supply of grenades carrying nerve gas. Should it be necessary, most Chem Troopers know how to quickly set up fortifications, especially when using mines, allowing them to double as combat engineers.

ST 11 HP 11 Speed 5.00
DX 10 Will 10/13 Move: 5 (3)
IQ 10 Per 10
HT 11 (12) FP 11 SM +0
Dodge 8 (6)
Parry 9
DR: 80/40

Heavy Flamer (12): 8d burn
(Jet, Range 130/390, Bulk -5)

Nerve Gas Grenade (12): 7 yard radius; HT-6 or 1d toxic every minute for 6 minutes. See UT 162
(Range 35 yards, +4 if you aim for the ground, 1 turn to ready, 2 seconds to blow)

Skills: Engineering (Combat)-12, Hazardous Materials (Any)-12, Intimidation-12*, Pilot (Contragravity)-12, Savoir-Faire (Military)-12, Soldier-12, Vacc Suit-12

Traits: Callous, Fearlessness +3, Fit

Notes: Human; Armor grants DR 80 to skull and torso, and DR 40 to all other locations, and is sealed; Helmet provides filtered air, IR vision (+2 to vision checks), a HUD and hearing protection (+5 to resist hearing damage) and -4 to sighted attacks. In addition, Chem troopers have a small reservoir of air that will last them 20 minutes, in case of extreme emergency. They also feature 10-mile communication devices. At Medium encumbrance (-2).

Imperial Chem Trooper Tactics

Sweeping Flame (9): While firing from the hip, move up to 2 yards and make an unsighted All-Out Attack (Jet). Attack up to 2 targets out to 130 yards. Deal 4d damage to anyone hit, plus 1d burning per second until they clean the plasma fuel from them, and another 1d burning per second if they catch on fire. You may not defend. Gain +2 to Fast-Draw or to act first during a cascading wait.

Burning Assault (10): While firing from the shoulder, make a Move and Attack. Move up to 5 yards and attack a single target. Deal 4d damage to anyone hit, plus 1d burning per second until they clean the plasma fuel from them, and another 1d burning per second if they catch on fire. You may not defend. You may dodge, but you may not retreat or drop.

Elite Imperial Combat Trooper (“Kill Squads”)

The Empire would prefer to have all their troops be elite, but in practice, they’re forced to deploy a few crack forces where possible. They use their elite few to shore up the relative lack of training of other units, and to ensure total loyalty the Empire. Most so-called Kill Squads serve as spearheads for Imperial attacks, and elite combat troopers sometimes intermingle with other troopers, acting as a sort of extremely fanatical sergeant, leading their forces forward into battle.
Elite soldier wear superior (“elite”) armor and carry the most advanced weapons.

ST 12 HP 12 Speed 6.00
DX 12 Will 11/13 Move: 6 (5)
IQ 11 Per 11
HT 12 (13) FP 12 SM +0
Dodge 10 (9)
Parry 11
DR: 100/60

Overtech BRX-100 Brawler-X (15): 5d+2(5) burn sur (Acc 10+1, Range 600/1800, RoF 8, Bulk -4)

Carbine Butt (15): 1d+2 cr (Reach 1)

Underbarrel EMGL (15): 8d cr ex or 6dx3(10) cr in + linked 2d cr ex [1d-2 cut]. (Acc 4, Range 360/2200 yards, RoF 1)

Skills: Intimidation-12, Observation-12, Pilot (Contragravity)-12, Savoir-Faire (Military)-15, Soldier-15, Stealth-12, Vacc Suit-15

Traits: Bloodlust (12), Combat Reflexes, Fanatical (Empire), Fit

Notes: Human; Armor grants DR 100 to skull and torso, and DR 60 to all other locations, and is sealed; Helmet provides filtered air, IR vision (+2 to vision checks), and hearing protection (+5 to resist hearing damage).They also feature 10-mile communication devices. Lightly Encumbered (-1)

Imperial Kill Squad Tactics

Suppression Fire (7): While firing from the hip, move up to 3 yards and make an unsighted All-Out Attack (Suppression fire) using RoF 8. Anyone under the suppression zone can be hit (to a maximum of 8 targets) and must make a Will or Will-based Soldier roll (Add Fearlessness as a bonus, +2 from Combat Reflexes, and characters with Unfazeable automatically succeed) to expose themselves to the suppressive fire zone. Successful hits strike a random hit location and deal 5d+2(5) burn You may not defend. Gain +2 to Fast-Draw or to act first during a cascading wait. You may not defend.

Combat Assault (12): While firing from the shoulder, make a Move and Attack. Move up to 5 yards and attack, using full RoF 8. Successful hits strike a random hit location and deals 5d+2(5) burn. You may dodge, but you may not retreat or drop.

Pot Shot (23): After aiming for a single turn, make a single All-Out (Determined) Sighted Attack. Successful hit strikes the torso and deals 5d+2(5) burn sur damage.

Fighter Pilot

The average person on a starship doesn’t pose much risk to heroes, as they’re not trained for combat, but the average fighter pilot may well be. While not a hardened combatant, they have been known to fall behind enemy lines and so enjoy some level of combat training, sufficient to hold out until they’re rescued.

ST 10 HP 11 Speed 5.5
DX 11 Will 11/13 Move: 5 (4)
IQ 11 Per 11
HT 11 FP 11 SM +0
Dodge 8 (7)
Parry 9
DR: 30

Overtech BP-40 Enforcer (12): 3d+2(5) burn sur
(Acc 5, Range 400/1200, RoF 3, Bulk -2)

Skills: Navigation (Hyperspace)-12, Observation-12, Pilot (Starship)-12, Savoir-Faire (Military)-12, Stealth-12, Survival (Any)-12.

Traits: Fearlessness +2, Fanatical (Empire)

Notes: Human; Wingman armor grants DR 80 to the skull, DR 40 to the face, and DR 30 to all other locations. Helmet provides filtered air, vacuum support, 8 hours of air, IR vision (+2 to vision checks), and hearing protection (+5 to resist hearing damage).They also feature 10-mile communication devices. Lightly Encumbered (-1).

More elite Fighter Pilots enjoy +3 to Pilot and Navigation and have Combat Reflexes.

Imperial Pilot Tactics

Delta Maneuver (Prey): Split your formation in two. The Wingleader makes a Defensive Tactics roll for the formation (Tactics-1) and then the formation engages in Evasive Maneuvers (Pilot-1). If tactics successful, defend at +2, otherwise defend at +1.

Delta Maneuver (Predator): Split your formation in two. The Wingleader makes an Offensive Tactics roll for the formation (Tactics-2), and engages in a dedicated (+3) close (Pilot+1) and makes Gunner (Beams) attack (Gunner-2) against the target; if tactics successful, opponent is at -1 to defend. You may not defend.

@page { margin: 0.79in } h4.western { font-family: “Liberation Sans”, sans-serif; font-size: 13pt; font-style: italic } h4.cjk { font-family: “Noto Sans CJK SC Regular”; font-size: 13pt; font-style: italic } h4.ctl { font-family: “FreeSans”; font-size: 13pt; font-style: italic } p { margin-bottom: 0.1in; line-height: 120% }
Omega Maneuver: Make an offensive tactics roll for the whole formation against the target (Tactics-2). Make a dedicated (+3) closing maneuver (Pilot+1) and open fire on target (Gunner(Beams)-2). You may not defend, but if your tactics are successful, your opponent defends at -1.

Imperial Security: Personnel

Imperial Security is generally BAD -2 to -5, and thus features trained and highly trained minions. In principle, Imperial Security prefers to supplement local law enforcement, rather than replace it, though its agents often act on matters of interstellar jurisdiction, provided it is within the borders of the Empire. Beyond the borders, of course, it relies on bounty hunters.
Imperial Security also makes use of criminal assistance. Often, it will offer to release convicts in exchange for service, or threaten to take criminals in unless those criminals offer to assist. The result is that these criminals become fodder for Imperial Security raids. Some criminal gangs take pride in their connections with Imperial Security, especially as it affords them some immunity from the law.

Imperial Security Trooper

Security Troopers serve as the most basic foot soldiers of Imperial Security. In practice, they rarely see action. Instead, they tend to assist Security Officers in day to day tasks and provide them with basic security, or patrolling worlds where Imperial Security has primary jurisdiction. If local law enforcement needs an assist, or Imperial Security needs to bulk up its presence, it’ll dip into its reserves of basic troopers.

ST 11 HP 11 Speed 5.25
DX 10 Will 10/12 Move: 5
IQ 10 Per 10
HT 11 FP 11 SM +0
Dodge 8
Parry 9
DR: 70/30*

BP-40 Blaster Pistol (12): 
3d+2(5) burn sur (Acc 5, Range 400/1200 RoF 3, Bulk -2)

Neurolash Baton (12):
HT-5 (5) (Reach 1, Parry 0)

Skills: Criminology-12, Fast-Draw-12, Forced Entry-12, Law (Police)-10, Pilot (Contragravity)-12, Savoir-Faire (Police)-12.

Traits: Fearlessness +2, Security Rank 0.

Notes: Human; 70 DR covers torso; 30 DR covers limbs, hands, feet, neck and skull (face is unprotected). 40 DR from torso is rigid, and all skull DR is rigid. Other DR is flexible, and DR 30 vs cutting, piercing and impaling, DR 10 against all other forms of attack. Helmet protects hearing (+5). Wears a filter mask and IR goggles on face. Carries communication device with 100-yard range, light source with 25 yard range, and a pair of electronic cuffs.

Security Trooper Tactics

Cover Suspect (19): After aiming, announce that you have your target in his sights and demand that he give up. Make a Wait (Will fire if targets makes an Attack). If wait triggers, make a double-handed (Braced; +1 accuracy), sighted all-out attack (Determined) for your opponents’ torso. You may defend before your wait triggers, but not after.

Fire from Cover (11): When in cover, move from cover and make a pop-up (-2) all-out determined (+1) sighted shot using a double-handed grip. If you hit roll a random hit location if you hit. Return to cover. You may not defend.

Fire on the Move (10):While holding the pistol in two hands (reduce bulk by 1), make a Move and Attack. Move up to your full movement and attack, using full RoF 3. Successful hits strike a random hit location and deal deal 3d(5) burn. You may dodge, but you may not retreat or drop.

Aggressive Discipline (16): Make an all-out shortsword attack with your baton. Your opponent defends normally. If you hit, inflict 1d-3 cr damage and HT-5(5) neurolash affliction. Any damage that inflicts shock requires a roll for stunning. You may not defend.

Imperial Riot-Control Trooper

Many troopers also serve duty during riot control tasks: the person is the same, but tactics and equipment change. When Riot-Control is called into service, their role is not to arrest, but to disperse, and Riot-Control will use any tactic necessary to do so.

ST 11 HP 11 Speed 5.25
DX 10 Will 10/12 Move: 5
IQ 10 Per 10
HT 11 FP 11 SM +0
Dodge 8
Parry 9
DR: 70/30*

Neurolash Baton (12):
HT-5 (5) (Reach 1, Parry 0)

Riot Grenade (15): HT-5 or nauseated (8 yard radius; fail by 5 and Retching for 1 minute)

Riot Shield (12): DB +3, DR 60/HP 60

Skills: Criminology-12, Fast-Draw-12, Forced Entry-12, Law (Police)-10, Pilot (Contragravity)-12, Savoir-Faire (Police)-12.

Traits: Fearlessness +2, Security Rank 0.

Notes: Human; 70 DR covers torso; 30 DR covers limbs, hands, feet, neck and skull (face is unprotected). 40 DR from torso is rigid, and all skull DR is rigid. Other DR is flexible, and DR 30 vs cutting, piercing and impaling, DR 10 against all other forms of attack. Helmet protects hearing (+5). Wears a filter mask and IR goggles on face. Carries communication device with 100-yard range, light source with 25 yard range, and a pair of electronic cuffs.

Riot Control Tactics

Crowd Containment (12): If within one yard of your opponent, step close and make a defensive shove with your shield. Opponent defends normally. Roll 1d dkb damage. If you have an ally behind you, and you both have teamwork, add 1/5 of his ST to yours. If you knock your opponent back at least one yard (that is, roll at least his ST-2 damage), he needs to roll DX or be knocked down. You may defend at +1. Setup: You’re within one yard of an opponent and your shield faces him.

Deploy Baton (9): Make a defensive shortsword attack with your baton at your opponent’s vitals (-3). Your opponent defends normally. If you hit, inflict 1d-3 cr damage and HT-10(5) neurolash affliction. Any damage that inflicts shock requires a roll for stunning. You may defend at +1.

Discipline with Prejudice (11): If your opponent is down make a Telegraphic (+4) Committed (+1 damage) baton swing to the face (-5) of downed opponent. Your opponent defends at -1 due to being down. If you hit, inflict 1d+3 cr damage and an HT-10(5) neurolash affliction. You may not parry with your baton, but you may dodge or block at -2 and you may not retreat. Setup: Your opponent is down.

Elite Imperial Security Sniper

Citizens rarely see Imperial Security Snipers in action, but that doesn’t mean they’re not there, watching. Imperial Security prefers to deploy them whenever they are protecting a high-profile target, or during a raid. In both cases, snipers generally watch the scene and only fire when ordered to do so.
This stat-block represents an elitesniper. If none are available, local Imperial Security might deploy an inferior sniper. In that case, reduce appropriate skills and attack rolls by 3.

ST 11 HP 11 Speed 6
DX 12 Will 12/14 Move: 6
IQ 12 Per 10
HT 11 FP 11 SM +0
Dodge 10
Parry 11
DR: 70/30*

BR-1 Blaster Rifle (15):
7d (5) burn sur (Acc 10+3, Range 800/2400 RoF 3, Bulk -5)

BP-40 Blaster Pistol (15):
3d+2(5) burn sur (Acc 5, Range 400/1200 RoF 3, Bulk -2)

Skills: Criminology-12, Fast-Draw-12, Forced Entry-15, Gesture-15, Law (Police)-10, Pilot (Contragravity)-12, Savoir-Faire (Police)-12, Stealth-15.

Traits: Combat Reflexes, Security Rank 1.

Notes: Human; 70 DR covers torso; 30 DR covers limbs, hands, feet, neck and skull (face is unprotected). 40 DR from torso is rigid, and all skull DR is rigid. Other DR is flexible, and DR 30 vs cutting, piercing and impaling, DR 10 against all other forms of attack. Helmet protects hearing (+5). Wears a filter mask and IR goggles on face. Carries communication device with 100-yard range, light source with 25 yard range, and a pair of electronic cuffs.

Security Sniper Tactics

Cover Suspect (24): After three successive aiming actions, make a wait action (will fire if target attacks anyone), which if triggered results in a braced, sighted All-Out Attack (Aimed). Successful hit strikes the skull and deals 7d(5) burn sur. You may not defend.

Elite Imperial Security Assault Trooper

Assault troopers perform daring raids against the most entrenched opponents, and thus represent the best of the best in Imperial Security (below full Agents, of course)! Assault troopers break into criminal strongholds and drag out suspects, rescue hostages (and kidnapped VIPs) and purge local rebellion sympathizers. They tend to serve on Imperial Security starships as well, acting as boarding parties. They represent the closest Imperial Security has to full soldiers.
This represents an elite assault trooper, as most assault troopers are elite. If local Imperial Security lacks sufficient training to deploy such troopers, simply reduce the skill levels listed below by 3.

ST 11 HP 11 Speed 6
DX 12 Will 12/14 Move: 6
IQ 12 Per 10
HT 11 FP 11 SM +0
Dodge 10
Parry 11
DR: 70/30*

BPX5 Assault Blaster(15):
4d+2 (5) burn sur (Acc 5, Range 300/900 RoF 12, Bulk -3)

Stun Grenade (15): HT-8 or stunned (8 yard radius)

Skills: Criminology-12, Fast-Draw-12, Forced Entry-15, Gesture-15, Law (Police)-10, Pilot (Contragravity)-12, Savoir-Faire (Police)-12, Stealth-15.

Traits:Combat Reflexes, Security Rank 1.

Notes: Human; 70 DR covers torso; 30 DR covers limbs, hands, feet, neck and skull (face is unprotected). 40 DR from torso is rigid, and all skull DR is rigid. Other DR is flexible, and DR 30 vs cutting, piercing and impaling, DR 10 against all other forms of attack. Helmet protects hearing (+5). Wears a filter mask and IR goggles on face. Carries communication device with 100-yard range, light source with 25 yard range, and a pair of electronic cuffs.

Assault Trooper Tactics

Cover Suspect (17): After aiming, announce that you have your target in his sights and demand that he give up. Make a Wait (Will fire if targets makes an Attack). If wait triggers, make a double-handed (Braced; +1 accuracy), sighted (-4 for masked) all-out attack (Determined) for your opponents’ torso at ROF 3. You may defend before your wait triggers, but not after.

Fire on the Move (15):While holding the assault blaster in two hands (reduce bulk by 1), make a Move and Attack. Move up to your full movement and attack, using full RoF 12. Successful hits strike a random hit location and deal deal 4d+2(5) burn. You may dodge, but you may not retreat or drop.

Imperial Security Officer

Security officers hold the rank of lieutenant and act as supervisors for a platoon of security troopers. They generally engage in administrative tasks, such as inspecting cargo, overseeing arrests, serving warrants and acting as an assistant for a full Security Agent. They also direct troopers into battle, and sometimes use criminals as foot soldiers, in which case they usually make sure their new minions know that failure will notbe tolerated.

ST 11 HP 11 Speed 6
DX 12 Will 12 Move: 6
IQ 12 Per 12
HT 11 FP 11 SM +0
Dodge 9
Parry 9
DR: 20*

BP-40 Blaster Pistol (12):
3d+2(5) burn sur (Acc 5, Range 400/1200 RoF 3, Bulk -2)

Skills:Administration-12, Criminology-12, Interrogation-12, Intimidation-12, Law (Police)-12, Pilot (Contragravity)-12, Savoir-Faire (Police)-12.

Traits: The Greatest Motivator (See below); Security Rank 3.
Notes: Human; DR 20 covers torso and is flexible. Carries communication device with 100-yard range, and a pair of electronic cuffs.

Security Officer Tactics

Cover Suspect (19): After aiming, announce that you have your target in his sights and demand that he give up. Make a Wait (Will fire if targets makes an Attack). If wait triggers, make a double-handed (Braced; +1 accuracy), sighted all-out attack (Determined) for your opponents’ torso. You may defend before your wait triggers, but not after.

Fire from Cover (11): When in cover, move from cover and make a pop-up (-2) all-out determined (+1) sighted shot using a double-handed grip. If you hit roll a random hit location if you hit. Return to cover. You may not defend.

The Greatest Motivator (12): When someone attempts to sway a Security Officer’s subordinates into quitting the fight (through Intimidation or any Influence attempt), the Security Officer may replace their Will with his Intimidation, or use his Intimidation in place of Leadership to grant his subordinates a +1 to resist fear checks or their own self-control-based disadvantages, but if he critically fails his roll, his subordinates will turn on him. This represents threats levied against subordinates, and most Security Officers only use it against criminal subordinates.

Building Minions

Like all Action games, Psi-Wars definitely needs minions, those faceless mooks who die by the dozen beneath a hail of blaster bolts or the sweep of a force sword.  This has been true since we began, hence those troopers I’ve been including in every Iteration for our trusty heroes to kill.  In an Action game, we don’t generally care that much what our minions are like: the difference between terrorists, pirates, military contractors and FBA agents are usually a matter of scale and resources (ie BAD) more than actual tactics: They all just shoot at you.  This isn’t necessarily true in a sci-fi story, though.  In sci-fi, you want to explore, and you want a sense that different locations and different races are different.  Star Wars sometimes touches on this: Rebel troopers and Storm troopers, tactically, don’t seem very different except in how much armor they get (Storm troopers are more BAD than rebel troopers), but Tusken Raiders, Gungens or Battle-Droids fight fundamentally differently.

Games like Dungeon Fantasy celebrate a variety of bad guys.  The first thing DF players complain about when it comes to DF is the lack of monsters, because DF can never have enough monsters!  But what they mean isn’t “Different skins for my opponents,” because any GM worth his salt can say “You’re fighting werewolves!  Now you’re fighting slimes!  Beware the King Slime!”  They mean tactical diversity.  They expect werewolves to fight differently than slimes, to have different strengths and weaknesses, and require different tactics to defeat.

The problem arises when one wants to create detailed opponents and run them as mooks.  Players can appreciate that dragons are different from werewolves, but it becomes difficult to handle a battle with a dozen orcs, and then another battle with a dozen skeletons, and make it meaningfully different.  D&D 4e had this down to a science: Each monster could be written on roughly an index card, and it had a very limited number of attacks and options.  This, by itself, wasn’t so interesting, but it worked with others to create a sort of interesting tactical encounter.  If you fought orcs, you had to fight berserker orcs as well as orc shamans, while fighting skeletons forced you to deal with skeletal archers, dark riders and the necromancer (or whatever).

In a sense, Psi-Wars should be a little closer to DF in this regard than to Action, because Action is dominated by the human wielding a gun.  A terrorist with an AK-47 is not fundamentally different from an FBA Agent with an AK-74.  Skill, level of training and resources make a difference, but BAD covers this.  Psi-Wars, on the other hand, features aliens, and powers and alternate technology.  An army wielding force glaives and force shields will be fundamentally very different from one wielding blasters.  We can go too far in that direction (Star Trek is more interested in exploring alternate technologies and philosophies of war than Star Wars is), but as the Star Wars universe expands, we see more and more of these alternate technologies and tactics.  Psi-Wars is shaping up to be even more baroque.  Furthermore, given that Psi-Wars has martial arts as a fundamental of its gameplay, how your opponent fights really matters.

Before I began designing my martial arts, I discussed the usefulness of signature moves when creating minions.  The intent here is to allow us to rapidly construct a few simple minions with simple strategies that supports one another while also giving them a distinct flavor.  To do this, we need four things:

  • Concept (Who they are in the setting, what they stand for, what they look like, etc)
  • Overall threat level
  • Technological infrastructure
  • Preferred Tactics

    Iteration 2 gave us the overall threat level (ie BAD).  Iteration 3 gave us the technological infrastructure.  Iteration 4 gives us preferred tactics, and we’ll have to wait for Iteration 6 to get at concept but we already know a lot about what we want, so we can go ahead and make some prototypes.

    Concept

    Getting at the concept of minions, like anything else in an RPG (characters, setting) is key and usually your first step.  Ideally, we have only to look at the setting to understand what a particular set of minions will act like.  If we look at a fantasy setting and see orcs as rampaging marauders after the vein of the Mongols, then we instantly know what sort of threat they should represent.  
    Ideally, we should take this further, going deeper into the setting: Our minions are a natural extension of an existing race or an existing organization and represent an organic response to the threats in their existing universe.  They should be packaged with something we already know and represent part of a cohesive whole: There are three tribes of Orcs, who speak dialects of one another’s languages, and they each know one martial art and worship one dark totem, and they’re all rampaging barbarians, but the snow orcs are more like vikings while the plain orcs are more like Mongols and the hill orcs are more like Picts, etc and so forth.
    We don’t have all of that material now, though Iteration 6 will go a long way towards putting that in place, but we can already begin to see a setting.  We know that there will be a sinister Empire and a Heroic rebellion.  We already have gobs of robots.  We know there will be pirates and spooky, primal aliens.  We can pick one of these and work it out in a little more detail.  We can also see the broader outlines of the setting, thanks to our work technology, and the symbolism created in the Paths of Communion, and the presence of psionic powers.  We can infer a lot of setting.
    Take, for example, the Empire.   We don’t know who runs it, or how it’s structured, but we know it’s evil, that it has hordes of faceless drones, and that people fear it.  These feature storm troopers or space marines, the great fascist boot of the space emperor who crushes those who oppose him.  They are faceless, fanatically loyal and dangerously lethal.  They do not care about you, which means they don’t care about their own.  A soldier who dies is one of literally billions fighting on thousands of worlds for the glory of the Emperor, who is all that matters.  Thanks to their great resources, they have the coolest of toys and the most advanced of tech, but they’re cold, merciless and without spirit, so they lack supernatural powers.
    We know this because we know the Empire is the largest political entity in the setting, and that it’s of sufficient imminent threat that conflict with it forms the core of the game.  That’s the nature of the Empire in Star Wars, and it’s the nature of the Empire in Psi-Wars.  That means a highly trained, highly lethal, and very well-equipped fighting force.  But we also know that they’re “the bad guy.” There are many ways one can be “the bad guy,” but they tend to be dehumanized (in this case, masked), and impersonal (a great machine of soldiers, rather than a fighting force of individual heroes).  This requires fanatically loyal soldiers, especially since fanaticism seems inhuman.  Fanaticism also explains why these guys would support an obviously abhorrent organization.

    From setting-thematic perspective, this extreme extinction of self suggests an association with Ego: The whole comes together to crush the rest of the galaxy and bring it into one grand collective.  On the other hand, this serves at the will of the Emperor. This force is an extension of his personal and selfish will, his Id.  The forces of the empire represent the submission of the Ego to the Id, which is an inversion of how things should work.  The Empire is thus an abomination.

    We don’t need to know more right now.  We can certainly adjust them as we understand the character of the empire better, but it gives us a starting point.

    Overall Power Level

    How dangerous are our minions?  There’s a temptation to try to balance your encounters, but that would be a mistake in this genre.  A balanced encounter belongs in games like Dungeon Fantasy, where each room entered represents a unique tactical challenge, one that you expect the players can beat.  That’s not true of Action, Star Wars or Psi-Wars.  In the Action genre, your “encounter” is much broader, more “strategic” than that of the Dungeon Fantasy genre. You can fill a room with nothing but unbeatable, indomitable, invincible opponents, and the right players will figure out that fact and then find a way to bypass said room. By the same token, you could throw a bunch of useless mooks at your players, and if they stop to fight them, even if they win, that might give the big bad enough time to make his escape, and thus the characters fail in their objective.
    (I don’t mean to pick on DF.  Many DF GM’s don’t even run it this way.  But many of you come from an early career in D&D, where “balanced encounters” tend to be encouraged by things like challenge ratings.  Once you gain that paradigm, it can be hard to shake, and it becomes easy to see things like “BAD” as “Challenge Rating”).
    I offer as proof Star Wars itself: In A New Hope, our heroes very first encounter on their adventure is the Death Star, the most dread starship in the galaxy, filled to the brim with the Emperor’s most elite forces, and Darth Vader himself, who is so powerful, he casually defeats the most powerful force user in the party.  This does not stop the party.  In fact, they achieve their objectives and eventually defeat the Death Star itself.
    Minion encounters are not the be-all and end-all of your scenario design, and that should factor into how you build your scenario.  They are one tool in your belt.  Of course, that doesn’t mean you can’t make them into interesting tactical challenges, but they’re just one part of a larger picture.
    So, we’re free to choose our power level based on other criteria.  We could use what we find “realistic,” or what suits the setting, or what suits the scenario we’re trying to build.  Action itself suggests “BAD” as the basis for your minion skill levels.  Bad 0 is skill 10, Bad 5 is skill 15, and so on.  But what’s appropriate?  What’s “scary powerful”  and what’s “not very impressive?”
    We established in our template design that skill 18 is for a PC who is a narrow specialist, 16 for a broad specialist or a narrow generalist, and 14 for a broad generalist.  Thus, we should expect most characters to have at least a 14 at something they care about.  BAD 4 means that such characters are failing roughly half the time.  That’s pretty intense!
    Boardrooms and Curia, which is a book we’ll revisit later, suggests contact skill levels as a basis for our minions, which isn’t a terrible idea!  Those skill levels are 12, 15, 18 and 21.  When it comes to combat, Boardrooms and Curia suggest you apply a -3, so minions for organizations are skill 9, 12, 15 and 18.  That tracks well enough with BAD.
    Skill level 10 (9 is too low) represents the absolute lowest of a minion.  It’s probably only appropriate for desperate partisans and low-rent thugs. It represents the sort of characters that a player can casually cake-walk through.  Consider the fact that a character with skill 18 can afford to to make a Deceptive -4 attack and lower their opponent’s defense to 6. That’s a 90% chance to hit your opponent, who has only a 10% chance to defend themselves.  That’s not a sure bet, but it’s close.  A skill 10 character who makes an All-Out Attack with an aimed blaster carbine will hit someone 30 yards away 90% of the time.  This is consistent with skill lists depicting skill 10 as “amateur.”  Realistically, untrained characters would be even lower than this, usually around skill 6, but fighting a granny with a blaster pistol is not really what Psi-Wars should be about.
    Skill level 12 represents a competent minion, but not one who is substantially superior to a Skill 10 opponent.  This is typical of BAD 2, which will not appreciably inconvenience most competent (Skill 14-18) characters.  Such a character would defend themselves from a deceptive attack with a 7 or less (~15% of the time), and will hit someone with an aimed, all-out attack with a blaster out to 70 yards.  This is consistent with skill lists that depict for “low-risk professionals,”  which explicitly includes soldiers.
    Skill 15 represents a very competent minion, and a major leap over the Skill 12 minion.  This is typical of BAD 5, which is a serious challenge to anyone who is not masterful (skill 16+), or who cannot put together a variety of bonuses. Thus, one would expect to need clever tricks to defeat opponents of this skill level, such as good team work and top-notch tactics.  A character with skill 15 will defend himself against a deceptive attack with an 8 or less, or 25% of the time, which is as effective as a Skill 10 minion facing no deceptive attack, and such a character will hit someone at 200 yards with an aimed, all-out attack with a blaster.  This is consistent with GURPS depictions of high-risk professionals and explicitly includes commandos.  For example, GURPS SEALs in Vietnam depicts SEALs with skill 15 in gun combat skills.
    Skill 18 represents a masterful minion, the pinnacle of minions.  This is typical of BAD 8, which is not the sort of thing you should regularly pit your players against, as it reduces the most competent of PCs to effective skill 10.  Such a character will defend against a deceptive attack 50% of the time, or approximately as well as the character himself, and will hit an opponent with an aimed, all-out blaster attack out to 700 yards (10x the range of a skill 12 character), and can hit a character with an unaimed, all-out attack out to 15 yards 90% of the time, and 70 yards 50% of the time.  A Skill 18 Mook is on par with the PC.  The only thing that makes him weaker is that you treat him as a mook.
    Imperial troops should be somewhere between 12 and 15.  12 represents a sort of minimum of professional soldiers, and 15 makes sense for solid and frightening shock troopers.  So, as a result, I’d suggest 15 for the elites, and 12-13 for the standard “guys with guns.”

    Technology

    The primary purpose for having customized minions is to give the players a sense of exploration.  We want them to have a sense that the Empire is different from the Rebel Alliance not just in ideology, but in character, culture and nature.  Likewise, weird aliens should feel weird and alien.  We show this with technology.  Technology is tied to infrastructure, which is shaped by organization, culture and geography (stellography?).  It shapes, and is shaped, by how an organization trades, builds and thinks.  This will shape their soldiers too.  What equipment they give them depends on how wealthy they are, what sort of strategies they encourage, what they want to say to the world, and what they need.
    Consider the differences in Star Wars between the Rebellion and the Empire.  The Rebellion’s equipment always shows the character’s face (better for heroes).  It’s old (showing a respect for history and a connection to it), but reliable and rugged. They’ve often customized, showing a sense of individualism.  The Empire, on the other hand, deploys the shiniest and newest toys.  They flaunt their enormous wealth, which doubles as showing their considerable power.  Their use of masks and armor separates their soldiers from you.  Despite having the most expensive toys, they clearly consider their minions expendable, and favor masses of low-survivability fighters and a few, exceedingly impressive dreadnoughts to a swarm of high-survivability fighters and some more low key cruisers.  Nothing is personalized or customized: the individual is subsumed into the collective.  The Emperor is the only person whose will matters.  All others are made into what he wants them to be, as though constructed by a factory.
    Ideally, this technological difference extends out to everything: Security systems, communication protocols, surveillance technology, etc.  But here, for our purposes, we’re focused exclusively on minion gear. We’ll get into the rest later.
    We’ll do the same for Psi-War’s imperial troops.  They’re elite, they’re scary, they have the most expensive and impressive equipment, but it’s fragile and easily destroyed or damaged (which is fine, because the Empire can just get more: All is replaceable, even you).

    Tactics

    Once you know the concept, power-level and technology of the minions, it’s important to understand how they use all of this to win.  Whatever tactics they have should work, though the objective isn’t always the utter defeat of your opponent (Sometimes minions want to be impressive, or just want to keep their client alive, etc).  Understand what your minions (and their organization) want, and then create an effective strategy to get it, using available technology.
    A good example of this are the trooper mooks that I’ve already built.  Their design creates a sort of combined arms that makes it highly difficult to survive their attacks.  That’s intentional, and it can be created by nothing more than the right equipment choices and the right skills. But if we want something more complex than that, then I suggest using signature moves.  Each style I’ve created has a list of five. If we give one or, at most, two, we can create dynamic and interesting opponents who are not necessarily too onerous to run. The result should be an opponent who can technically fit on an index card, but still reflect something deeper about the organization he works for, and what he believes.
    For Imperial Troopers, I want to emphasize tactics that focus on defeating large numbers of lesser opponents and make a grand display of power.  When you fight the Empire, you should tremble and fear their great noise and thunder.  But they shouldn’t be particularly good at defeating singular heroes, both because that’s thematically inappropriate, and also because it’s not their job. The Empire has other people for that.  Imperial Troopers will prefer tactics like powerful artillery blasts, suppression fire, and brutal crowd control tactics.  The Empire deploys the faceless hordes that pound their shields, drumlike, with their neurolash batons while marching on protesting crowd.  The Empire sends great, rolling tanks accompanied by endless columns of shiny-armored soldiers marching in formation against their enemy, and when they attack, the heavens open up with orbital bombardment, and the withering hail of blaster fire cut all down before them. They are the epitome of shock and awe.  Behold the might of the Emperor and tremble before him.