Star Wars: Edge of the Empire Rule Book

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to deal with is, in fact, dealt with permanently. If an
agent determines that an individual may pose a
threat to the stability of the Empire, either in the
present or in the future, he may well forsake tradi-
tional measures and take it upon himself to ensure
that the threat is neutralized.


Skills: Brawl 2, Charm 2, Coercion 2, Deception 2,
Ranged (Light) 2, Streetwise 2, Vigilance 2.
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once).
Abilities: None.
Equipment: Light blaster pistol (Ranged [Light]; Dam-
age 5; Critical 4; Range [Medium]; Stun setting), scanner.


IMPERIAL MOFF [NEMESIS]

The title of Moff is one that has tremendous histori-
cal significance, but like so many other traditions, it
has been completely co-opted by the Empire for its
own purposes. Since the establishment of the Calactic
Empire, the title of Moff has become a military and
political term used to designate the Imperial official
ultimately responsible for the governance of an en-
tire sector. Being appointed to a position as a Moff
is an incredibly impressive achievement, one that is
not easily overshadowed. Although there were slightly
more than one thousand sectors during the height of
the Republic, the Empire has changed some of them
significantly and the present number of sectors is a
point of confusion among many.


Imperial Moffs have a reputation for arrogance
and elitism, and in many cases, it is a reputation
that is well earned. Some are die-hard patriots
and rule with incredible attention to both detail
and the letter of the law, while others prefer to
oversee their sectors in a manner that is more ben-
eficial to them personally. The Emperor does not
seem to care as long as individual Moffs can main-
tain order in their assigned regions. Those who do
not can find themselves quickly replaced.

Skills: Charm 3, Coercion 4, Cool 3, Deception 4, Dis-
cipline 3, Knowledge (Core Worlds) 4, Leadership 4,
Ranged (Light) 2, Streetwise 2, Vigilance 2.
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once). Plausible Deniability
4 (remove•••• from any Coercion or Deception

checks), Supreme Inspiring Rhetoric (as a maneuver,
may make an Average [••] Leadership check. Each
& removes one strain or wound from one ally in short
range. Each O removes an additional strain or wound
from an affected ally. All affected allies add • to all
checks for four rounds).
Abilities: Imperial Valor (may perform a maneuver to
cause all ranged attacks targeting the Moff to instead
hit one ally or helpless enemy he is engaged with until
the beginning of his next turn).
Equipment: Blaster pistol (Ranged [Light]; Damage 6;
Critical 3; Range [Medium]; Stun setting).

IMPERIAL NAVAL TROOPER [MINION]

Typically, only the larger fleet vessels in the Impe-
rial Navy carry contingents of the Imperial army.
Therefore, the Imperial Navy maintains its own
cadre of troops to serve as security forces aboard
ship and to enact and defend against boarding ac-
tions if need be. In some cases, Imperial Naval
troopers may also be deployed groundside, al-
though they are worse equipped than their Impe-
rial Army comrades. Imperial Navy troopers are
typically equipped with reliable blaster pistols,
small enough to be wielded easily in confined
spaces aboard a ship and unable to fire a powerful
enough blast to cause an unexpected hull breach.
They also tend not to be equipped with heavy
weapons or explosives for the same reason.

Skills (group only): Perception, Ranged [Light).
Talents: None.
Abilities: None.
Equipment: Blaster pistol (Ranged [Light); Damage 6;
Critical 3; Range [Medium]; Stun setting), blast vest
and helmet (+ 1 soak).

IMPERIAL NAVAL OFFICER [RIVAL]

Officers in the Imperial Navy are highly trained, often
at a military academy. Most of their duties naturally
fall into the category of ship-bound activities, moni-
toring the hundreds or thousands of personnel neces-
sary to maintain the massive capital-scale ships the
navy depends upon. However, it is also possible that
officers are deployed at the head of naval troopers,
taking part in ship-to-ship actions against pirates or
independent vessels or even in sorties on the ground.
In these cases, most naval officers prefer to lead from
the rear, using their superior training and experience
to direct the activities of their subordinates. Despite
their reluctance to "get their hands dirty," it is unwise
to underestimate naval officers.

ADVERSARIES
EDGE OF THE EMPIRE
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