quired to remove a vessel from the spaceport can be
quickly and convincingly acquired. Most shipjackers
have a network of contacts to ensure that a starship,
once stolen, can be quickly sold and moved to a dis-
tant part of the galaxy or, failing that, dismantled for
parts and sold in a dozen different locations in as
many different systems.
Skills: Computers 1, Deception 2, Piloting (Space) 2,
Skulduggery 2, Stealth 2, Vigilance 1.
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once).
Abilities: None.
Equipment: Heavy blaster pistol (Ranged [Light]; Damage
7; Critical 3; Range [Medium], Stun setting), 2 stun gre-
nades (Ranged [Light]; Damage 8; Critical -; Range [Short];
Blast 8, Disorient 3, Limited Ammo 1, Stun Damage), elec-
tronic lock breaker.
SLICER [RIVAL]
The electronic information systems that allow galactic
society to function are complex and intricate. They
are secured against outside intrusion in order to allow
civilization to function in a manner that grants indi-
viduals who can afford it some modicum of privacy. A
slicer is an expert at circumventing that privacy and
allowing outside parties access to whatever informa-
tion they desire, as long as the money is good.
Skills: Computers 2, Cool 2, Skulduggery 1.
Talents: Bypass Security (remove • from any Com-
puters or Skulduggery check to bypass security).
Abilities: None.
Equipment: Stun blaster (Ranged [Light]; Damage 6;
Critical -; Range [Short]; Stun Damage), slicer gear.
SMUGGLER BARON [NEMESIS]
Some smugglers not only survive in the industry
long enough to retire, but prosper beyond their ex-
pectations. Some of them find the notion of retire-
ment too boring to contemplate and instead de-
cide to become something of a middleman, helping
other smugglers connect with clients and individu-
als who need goods moved from one place to an-
other without any troublesome questions. These
men and women are sometimes called smuggler
barons, a fitting title given the aristocratic airs
some of them put on. Smuggler barons are not
quite powerful enough to be considered crime
lords in their own right, but can be powerful allies
or inconvenient enemies.
Skills: Astrogation 3, Charm 2, Cool 3, Gunnery 3,
Knowledge (Underworld) 3, Ranged (Light) 3, Pilot-
ing (Planetary) 3, Piloting (Space) 4, Skulduggery 2,
Streetwise 4, Vigilance 2.
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Master Pilot (once
per round, suffer two strain to perform one Pilot ac-
tion as a maneuver), Skilled Jockey 2 (remove • •
from all Pilot checks).
Abilities: None.
Equipment: Heavy blaster pistol (Ranged [Light];
Damage 7; Critical 3; Range [Medium]; Stun setting),
armored clothing (+1 defense, +1 soak), YT-2400
Freighter (see page 265).
ADVERSARIES
'EDGE OF THE EMPIRE