Welcome to the HoloNet Uplink, citizen. This series focuses on Fantasy Flight Games’ Star Wars Roleplaying Game, with content aimed mostly at the Gamemaster. Threats, adventure seeds, rules supplements, and more are all to come for those who access The HoloNet Uplink.
Alright gentlebeings, first off I must say the following:
- I have seen Solo.
- I will be doing stats and writeups for content in Solo.
I’ve got some plans myself, but I would love to hear what content. This will kick off soon, but for the time being I will continue my trip down memory lane by providing some content inspired by the Jedi Knight games.
Everyone loves shooting wave after wave of stormtroopers, but for many of Kyle Katarn’s (and later Jaden Korr’s) adventures, he faced hardened mercenaries from an array of species. Presented below are some generic hired guns and mercenary veterans. If there is interest, I could definitely look at replicating some of the dreaded specific adversaries from those games. Thermal det throwing Gran thugs, carefully concealed Rodian snipers, and heavily armed Trandoshan mercenaries certainly come to mind.
Hired Gun [Minion]
A far cry from the unstoppable soldiers of fortune featured in HoloNet action pieces, these hired guns are a mere step up from simple street toughs. These fighters seek better jobs and higher pay by offering a more professional service. Equipped with military style blasters and armor, they are a cut above the average thug or gang member. Although not as proficient as the soldiers of noted private military companies, and certainly not Imperial stormtroopers, these hired guns are more than capable of protecting local criminal interests. That protection comes with a limit, however, as most hired guns can attest: you can’t spend credits if you’re dead.
Br 2, Ag 2, Int 2, Cun 2, WP 2, Pres 2
Soak 4, W. Threshold 4, Def M/R 0/0.
Skills (group only): Brawl, Coercion, Ranged (Heavy).
Talents: None.
Abilities: No Job’s Worth This (Adds a Setback die checks made against Fear or Coercion).
Equipment: Blaster carbine (Ranged [Heavy]; Damage 9; Critical 3; Range [Long]; Stun Setting), blast vest (+1 soak).
Mercenary Veteran [Rival]
Experienced soldiers for hire, veteran mercenaries have made a career of fighting for top credit. Some mercenaries learned their deadly trade within the ranks of the Imperial military. Others gained such proficiency by sheer survival, starting as low-level thugs and working their way up. Moving from job to job, and thus battle to battle, these seasoned fighters often boast far more firefights than their military counterparts. For mercenaries chasing a big payout, simple garrison duty is simply unappealing. Many expect these hardened mercs to bring combat expertise and intimidation to the table, and they do, but most boast strong negotiation skills as well. Violence is a business, and these mercs are successful entrepreneurs driving a hard bargain.
Br 3, Ag 3, Int 3, Cun 2, WP 2, Pres 2
Soak 5, W. Threshold 14, Def M/R 1/1.
Skills: Brawl 1, Coercion 2, Cool 2, Discipline 2, Melee 1, Negotiation 2, Ranged (Heavy) 2, Ranged (Light) 2, Vigilance 1.
Talents: Adversary (upgrade difficulty of all combat checks against this target once), Soft Spot (after making a successful attack with a non-starship vehicle weapon, may spend one Destiny Point to add damage equal to Cunning [3] to one hit).
Abilities: All Business (Add a Boost die to Cool and Negotiation Checks).
Equipment: Accurized blaster carbine (Ranged [Heavy]; Damage 9; Critical 3; Range [Long]; Accurate 1, Stun Setting), vibroknife (Melee; Damage 4; Critical 2; Range [Engaged]; Pierce 2, Vicious 1), two armor-piercing grenades (Ranged [Light]; Damage 13; Critical 3; Range [Short]; Blast 4, Limited Ammo 1, Pierce 3), modified composite armor (+2 soak, +1 defense, integrated helmet comlink).
Christopher Hunt
Latest posts by Christopher Hunt (see all)
- Command School – Deterrence and Compellence - July 11, 2019
Love the special abilities, Chris!