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.
I’ve admitted it before, but I’ll admit it again: I’ve got a tendency to overdo it on threats. Chalk it up to my time running and playing the Warhammer 40k roleplaying games, but I’ve got a preference for powerful threats that the PCs struggle to overcome. Given this, I try to take some time to cover the lower end of the spectrum, those everyday NPCs players still run across in the world. The Imperial emigration officer, part of my Solo content, serves as one such example. Today’s NPC, the Imperial ground crew technician, is another.
Imperial Ground Crew [Rival]
As a government that prides itself on order and efficiency, the Empire demands precise coordination in all things. The men and women of Imperial military ground crews add, in their own small way, to that efficiency. Although hardly glamorous, such mundane matters as traffic control, arming and fueling, and routine maintenance are truly critical to keeping the Imperial war machine fighting.
Imperial ground crew serve at military installations across the galaxy. Whether a space-borne docking bay, major spaceport, or austere landing pad, ground crew ensure military craft are well taken care of when not in use. Although qualified to handle the gamut of Imperial starships, ground crew often grow connected to the equipment specific to their unit. Aboard a star destroyer’s fighter wing, for example, it is common for the technical crew to rib the flight crews, claiming that the TIEs belong to the technical crew and are merely lent to the pilots.
Br 2, Ag 2, Int 3, Cun 2, Will 2, Pres 2
Soak 3, W. Threshold 12, Def M/R 0/0
Skills: Mechanics 2, Melee 1, Perception 2, Piloting (Planetary) 1, Piloting (Space) 1, Vigilance 1.
Talents: Fine Tuning 2 (When reducing a starship or vehicle’s suffered strain, reduce by two additional strain).
Abilities: Traffic Control (Upgrade Leadership or Perception skill checks for the purposes of traffic control or otherwise coordinating multiple vehicles in tight spaces).
Equipment: Traffic baton (Melee; Damage 4; Critical 5; Engaged; Disorient 2, special: target may spend 2 Threat to damage the baton one step), deck crew uniform (+1 soak, integrated comlink, ground control HUD [gain automatic Advantage on Perception checks to determine distance]), flight suit, utility belt.
Christopher Hunt
Latest posts by Christopher Hunt (see all)
- Command School – Deterrence and Compellence - July 11, 2019