Star Wars_ Edge of the Empire Rule Book

(Jeff_L) #1

Skills: Astrogation 1, Perception 3, Vigilance 2.
Talents: None.
Abilities: None
Equipment: Light blaster pistol (Ranged [Light];
Damage 5; Critical 4; Range [Medium]; Stun setting),
hand scanner.


MON CALAMARI MECHANIC [RIVAL]

Mechanics are a regular sight at any modern space-
port and most keep at least one trained mechanic per
berth on staff to ensure that there are enough to meet
the needs of their clients. Of course, many clients pre-
fer to maintain their own vessels, but those who have
access to trained staff, like the naturally talented en-
gineers of the Mon Calamari race, are often wise to
make use of such an opportunity. Mon Calamari typi-
cally take great pride in their work and are careful to
ensure that any ship on which they are working oper-
ates at least as well as it did when it came off the
showroom floor.

Skills: Astrogation 1, Computers 1, Mechanics 2,
Vigilance 1.
Talents: None.
Abilities: Amphibious (Mon Calamari may breathe
underwater without penalty and never suffer move-
ment penalties for traveling through water).
Equipment: Holdout blaster (Ranged [Light]; Dam-
age 5; Critical 4; Range [Short]; Stun setting), tool kit,
emergency repair kit.

SPACEPORT SECURITY DETAIL [MINION]

Individuals who serve as part of a spaceport security
detail possess the same authority as planetary law
enforcement, although they have only a portion of the
training and are limited solely to the grounds of the
spaceport itself. Because of the much more limited
mandate compared to most enforcement agencies,
many spaceport security details have more narrowly-
focused, but higher quality, equipment.

Skills (group only): Perception, Ranged (Light).
Talents: None.
Abilities: None.
Equipment: Blaster pistol (Ranged [Light]; Damage
6; Critical 3; Range [Medium]; Stun setting), 2 stun
grenades (Ranged [Light]; Damage 8; Critical -; Range
[Short]; Blast 8, Disorient 3, Limited Ammo 1, Stun
Damage) padded armor ( + 2 soak).

SPACEPORT SECURITY OFFICER [RIVAL]

A busy spaceport is a chaotic place and although a
security detail may be well meaning, they often need
a firm hand to keep them on target and in charge of
the goings-on—a spaceport won't police itself, after
all. Security officers are often veterans of years of
work in a given spaceport and are occasionally retired
military or planetary law enforcement. They bring an
entirely different perspective to the job and are much
more able to identify and neutralize potential threats
than the people working for them.

Skills: Cool 1, Discipline 2, Ranged (Heavy) 2, Ranged
(Light) 1, Resilience 2, Vigilance 2.
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once).
Abilities: None.
Equipment: Blaster rifle (Ranged [Heavy]; Damage 9;
Critical 3; Range [Long]; Stun setting), padded armor
( + 2 soak), stimpack.

SPACEPORT ADMINISTRATOR [NEMESIS]

On some worlds, a spaceport is like a tiny kingdom
unto itself. On others, it is merely one cog in a vast
bureaucratic machine that spans entire systems. Re-
gardless, the ultimate authority for the administration
of a spaceport typically falls to a single being, at least
in the short term, and that individual is authorized to
make whatever decisions must be made for the good
of the installation when trouble arises. A spaceport ad-
ministrator can be an incredible ally for a pilot and his
crew or he can make their lives so miserable that they
avoid certain spaceports at all cost.

Skills: Charm 2, Coercion 2, Cool 2, Deception 2,
Ranged (Light) 2, Perception 4, Streetwise 3, Vigilance 3.
Talents: Adversary 1 (upgrade difficulty of all com-
bat checks against this target once), Nobody's Fool 1

ADVERSARIES
EDGE OF THE EMPIRE
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