HoloNet Uplink – Resistance Troopers

Copyright LucasFilm.

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 been wanting to do more Sequel Trilogy content for some time now. I’ve dipped my toe in with some First Order entries, the latest of which being my take on the First Order TIE Interceptor as seen in Star Wars: Resistance. The Resistance has gotten some love too, with stats for the T-70 X-Wing and the RZ-2 A-Wing. But I have yet to start tackling Resistance personnel. That changes today, with some coverage of the humble, ground pounding Resistance troopers.

Resistance Trooper [Minion]

Copyright LucasFilm.

Outnumbered, outgunned, and on the run, the Resistance against the First Order lacks the personnel for normal military specialization. Where the New Republic, First Order, and even Rebel Alliance maintained dedicated infantry units for ground combat, the Resistance cannot afford such specialization. When the need arises, the Resistance calls upon its pilots, technicians, spies, and others to pick up a blaster rifle and pitch in to a ground fight.

Although paling in comparison to true infantry, limited cross training provided by the Resistance’s tiny cadre of commandos provides all Alliance personnel the basic skills needed. Less effective than the First Order’s stormtroopers in a straight up fight, a fringe benefit from this ad-hoc approach means each Resistance squad is likely to contain experts in other fields. Since the Resistance employs asymmetrical tactics aimed at delaying and exposing the First Order, it is actually these oddball skills that can mean the difference between victory and defeat.

Br 2, Ag 2, Int 2, Cun 2, Will 2, Pres 2

Soak 3, W. Threshold 5, Def M/R 0/0

Skills (group only): Discipline, Ranged (Heavy), Ranged (Light), Vigilance.

Talents: None.

Abilities: All Walks of Life (For every five resistance troopers in a minion group, roll once on the All Walks of Life Chart below).

Equipment: Blaster rifle (Ranged [Heavy]; Damage 9; Critical 3; Range [Long]; Stun setting), two frag grenade (Ranged [Light]; Damage 8; Critical 4; Range [Short]; Blast 6, Limited Ammo 1), combat knife (Melee; Damage 3; Critical 3; Range [Engaged]), blast vest (+1 soak).

All Walks of Life Chart

d10 Background and Ability
1 Several squad members are experienced soldiers, such as former New Republic Army or mercenaries. The minion group gains Gunnery and Melee as group only skills. The squad is also equipped with a missile tube (Gunnery; Damage 20; Critical 2; Range [Extreme]; Blast 10, Cumbersome 3, Guided 3, Breach 1, Prepare 1, Limited Ammo 6).
2 The squad is composed of several pilots whose starfighters have been destroyed. The minion group gains Piloting (Planetary) and Piloting (Space) as group only skills.
3 One squad member was a big game hunter and has taught her fellow troopers how to fight with precision. The minion group gains True Aim 1 (Once per round, may take the True Aim maneuver. Gain the benefits of aiming and upgrade once to the next combat check).
4 Several members of the squad are particularly hardy aliens. Increase the soak of the minion group by one.
5 The squad is composed primarily of engineers. The minion group gains Mechanics as a group only skill, as well as Contraption (Once per session, may take Contraption action; make a Hard 3 Purple Mechanics check to fashion a device to solve a current problem using just the tools and parts on hand.)
6 The squad is made up of an amateur zoneball team. The minion group gains Strong Arm (Treat thrown weapons as if they had one step greater range, up to a maximum of Medium range.)
7 This squad is made up of die hard survivors from a colony destroyed by the First Order. Increase the Willpower of the minion group by one.
8 Composed of several spies, this group is adept as moving unseen. The minion group gains Stealth as a group skill and increases Agility by one.
9 Several members of the squad are veterans of the Galactic Civil War. The minion group gains Lethal Blows 2 (Add +20 to Critical Injury rolls against opponents).
10 This squad was cobbled together from staff officers and analysts ready to pitch in and fight. The minion group gains Knowledge (Warfare), increases Intellect by one, and gains Know The Enemy (May make Knowledge [Warfare] checks for initiative).

 


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Christopher Hunt

Staff Writer at d20 Radio
Christopher Hunt is a long-time gamer and has recently broke into the world of RPG freelancing. Chris’ unofficial Star Wars RPG blog ran weekly on d20radio.com for the past three years. He has written for Rusted Iron Games, Raging Swan Press, and most recently Fantasy Flight Games’ Star Wars RPG. Chris is currently pursuing a Master of Arts in Political Science. Always the gamer, his thesis, which explores conflict short of war by uniting current threats to historical events, was inspired by a historical board game.

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