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.
After a little break to bust out some Old School Chart Cool, I’m back in the saddle for some Solo inspired content.
Most recently on the Solo front, I provided you with some stats for street racers and M-68 landspeeders plus the speederbike mounted imperial patrol troopers needed to give chase. We now take a hyperjump away from Corellia onto the muddy hellspace of Mimban.
While we will get to the iconic mudtrooper in due course, I’m going to start with the opposition. The resistance fighters of the Mimbanese Liberation Army stand ready to serve as friend or foe on your gaming table. Whether catching Edge of the Empire characters in crossfire, or serving as a tenacious foe to Imperial characters in an Age of Rebellion “evil campaign,” these guerillas are adept at hit and fade operations.
Mimbanese Resistance Fighter [Minion]
Hardened guerrilla fighters, the soldiers of the Mimbanese Liberation Army have been fighting since the waning days of the Clone War. These resistance fighters originally fought alongside the 224th clone infantry division “Mud Jumpers” against the Separatist droid menace. With the Republic replaced by the brutal Empire, the Mimbanese are locked in bloody campaign of independence. Using old Republic equipment, these guerrillas ironically are faced with the 224th Imperial Armored Division, an Imperial Army formation perpetuating the history of the once-allied “Mud Jumpers.” While the Mimbanese may be under-equipped, they posses far more experience and resolve than their Imperial Army opponents.
Br 3, Ag 2, Int 2, Cun 2, Will 2, Pres 1
Soak 4, W. Threshold 5, Def M/R 0/1
Skills (group only): Athletics, Cool, Melee, Ranged (Heavy).
Talents: Outdoorsman (Remove 1 Setback from checks to move through terrain or manage environmental effects, overland travel times are halved), Stalker (add 1 Boost to Stealth and Coordination checks).
Abilities: Low Light Vision (Remove 2 Setback from checks caused by darkness), Strong Limbs (does not treat mud as difficult terrain when using the move maneuver).
Equipment: Blaster rifle (Ranged [Heavy]; Damage 9; Critical 3; Range [Long]; Stun setting), vibrobayonet (Melee; Damage 4; Critical 2; Engaged; Pierce 3), woven reed armor (+1 soak, +1 ranged defense).
Mimbanese Resistance Sniper [Rival]
Striking fear into the hearts of the Imperial Army on Mimban, it is often the blaster-burned corpse of an officer that is the first sign a Mimbanese sniper is in the area. Resistance snipers leverage their home turf advantage, effectively using navigation and camouflage to turn the mud into protection from Imperial observation and fire. These superior skills allow snipers to take optimum positions, laying in wait for the best targets to emerge.
The legendary Clone Commandos of the last war trained many of these snipers, instructing them to fire at Separatist organic commanders or tactical droids instead of the rank and file. The Mimbanese have adapted this tactic, preferring to eliminate officers and senior NCOs where possible. Given the Imperial Army infantry is made up of washouts from stormtrooper training, troublemakers booted from the Imperial Academies, and single-term enlistees trying to earn a credit, this decapitation tactic has proven exceptionally effective for the Mimbanese.
Br 3, Ag 3, Int 2, Cun 3, Will 2, Pres 1
Soak 3, W. Threshold 5, Def M/R 0/0
Skills: Athletics 2, Cool 2, Melee 1, Perception 2, Ranged (Heavy) 3, Stealth 2.
Talents: Outdoorsman 2 (Remove 2 Setback from checks to move through terrain or manage environmental effects, overland travel times are halved), Stalker 2 (add 2 Boost to Stealth and Coordination checks), True Aim (once per round may perform the True Aim maneuver, gain all benefits from aiming and upgrade the attack roll once).
Abilities: Low Light Vision (Remove 2 Setback from checks caused by darkness), Strong Limbs (does not treat mud as difficult terrain when using the move maneuver).
Equipment: Blaster sniper rifle with scope (Ranged [Heavy]; Damage 10; Critical 3; Range [Extreme]; Accurate 1, Cumbersome 3, Pierce 2, Slow-firing 1, reduce the difficulty of combat checks at long or extreme range by one), vibroknife (Melee; Damage 4; Critical 2; Engaged; Pierce 2, Vicious 1), woven reed armor (+1 soak, +1 ranged defense), macrobinoculars.
Christopher Hunt
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