"GENERIC" TROOPS AND DECKHANDS
The crew of the Renegade Eclipse
![]() Typical Imperial Nebulon-B Officers All stats 2D except: Astrogation 3D, capital ship gunnery 4D, capital ship piloting 4D, capital ship shields 3D, command 4D, sensors 3D, starship gunnery 3D. Move: 10. Datapad, comlink, rank cylinder, blaster pistol (4D). Character points: 5 |
![]() Typical Imperial Nebulon-B Hands All stats 2D except: Astrogation 3D, capital ship gunnery 4D+1, capital ship piloting 3D+2, capital ship shields 3D, sensors 3D+1, starship gunnery 4D+1. Move: 10. Datapad, comlink, toolkit, blaster pistol (4D). Character points: 3 Imperial Hangar
Technician |
![]() Imperial Navy Engineering Technician All stats are 2D except: (A) capital ship engineering 7D, capital ship repair 5D. Move: 10. Character Points: Varies. toolkit, welding lasers (3D+1) |
![]() Medical Technician Dexterity 2D+2, dodge 4D+2, Knowledge 1D, alien species 4D, cultures 3D, languages 3D, survival 3D+1, value 3D+2, Mechanical 1D, repulsorlift operation 3D+1, space transports 2D+1, Perception 2D+1, bargain 4D, command 3D, gambling 4D, Strength 2D, lifting 2D+2, stamina 3D, Technical 3D, first aid 5D, (A) Medicine 2D+2. Move: 10. Character Points: Varies, typically 0-5. Stun truncheon (3D stun damage), medical kit, medpac, comlink
Ensigns Artur Colby and Andrea Vanderhaas, Med Techs |
![]() Typical Imperial Gunner Dexterity 2D+2, blaster 3D+2, blaster artillery 4D+2, dodge 3D+2, thrown weapons 3D+2, vehicle blasters 4D+2, Knowledge 1D+1, value 2D+1, Mechanical 3D, capital ship gunnery 5D, capital ship shields 4D, communications 4D, sensors 4D, starship gunnery 4D, starship shields 3D+2, Perception 1D+1, bargain 2D+1, con 2D+2, Strength 1D+1, climbing/jumping 2D+1, lifting 3D+1, stamina 2D+1, Technical 2D+1, capital starship weapon repair 4D+1, computer programming/repair 3D+1, starfighter repair 4D+1. Move: 10. Character Points: Varies, typically 0-2. Blaster pistol (4D), computerized gunnery helmet (+1D to capital ship gunnery or starship gunnery; tongue operated comlink, +1D to sensors), protective armor (+2 physical and energy) |
![]() Typical Imperial Nebulon-B Navy Trooper: All stats 2D except: Dexterity 2D+1, blaster 3D+1, blaster: blaster rifle 4D+2, brawling parry 3D+1, dodge 3+1, grenade 3D+1, melee combat 3D+1, melee parry 3D+1, running 3D+2, Knowledge 1D+1, intimidation 2D+1, streetwise 2D+1, Mechanical 1D+2, repulsorlift operation 2D+2, capital ship shields 2D+2, Perception 3D, command 4D, search 4D, Strength 2D+2, brawling 4D+2, stamina 3D+2, Technical 1D, security 2D. Move: 10. Blast helmet (+1D physical, +1 energy), blaster pistol (4D), comlink. Character Points: 3 |
![]() Typical Imperial Navy TIE Pilots All stats 2D except: Dexterity 3D+1, blaster 4D+1, dodge 4D+1, Knowledge 2D, planetary systems 3D, survival 3D, value 3d, Mechanical 4D, communications 4D+1, starfighter piloting 6D, starship gunnery 5D, Perception 3D, command 4D, search 4D, sneak 3D+2, Strength 3D, climbing/jumping 4D, stamina 4D, Technical 2D, computer programming/repair 3D+1, starfighter repair 5D. Move 10. Navigational computer linkup helmet (internal comlink, +1D to sensors), high gravity stress flight suit with life support equipment, one week emergency rations, blaster pistol (4D), survival gear. Character Points: 4.
Imperial Navy Shuttle Pilots |
The Imperial 105th: "The Emperor's Irregulars"
The Imperial 105th Stormtrooper Platoon is rather unique, to say the least. The 105th is composed of individuals who have been described at various times with words like loopy, shell-shocked, and blaster-brained. They aren't the best, they certainly aren't the brightest, but they do possess one thing which has kept them from being demoted to cooks: blind, unswerving loyalty. They are tough and resourceful, with the tenacity of Luudrian lockjaws.
Even though they are far removed from frontline duty, their commander, Brezzic Marr, is not lax about discipline. In fact, he is a firm believer of drill and command. The 105th can often be seen marching down the corridors of Starlyte Station, moving in eerily flawless precision as Marr strides alongside the razor-sharp lines calling out his rhythmic (and often entertaining) cadences. It's quite a sight once you take into account the obvious oddity of the 105th.
While most commanding officers emphasize the cohesiveness of the group, Marr is a believer in individuality existing within the framework of the team. To that end, he allows his men to personalize their stormtrooper armor with markings. However, all the troopers proudly display the stylized emblem of the 105th on their shoulder: the Imperial symbol emblazoned with arcing lightning.
While a bit unconventional, these stormtroopers are no less dangerous than their more traditional counterparts. They fight to the death, gladly take as many opponents as they can with them at the end, and never, ever retreat.

Lieutenant Brezzic Marr
Type: Veteran Imperial
Stormtrooper
DEXTERITY 4D
Blaster 9D+1, brawling parry 8D, dodge 10D, grenade 7D+1, melee combat 8D
KNOWLEDGE 3D
Bureaucracy: Imperial 6D, intimidation 8D, planetary systems 6D, streetwise
7D+1, streetwise: Starlyte Station 10D, tactics 9D, tactics: squads 11D,
willpower 10D
MECHANICAL 2D
Astrogation 6D+1, capital ship gunnery 8D+1, repulsorlift operation 5D+2, space
transports 4D, starship gunnery 5D
PERCEPTION 3D
Command 9D, investigation 5D+2, search 7D, sneak 8D
STRENGTH 3D+2
Brawling 8D
TECHNICAL 2D+1
Computer programming/repair 5D, demolition 6D, first aid 4D, security 8D
Force Points: 2
Dark Side Points: 3
Character Points: 18
Move: 10
Special Abilities:
Armor. Veteran stormtroopers are long since used to wearing their
armor, and a gamemaster may rule that they don't suffer the -1D Dexterity
penalty that the standard stormtroopers endure.
Equipment: BlasTech T-6 "Thunderer" heavy blaster pistol (6D+1), modified stormtrooper armor (+2D+2 physical, +2D+1 energy, -1D to Dexterity and related skills), hold-out blaster (3D+2), 2 serrated vibroknives (STR+1D+2), bandoleer of 5 stun grenades (5D stun), comlink (built into helmet)
Capsule: Not much is known of the past exploits of Brezzic Marr in the Empire previous to his assignment as the leader of the 105th. Ugly rumors have circulated that he is mentally unbalanced to the point of being a liability. However his tactical mind is so sound that his strategies have resulted in more than a few revisions to the Imperial tactics manuals. Marr's personality is extremely intense, borderline fanatical, and slightly sadistic. He often gets a faraway look in his steely eyes that's unnerving to others.
Considering the fervent loyalty of Marr and the 105th in general, it might seem a bit surprising to some that they so readily accept bribes from Talandro Starlyte. Actually, Marr sees nothing wrong with it, as long as Starlyte understands that no amount of money will ever be enough to put his personal wishes ahead of loyal service to the Empire.

The Emperor's Irregulars
Type:
Veteran Stormtrooper
DEXTERITY 3D+1
Blaster 6D+2, brawling parry 5D, dodge 6D, melee combat 7D
KNOWLEDGE 2D+2
Streetwise 5D, streetwise: Starlyte Station 8D
MECHANICAL 3D
Capital ship gunnery 7D, repulsorlift operations 5D, starship gunnery 6D+1
PERCEPTION 3D
Investigation 6D+2, search 5D
STRENGTH 3D+2
Brawling 6D+1
TECHNICAL 2D+1
Computer programming/repair 4D, demolitions 5D, first aid 6D, security 7D
Force Points:
1
Character
Points: 10
Move:
10
Equipment:
SoroSuub Stormtrooper-Two blaster carbine (6D+2), modified stormtrooper armor
(+2D physical, +2D energy, -1D Dexterity and related skills), vibroknife
(STR+1D), hold-out blaster (3D+2), comlink (built into helmet)
Platoon Information: Platoon Commander Brezzic Marr, Platoon Adjutant (Sergeant Major), 4 Sergeants, 4 Squads of 8 Troopers each. One light repeating blaster is assigned to each Squad.
Increasing
Stormtrooper Effectiveness:
Armor. Veteran stormtroopers are long since used to wearing their armor,
and a gamemaster may rule that they don't suffer the -1D Dexterity penalty that
the standard stormtroopers endure.
Combined Fire. The original Star Wars Role Playing Game rules allowed
stormtroopers to combine fire as much as they wanted and in any numbers, for
free. This is a trifle excessive, but a gamemaster may rule that a squad or fire
team of stormtroopers can combine their fire against a target without making a
Command test. They are disciplined and coordinated troops with superior
communication links, after all.
Stormtrooper Armor
Model:
Standard stormtrooper armor
Type: Military armor
Scale: Character
Cost: Not available for sale
Availability: 3, X
Game Notes:
Armor Protection: +2D physical, +1D energy, -1D Dexterity and related skills.
Comlink: Tongue-activated helmet comlink.
Sealed Body Glove: Climate-controlled body glove and breath mask allows operation
in uncomfortably cold or warm climates and toxic-air environments.
MFTAS: Multi-Frequency Targeting Acquisition System; adds +2D to Perception checks
in low-visibility situations, +2D to ranged weapon skill uses against targets moving more
than 10 meters per round; polarized lenses prevent flash-blinding.
Utility Belt: High-tension wire, grappling hooks, spare blaster power packs, ion
flares, concentrated rations, spare comlink, water packs, 2 medpacks.
Special Missions Platoon "Kal'Shebbol Fury"
Platoon
Special Missions Platoons have the standard 38 men, but that is the only thing standard about them. They have four Squads: two Sharpshooter Squads, a Heavy Weapons (Assault) Squad, and a Squad of Engineers. These Squads cross-attach, often breaking up into about three more equal groups each containing engineers and/or a heavy weapons detail.
The Platoon is the basic unit of operation for Special Missions. When the Imperial military thinks of Special Missions, it thinks in terms of the number of Platoons needed to accomplish the mission. As this indicates, Special Missions are those operations which a few elite men can accomplish, rather than standard military maneuvers.
Special Missions forces have been pressed into "political gain operations" (PGOs) with increasing frequency. Special Missions troopers call them "straw man" operations. PGOs are terrorist missions held on worlds where native sympathies vacillate between the Empire and the Rebellion. In a typical PGO, the Special Missions troops stage several terrorist attacks, executed in a manner which would suggest that political factions native to the world could have produced the attacks.
Eventually, some political faction will appeal to the planetary governor for help. The governor will declare martial law, asking for help from the fleet. The help arrives in the form of hundreds or thousands of additional troops. These troops operate on "new intelligence," rounding up scores of suspected or known Rebel sympathizers for imprisonment or execution. Once the Rebels are out of the way the attacks cease, reinforcing the impression that the Rebellion indeed sponsored the attacks. The Special Missions force then moves to another world.
There are four squads in a Platoon, a Lieutenant in command and a Sergeant Major as platoon adjutant. A Platoon is the smallest unit which can request fire support from other units. Fire requests are made of the Battalion headquarters, which then assigns an appropriate unit to respond or screens and relays appropriate requests to a higher command if it lacks support resources within the Battalion.
Before entering a combat situation, a Lieutenant usually sends his Sergeant Major to the Squad which he believes will come under the most pressure. If possible the Lieutenant does not stay with any one Squad but tries to go where he is most needed on the battlefield. This tends to give Lieutenants a very short lifespan. Those Lieutenants who survive their first encounter are one of two types.
The first is a pragmatic individual who realizes the limitation of the doctrine and sticks with one Squad when the blaster bolts get thick. They maintain combat control through the headcomm connection to their Sergeant Major, waving of hands, and occasionally screaming at the top of their lungs.
The second type is one tough trooper.
Squad
The eight-man Line Squad is the basic unit of the Imperial Army. A Squad is commanded by a Sergeant. The Sergeant makes recommendations to his superiors for a brevet list -- a list of the order of succession of chain of command. The first man on the list (once approved) is automatically given the rank of Corporal. While the other troopers are not given ranks, each man knows what his number in the line of command succession is. While not a really accurate indicator of a man's value to his Squad, succession numbers are often taken as a measure of a trooper's worth. This belief has led to the expressions "Lower than the eight-man" and "Certain as the one-man's mind."
The Empire spends a great deal of time selecting and training its Sergeants. The Sergeant is the man who has to train, evaluate, and command the recruits. The Sergeants build the Squads, and the Squad is what the Army is built upon. The common wisdom is that it is more difficult to make it to Sergeant than to Lieutenant or even Captain.
Light repeating blasters have been added to Squads in almost every sector (one per squad).
Sharpshooter Squads are indeed filled with troopers whose accuracy with blasters is greater than the standard trooper. Sharpshooter Squads also differ in that the brevet list is largely discarded. While every elite trooper is given at least the basics of demolition, each man is trained in several different skills, and before each mission the Sergeant appoints the trooper with the most pertinent skills as Brevet Corporal. Each trooper is briefed as to what is expected of him during the mission, and these soldiers are expected to decide how best to improvise should the Sergeant and Corporal be eliminated from the mission profile.
While not officially on the order of battle, light repeating blasters have found their way into just about every Sharpshooter Squad. The troopers' belief that these weapons greatly increase the effectiveness of their units is a prime factor in issuing the weapons to line squads.

Sharpshooter Squad Aurek (8 troopers, plus
sergeant)
Type: Imperial Army Sharpshooter
DEXTERITY 2D+2
Blaster 5D+2, blaster: blaster rifle 7D+1, blaster: repeating blaster 6D+2, blaster
artillery 4D+2, brawling parry 3D+2, dodge 4D+2, grenade 4D+2, melee combat 3D+2, melee
parry 3D+2, running 3D+2, vehicle blasters 5D+2
KNOWLEDGE 1D
Intimidation 3D, streetwise 2D, survival 3D
MECHANICAL 3D+2
Communications 4D+2, ground vehicle operation 5D+2, hover vehicle operation 4D+2,
repulsorlift operation 4D+2
PERCEPTION 2D+1
Command 3D+1, hide 3D+1, search 3D+1, sneak 3D+1; The sergeant has command of 4D
STRENGTH 1D+1
Brawling 3D+1, climbing/jumping 2D+1, stamina 3D+1
TECHNICAL 1D
Armor repair 2D, blaster repair 2D, first aid 2D+2, ground vehicle repair 2D, hover
vehicle repair 2D, repulsorlift repair 2D
Character Points: 3
Move: 10
Equipment: Blaster rifle (5D), field armor and helmet (+1D physical, +2 energy), 3
grenades (5D), helmet comlink, survival gear, utility belt with supplies
Attack Pattern: "Fury" Squad Aurek is the "fixed position" squad;
Squad A will attempt to target and dispatch any targets attempting to move forward.
Sharpshooter Squad Besh (8 troopers, plus
sergeant)
Type: Imperial Army Sharpshooter
DEXTERITY 2D+2
Blaster 5D+2, blaster: blaster rifle 7D+1, blaster: repeating blaster 6D+2, blaster
artillery 4D+2, brawling parry 3D+2, dodge 4D+2, grenade 4D+2, melee combat 3D+2, melee
parry 3D+2, running 3D+2, vehicle blasters 5D+2
KNOWLEDGE 1D
Intimidation 3D, streetwise 2D, survival 3D
MECHANICAL 3D+2
Communications 4D+2, ground vehicle operation 5D+2, hover vehicle operation 4D+2,
repulsorlift operation 4D+2
PERCEPTION 2D+1
Command 3D+1, hide 3D+1, search 3D+1, sneak 3D+1; The sergeant has command of 4D
STRENGTH 1D+1
Brawling 3D+1, climbing/jumping 2D+1, stamina 3D+1
TECHNICAL 1D
Armor repair 2D, blaster repair 2D, first aid 2D+2, ground vehicle repair 2D, hover
vehicle repair 2D, repulsorlift repair 2D
Character Points: 3
Move: 10
Equipment: Light repeating blaster (6D), field armor and helmet (+1D physical, +2 energy),
3 grenades (5D), helmet comlink, survival gear, utility belt with supplies
Attack Pattern: "Fury" Squad Besh has been assigned
"mobile interdiction duty." As Squad A targets enemy positions and fires on
them, Squad B will move away from cover and attempt to cut off the target's escape routes
in a flanking maneuver.
Heavy Weapons Squad Cresh (8 troopers, plus
sergeant)
DEXTERITY 2D+2
Blaster 5D+2, blaster: blaster rifle 7D+1, blaster: repeating blaster 6D+2, blaster
artillery 4D+2, brawling parry 3D+2, dodge 4D+2, grenade 4D+2, melee combat 3D+2, melee
parry 3D+2, running 3D+2, vehicle blasters 5D+2
KNOWLEDGE 1D
Intimidation 3D, streetwise 2D, survival 3D
MECHANICAL 3D+2
Communications 4D+2, ground vehicle operation 5D+2, hover vehicle operation 4D+2,
repulsorlift operation 4D+2
PERCEPTION 2D+1
Command 3D+1, hide 3D+1, search 3D+1, sneak 3D+1; The sergeant has command of 4D
STRENGTH 1D+1
Brawling 3D+1, climbing/jumping 2D+1, stamina 3D+1
TECHNICAL 1D
Armor repair 2D, blaster repair 2D, first aid 2D+2, ground vehicle repair 2D, hover
vehicle repair 2D, repulsorlift repair 2D
Character Points: 3
Move: 10
Equipment: Heavy repeating blaster (three in the squad)(8D), field armor and helmet (+1D
physical, +2 energy), 3 grenades (5D), helmet comlink, survival gear, utility belt with
supplies
Attack Pattern: The heavy weapons squad will maintain a fixed
position and pour as much firepower as possible into the bulk of oncoming enemy forces.
Engineering Squad Dorn (8 engineers, plus
sergeant)
Type: Combat Engineer
DEXTERITY 2D
Blaster 5D, brawling parry 3D+2, dodge 4D+2, grenade 4D+2, melee combat 3D+2, melee parry
3D+2, running 3D+2, vehicle blasters 5D+2
KNOWLEDGE 1D+2
Streetwise 2D, survival 3D
MECHANICAL 1D
Communications 2D+2, ground vehicle operation 2D+2, hover vehicle operation 2D+2,
repulsorlift operation 2D+2
PERCEPTION 2D+1
Command 3D+1, hide 3D+1, search 3D+1, sneak 3D+1; The sergeant has command of 4D
STRENGTH 1D+1
Brawling 3D+1, climbing/jumping 2D+1, stamina 3D+1
TECHNICAL 3D+2
Armor repair 4D, blaster repair 5D, demolitions 5D+2, first aid 4D, ground vehicle repair
5D+2, hover vehicle repair 5D+2, repulsorlift repair 5D+2
Character Points: 3
Move: 10
Equipment: Blaster pistol (4D+2), field armor and helmet (+1D physical, +2 energy), 3
grenades (5D), detonite, helmet comlink, survival gear, utility belt with supplies,
toolkit
Attack Pattern:
The Engineering squad will only provide fire support if one of the sharpshooter
squads is routed.
Special Missions in Brief:
ISM personnel are called "Puppet Men" by the Rebel Alliance military (the Rebels call Storm Commandos "Shadow Men"). Special Missions units perform the following operations:
1) Political Gain "Straw-Man" Operations
(PGOs): Mimic Rebel activities and stir negative opinion (sabotage, assassination,
kidnapping, bombings).
2) Rebel Activity Clearance: Clearing of pesky Rebel guerilla units (Hit
and Fade vs Hit and Fade). Usually in forest, urban and jungle terrains.
3) Military Assassinations (Note: All Rebels are considered military
targets by the Empire).
Although the vast majority of Imperial troops are draftees, no trooper is drafted into special military service. All Imperial military elite are made up of volunteers. Political connections are of little or no value to individuals attempting to enter Imperial special forces (although unacceptable political views are cause for disqualification). It is unclear whether stormtroopers undergo the same candidacy requirements.
In the field, a Special Missions Platoon usually operates alone. On occasion, an ISM Platoon will be assigned heavy vehicle support (AT-ST, AT-AT or other ground assault vehicles) or as backup for a Storm Commando Platoon with heavy vehicle support and air support (TIE Bombers, TIEs, assault shuttles or other aircraft).[OOC: Based on the Rebel SpecForce Handbook's random mission charts.]
Credit for these stats belongs to West End Games