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Ace's eight

career skills
are Astrogation,
Cool, Gunnery,
Mechanics, Percep-
tion, Piloting (Planetary),
Piloting (Space), and Ranged
(Light). The Ace automatically gains
a rank in four of these skills without
spending experience, and receives a dis-
count on increasing them with future experi-
ence points.

A N ACE'S ROLE
Piloting vehicles, from repulsorlift speed-
ers to massive starships and everything in
between, is a fairly common skill for any-
one who lives outside of a completely iso-
lated, low-tech society. However, when it's
time to get somewhere fast or plunge into
the thick of vehicular combat, Aces are the
ones people want at the controls.
Just getting from one place to another is
not enough for the Ace; this flier wants to
get there faster, and to do so with style.
He'd rather dive headlong into an aster-
oid field with half a dozen ships on his
tail than safely move cargo down a
well-traveled hyperspace lane. Aces
are not the kind of people most
transport companies want to hire to
move their goods. They are, how-
ever, in very high demand when it
comes to ship-to-ship combat of
any kind, or when war machines
need to be maneuvered into place
during a planet-side battle.

The Ace isn't just a master of


piloting and driving, but often has a gift
for using vehicular weapons to deadly effect.
He understands that shooting is about more
than merely looking through a scope and pull-
ing a trigger—leading the target, compensating
for the complexities of moving bodies in space,
and aiming for vulnerable systems make the
Ace a force to be reckoned with in any
dogfight or speeder chase.
ACE SPECIALIZATIONS positions are overrun, hand-to-hand fighting is often
the only choice they have. Larger blasters and similar
The three Ace specializations delineate where Aces find ranged weapons are also often of interest to the Gunner.
their niche within the military structure of the Alliance. Whether the Gunner is laying down a field of fire
from the door of a transport ship in a hot landing zone
DRIVER-STEADY AT THE WHEEL or firing pinpoint volleys at a star cruiser's shield gener-
ators, he is more than comfortable with the idea of pos-
On or above the ground, the Driver becomes a part of sessing large amounts of firepower. He knows the value
the machine he drives, and he attempts maneuvers no of what he does, and the sheer thrill of unleashing so
design engineer ever intended his vehicle to do. Most
much devastation with each pull of the trigger is very
Drivers are handy with a hydrospanner, and able to
satisfying. The resultant explosion of an enemy target
maintain their vehicles—which is a good thing, consid-
is a payoff worth far more than any moment of glory.
ering how much abuse their toys take.
Proficient Gunners are a true asset in the Alliance,
Drivers have the additional starting career skills of and the best ones are usually assigned to the most
Cool, Gunnery, Mechanics, and Piloting (Plane- important defensive posts, assault vehicles, and ships.
tary), when this is a PC's first specialization, the player
In most battles with the Empire, every single shot
may choose two of these skills in which to gain a free
counts. It's the Gunner's job to make sure it counts
rank. Mastery of his machines is a primary focus for
heavily and with great purpose.
a Driver. In addition, so many things can go wrong on
a planet, especially when piloting a vehicle at insane
speeds, that being prepared for the worst is a major
PILOT-BOUND FOR THE STARS
part of training for most Drivers.
Out among the stars, engines screaming through the
Most Drivers are well aware they never get the glory cockpit while he performs a maneuver that would send
or thanks a starhghter pilot does, but it rarely mat- lesser beings into seizures or unconsciousness, the Pilot
ters. The bite of atmosphere on the wings or the feel is truly himself. While the sheer joy of flying is often
of every bump and groove on the road speaks to them rewarding, most Pilots gain true satisfaction when they
in ways the vacuum of space never could. The sheer pit themselves and their machines against an aggressor
variety of vehicles a Driver can control on a planet is a force and duel it out in the blackness of space.
huge draw, each representing yet another opportunity For Pilots, Astrogation, Gunnery, Piloting (Plane-
to push a machine to its limits and beyond. tary), and Piloting (Space) are additional career skills,
Within the Alliance, Drivers are highly valued, both for two of which the PC can choose to gain a free rank
their capacity to get the most out of the limited plane- in if this is his first specialization. In addition to being
tary combat vehicles available as well as for their knack skilled at flying and knowing where to go, Pilots must
for keeping such machines in one piece (or at least lim- also be exceedingly tough and trained to endure the
ited number of pieces). In most cases, commanders in harshest conditions if they are going to have the slight-
the Rebellion know to give a Driver a destination and a est chance of surviving when the worst happens.
goal, and then to get out of the way and let him figure No one denies the special place Pilots have in a
out the best way to get there and get it done. military organization, least of all the Pilots themselves.
Most have at least a certain amount of cockiness (some-
GUNNER-ALWAYS ON TARGET times bordering on arrogance), which is to be expected
when a person wraps a few tons of machinery around
For the Gunner, the output of a vehicle or ship weapon himself and hurls into the void of space to regularly risk
is the ultimate expression of projected power. He sees instant vaporization. The average life expectancy of a
mastery of such weapons as a way for a single person typical Alliance starhghter Pilot engaged with Imperial
to show the Empire what it means to fight for freedom forces is extremely low; only by being the very best
and justice, and to do so to great effectiveness. He also does a Pilot stand a chance of survival or success.
sees his role as the defender of all who ride with him in
whatever vehicle he's crewing. Not surprisingly, true Pilots are considered a precious
commodity in the Alliance. Commanders are often seen
Gunners gain Discipline, Gunnery, Ranged (Heavy), as being too cautious in deploying them; each mission
and Resilience as additional career skills; they get a is almost guaranteed to cost at least a few lives and a
free rank in two of these if this is their first specializa- few machines. The Rebellion ultimately stands or falls
tion. Gunners are often faced with terrifying odds or on the capacity of its Pilots to face the overwhelming
unknown threats requiring nerves of steel. When their odds of the Empire's best and somehow be better.
Obligation: Most Aces have others to thank for
ACE STORIES their training and their advanced knowledge of the
Sentient beings crave movement, and many are driven machines with which they are such experts. Men-
by the desire to master machines by the force of their tors, wise veterans, and engineers willing to give a
own will for the sake of motion and power. The Ace, in young, eager hotshot a chance to test a new vehi-
particular, is compelled to perfect his control of vehi- cle or weapon stand behind many of the greatest
cles and gunnery to accomplish feats of greatness and Aces in the galaxy. Perhaps those same folks came
daring, whether it's navigating a series of deadly can- to a bad end, thanks to the Empire, with their last
yons, fending off hordes of enemy fighters from a turbo wishes being that their protege stand against this
laser platform, or eking out a few more units of speed implacable enemy. It could instead be the mentor
to escape an Imperial battle cruiser. How might an Ace is yet alive, and having signed on with the Alliance,
come to serve the Alliance with such pursuits? he has invited his favorite student to join him.

• Pride: Many Aces know from an early age they are Daring: Many Aces are absolutely addicted to
special among their peers. Their love of machines the rush they gain when behind the stick, wheel,
translates to expertise beyond mere proficiency, or trigger housing. Never knowing which moment
making them the ones called upon when tasks may be the last is a drug the Ace can never get
involving those machines are required. A true Ace enough of, and fighting for the underdogs of a
will often seek challenges above and beyond what galactic-scale war is the ultimate source of that
he has faced so far, heading out into the galaxy to high. Such an Ace will volunteer for every mission;
master new machines under ever more difficult cir- he's never truly happy unless the turbolaser bolts
cumstances. Truly, nothing could be more demon- are flying all around him as the engines scream at
strative of mastery than pitting one's skill against the torture they are put through in a nearly impos-
the best the Empire has to offer. sible turn.

ZAL - AN ACE IN THE REBELLION

Zal Artha never fit in. Bom and raised on Chandrila, Zal should have been a nature-loving, peace-making
scholar like most of the rest of her family and, in fact, most of the rest of the planet. But while her
brother and sisters were playing with their pet squalls and taking dance and elocution lessons, Zal was
racing speeders through the crystal canyons and breaking curfew.

As soon as she was old enough, Zal left Chandrila and enrolled in the Rengali Imperial Naval Academy,
bringing nothing with her from Chandrila but a lucky charm made for her by her older brother. All she
wanted out of life was to sit behind the stick of a starfighter. While at the academy, Zal faced constant
harassment, discrimination, and derision from instructors and students alike. Undeterred, Zal pushed
through and distinguished herself time and time again before graduation. Unfortunately, discrimination
graduated with her. After being turned down for numerous choice assignments, she was finally placed
as a shuttle pilot (a post Zal found at least as boring as contemplating the idyllic beauty of the woods
back on Chandrila). When she shared her frustration with a friendly Senator she was ferrying, she finally
learned why she had been denied a combat posting: Imperial Naval Command suspected her of Rebel
sympathies due to her Chandrilan upbringing.

Frustrated with the Empire and unhappy with her stalled career, Zal decided to prove Imperial Naval Com-
mand right and defected to the Rebel Alliance. She was assigned to a starfighter squadron, the Soaring
Dactillions. In mere weeks, she was piloting an X-wing in combat situations. After a high-attrition raid on
the Fondor shipyards left the Dactillions under strength, her squadron was reassigned as test pilots for the
new A-wing fighter, stationed on Cardooine.

A week later, the Dactillions scrambled again, this time using untested prototype A-wing fighters to
repulse an Imperial raid on Cardooine. Though the Dactillions pushed back the Imperials and the A-wing
proved itself a superlative interceptor, the cost was high. Zal, perhaps protected by her lucky charm, was
one of only two Soaring Dactillions to survive the battle. In the wake of these events, Zal requested (and
received) a transfer to Special Operations. Zal couldn't be happier with this assignment, or with her role
in the Rebellion.
Ace: Driver Talent Tree
Career Skills: Astrogation, Cool, Gunnery, Mechanics, Perception, Piloting (Planetary], Piloting (Space), Ranged (Light)
Driver Bonus Career Skills: Cool, Gunnery, Mechanics, Piloting (Planetary)

ALL-TERRAIN
DRIVER
Take a Full Throttle action; When repairing system Remove • per rank of
make a H a r d ( • • • ) Pi- Do not suffer usual penal- strain on a starship or ve- Gearhead from Mechan-
l o t i n g check to increase a ties for driving through dif- hicle, repair 1 additional ics checks. Halve the
vehicle's top speed by 1 ficult terrain when using Pi- system strain per rank of credit cost to a d d mods
for a number of rounds loting (Planetary). Fine Tuning. to attachments.
equal to Cunning.

Remove • per rank of


im a y
Suffer a number of strain to Gain + 1 strain threshold.
Skilled Jockey from Pilot- add an equal number of #
ing (Planetary) and Piloting to Initiative checks. Strain
(Space) checks. suffered cannot exceed
ranks in Rapid Reaction.

Count vehicle or starship When repairing system Gain + 2 wound threshold.


Suffer I strain to attempt piloted as having a silhou- strain on a starship or ve-
Full Throttle as a maneu- ette 1 lower when being hicle, repair 1 additional
ver and decrease its diffi- attacked. system strain per rank of
culty to Average Fine Tuning.

Remove • per rank of Once per session, may re- Remove • per rank of
Increase defense of vehicle Skilled Jockey from Pilot- roll any 1 Piloting (Plane- Gearhead from Mechan-
or starship being piloted ing (Planetary) and Piloting tary) or Gunnery check. ics checks. Halve the
by 1 per rank of Defensive (Space) checks. credit cost t o a d d mods
Driving. to attachments.

P When piloting a ship or ve- Once per round when driv-


P
Gain + 1 to a single charac-
hicle, take a Full Stop ma- ing a vehicle, may suffer 2 teristic. This cannot bring a
When performing Full neuver to reduce speed to strain to perform any action characteristic above 6.
Throttle, t o p speed in- zero and suffer system as a maneuver.
creases by 2 instead of 1. strain equal t o the speed
reduced.

CHARACTER CREATION
A C E O F R E B E L L I O N

Permission granted to photocopy for personal use only. E LFL. 0 FFG.


Ace: Gunner Talent Tree
Career Skills: Astrogation, Cool, Gunnery, Mechanics, Perception, Piloting (Planetary), Piloting (Space), Ranged (Light)
Gunner Bonus Career Skills: Discipline, Gunnery, Ranged (Heavy), Resilience

May reduce any Critical Inju- Cain + 1 strain threshold,


ry suffered by 10 per rank of h Upon unsuccessful attack Upon successful attack with
Durable to a minimum of 1. with a starship or vehicle a starship or vehicle weap-
weapon, may spend O O on, may spend O O to re-
per rank of Overwhelm De- duce the maximum speed
fenses. Reduce the defense of the target by 1 until the
in the targeted zone by 1 end of the next round.
for every f > 4*> spent.

Cain + 2 wound threshold. Perform the Brace ma- Cannot run out of ammo
P
neuver to remove • per due to ^ . Items with Limit- Once per round, may per-
rank of Brace from next ed A m m o quality run out of form a True Aim maneuver
action. This may only re- ammo as normal. to gain benefits of aiming
move • added by envi- and upgrade combat check
ronmental circumstances. once per rank of True Aim.

May reduce any Critical Inju- Gain + 1 soak value. Choose 1 weapon, armor,
P
ry suffered by 10 per rank of or other item and give it a Upon unsuccessful attack
Durable to a minimum of 1. permanent improvement with a starship or vehicle
while it remains in use. weapon, may spend O O
per rank of Overwhelm De-
fenses. Reduce the defense
in the targeted zone by 1
for every t > O spent.

P
Gain + 2 wound threshold. Gain + 1 soak value. Perform the Brace ma-
neuver to remove • per
Jgjgjgujjjj^p
Before attacking a starship
rank of Brace from next
action. This may only re- or vehicle, the character
move • added by envi- may spend 1 Destiny Point
ronmental circumstances. to ignore the effects of the
Massive rule for the attack.

May spend 1 Destiny Point


P P Once per round, may per-
to ignore effects of Critical Choose 1 weapon, armor, Gain + 1 to a single charac- form a True Aim maneuver
Injuries on Brawn or Agility or other item and give it a teristic. This cannot bring a to gain benefits of aiming
checks until the end of the permanent improvement characteristic above 6. and upgrade combat check
encounter. while it remains in use. once per rank of True Aim.

•^mWm, CHARACTER CREATION


A C E O F R E B E L L I O N

Permission granted to photocopy For personal use only. El LFL. 13 FFG.


Ace: Pilot Talent Tree
Career Skills: Astrogation, Cool, Gunnery, Mechanics, Perception, Piloting (Planetary), Piloting (Space), Ranged (Light)
Pilot Bonus Career Skills: Astrogation, Gunnery, Piloting (Planetary), Piloting (Space)

i riiiiTiTiiiiiw I ITil'iMiifilMiliy
Take a Full Throttle action; Remove • per rank of Remove • per rank of Once per round, may
make a Hard ( 4 4 4 ) Pi- Skilled Jockey from Pilot- Galaxy Mapper from As- mount or dismount a ve-
loting check to increase a ing (Planetary) and Piloting trogation checks. Astro- hicle or beast, or enter a
vehicle's t o p speed by 1 (Space) checks gation checks take half cockpit or weapon station
for a number of rounds normal time. o n a vehicle, as an inci-
equal to Cunning. dental.

I r 1 1
r • 1 » i j a y I l:MJI.I:lJJ.il]J:l'l^
Remove • per rank of Spend 1 Destiny Point t o Remove • per rank o f When recovering strain af-
Skilled Jockey from Pilot- add additional damage Galaxy Mapper from As- ter an encounter, recover 1
ing (Planetary) and Piloting equal to half Agility (round- trogation checks. Astro- additional strain per rank
(Space) checks. ed up) to one hit of success- gation checks take half of Rapid Recovery.
ful attack made with ship or normal time.
vehicle-mounted weaponry.

IMPROVED FDLL
THROTTLE
IMPROVED DEAD
TO RIGHTS
^^^^J P
Gain + I strain threshold, Once per session, may re-
Suffer 1 strain t o a t t e m p t Spend 1 Destiny Point to v roll any 1 Piloting (Space)
Full Throttle as a maneu- add additional damage or Gunnery check.
ver and decrease its diffi- equal to Agility (rounded
culty to Average [4) 4))- up) to one hit of successful
attack made with ship or
vehicle-mounted weaponry.


SUPREME FULL
THROTTLE
Gain + I strain threshold. Count vehicle or starship
When performing Full piloted as having a silhou- Increase defense of vehicle
Throttle, top speed in- ette 1 lower when being or starship being piloted
creases by 2 instead of attacked. by 1 per rank of Defensive
Driving.

••N.IWJI.IM P BRILLIANT
EVASION
Once per round when pilot- Gain + 1 to a single charac- Gain + 2 wound threshold.
ing a starship, may suffer 2 teristic. This cannot bring a Once per encounter may
strain to perform any action characteristic above 6. take Brilliant Evasion action.
as a maneuver. Select 1 opponent and
make an opposed Piloting
(Planetary) or (Space)
check t o stop opponent
from attacking character for
rounds equal to Agility.

\
Permission granted to photocopy For personal use only. © LFL. 0 FFG.
SVTtC^IJ/ 717VT7

m any worlds in the galaxy are too backward, too


poor, or have environments too extreme to sup-
port modern vehicles. Sometimes, instead of spend-
MOUNTED MARAUDERS

Beast Riders might be expert riders on a single type


ing credits to adapt a speeder to the cold or create of mount or experienced creature wranglers who have
a filter that can keep sand out of a repulsordrive, it is spent time with all manner of riding creatures. Most
simply easier to use a native mount that has evolved cultures and militaries, despite the broader reliance
and adapted to local conditions for untold millennia. on modern machinery, still rely heavily on mounts. The
Imperials ride lizard-like dewbacks on desert worlds
While most any being can ride a trained mount, it like Tatooine, while the Rebels famously saddled up
is the Beast Rider who can break in wild mounts and tauntauns on Hoth. Indigenous cultures throughout
train them. Once he has the galaxy depend on Beast Riders, including the
trained a mount, the bantha-obsessed Tusken Raiders of Tatooine and the
skilled Beast Rider ruping riders of Onderon.
can coax his mount
to perform incredible Beast Riders receive Athletics, Knowledge (Xenol-
feats, even in the heat ogy), Perception, and Survival as additional career
of battle. The Beast Rider skills. If this is the character's starting special-
is also something of an ization, he gains one free rank in each of two
outdoorsman, and is of these skills of his choice, without spend-
a valuable mem- ing experience. Unlike their fellow Aces, the
ber of a team Beast Rider is at home outdoors, where he
with or without can feel the wind on his face. He fits in
his creature just as well with the soldiers and scouts of
companion. the Rebel Army as with his fellow Aces in
starfighters and speeders.
The Rebellion often assigns Beast Rid-
ers as scouts at Rebel bases and out-
posts, conducting patrols and setting up
advance defenses and other contingency
measures to prepare for potential Imperial
discovery. When an Imperial or one of his
allies spots creature tracks, he might think it
belongs to a wild creature—whereas, if he sees
vehicle tracks, he is very likely to investigate. In
battle, mounted cavalry might not be quite as fast,
i3V agile, or heavily armed and armored as its mecha-
nized counterparts, but it has several advantages.
Creature mounts have better camouflage, more
mobility in close quarters, and in battle, Imperial
vehicles often ignore them outright.
Most groups can benefit from a Beast Rider in
their ranks. The Beast Rider is second only to the Spy
career's Scout specialization in matters of wilderness
survival and guerrilla warfare. His ability to traverse
difficult terrain, capture and train indigenous mounts,
and locate food and shelter are critical to a number
of Rebel mission profiles. Further, should a team
member crash land, or otherwise become stranded,
a Beast Rider might be critical to their very survival.

0
A C E : B e a s t Rider
Career Skills: Astrogation, Cool, Gunnery, Mechanics, Perception, Piloting (Planetary), Piloting (Space), Ranged (Light)
Beast Rider Bonus Career Skills: Athletics, Knowledge (Xenology), Perception, Surviual

Remove up to • • from Cain + 2 wound threshold.


I —
Remove • per rank of Add • per rank of Beast
skill checks to find food, I Outdoorsman from checks Wrangler to checks to tame
water, or shelter. Survival to move through terrain or or wrangle creatures,
checks to forage take half manage environmental ef- s.
the time. fects. Decrease overland
travel times by half.

I I.IM.I.I..."!^ — »
Remove • per rank of Remove • per rank of Ex- Cain + 2 wound threshold. Remove • per rank of Ex-
Outdoorsman from checks pert Tracker from checks to pert Handler from Survival
to move through terrain or find tracks or track targets. checks made to ride beasts.
manage environmental ef- Decrease time to track a
fects. Decrease overland target by half.
travel times by half.

— *
Remove • per rank of Ex- Add • per rank of Beast Once per round, may Cain + I strain threshold.
pert Tracker from checks to Wrangler to checks to tame mount or dismount a ve-
find tracks or track targets. or wrangle creatures. hicle or beast, or enter a
Decrease time to track a cockpit or weapon station
target by half. on a vehicle, as an inci-
dental.

Suffer 1 strain to attempt Take a Spur action; make Remove • per rank of Ex-
Spur as a maneuver and a Hard + Survival Once per session, may re- pert Handler from Survival
decrease its difficulty to check to increase a roll any 1 Resilience or Sur- checks made to ride beasts.
Average beast's top speed by 1. vival check.
The beast suffers 2 strain
every round it stays
spurred.

W
• GRIT i B u i
When activating and main- Cain +1 to a single charac- Take a Soothing Tone action;
taining Spur, the beast teristic. This cannot bring a make an Average 4)
only suffers 1 strain characteristic above 6. Knowledge (Xenology)
instead of 2. check to allow a beast to
recover strain equal to &
| | here the Ace Pilot uses hard-won skill, technique, THE LOOSE CANNON
W and by-the-book tactics, the Hotshot is naturally
gifted, overly aggressive, and makes the rest up as he The Rebellion has a nearly endless supply of new
speeds along. For the Hotshot, risk-taking isn't just a Hotshot bush pilots accustomed to racing T-16s on
style of flying, it's a way of life. You can always depend their backwater homeworlds, but very few Hotshot
on a Hotshot to go for it when veterans. These courageous freedom fighters prefer
he sees an opportunity to improvisation to careful planning, much to their com-
achieve a goal. There are few manders' chagrin. Those Hotshots whose luck never
things in the galaxy more seems to run out quickly become heroes and legends
impressive than watching to the rank and file of the Rebel Alliance.
a Hotshot when everything Hotshots receive Cool, Coordination, Piloting
is going his way. though it's (Planetary), and Piloting (Space) as additional
best to switch channels on career skills. If this is the character's starting special-
the comms, because the ization, he gains one free rank in two of these skills of
only thing a Hotshot his choice, without spending experience. The Hotshot
likes more than his keeps his head in the face of overwhelming odds, and
own flying is brag- has a great degree of control over his chosen vehi-
ging about it cle. Finesse and precision flying, combined with the
afterward. Hotshot's unrestrained bravery, mean that Hotshots
prefer to go after the toughest or biggest groups of
enemies first, diving headlong into the thickest part
of the battle.
The Hotshot is all about taking the big risks, both
in combat and in life. He rarely considers the conse-
quences or the alternatives. When he sees a chance,
he takes it without blinking. This unpredictable and
often irrational behavior, combined with the raw tal-
ent and control a Hotshot has in the cockpit, makes
him a lethal adversary. Of course, there is no reward
without risk, and sometimes the Hotshot risks too
much. If not for the support of their allies, most Hot-
shots would probably have died a dozen times over.
The Rebellion usually puts Hotshots through their
paces in simulators before letting them get into a real
fight. However, the Rebels can't afford to keep their
best combat Aces sidelined for long. Command usu-
ally assigns Hotshots to X-wing or A-wing squadrons,
or to other light, maneuverable vehicles that take full
advantage of a Hotshot's preternatural skill. Veteran
Hotshots are usually retired once their value as a sym-
bol eclipses whatever good they might do on the bat-
tlefield. High Command often parades them around
on low-risk, high-visibility missions, or transfers them
to training commands.
Any group can benefit from the honed dogfighting
skills of a Hotshot. However, despite the Hotshot's
predilection for flying into combat ahead of his squad-
ron, he works best when he has a team not far behind,
cleaning up whatever enemies the Hotshot misses. A
vehicle formation with a Hotshot in the lead usually
results in a costly engagement for the enemy, as long
as the Hotshot's luck holds out.
A C E : Hotshot
Career Skills: Astrogation, Cool, Gunnery, Mechanics, Perception, Piloting (Planetary), Piloting (Space), Ranged (Light)
Hotshot Bonus Career Skills: Cool, Coordination, Piloting (Planetary), Piloting (Space)

I mi.i^u p I I!IM!I1J;J1'II«
During a chase, add • per When a starship or vehicle Remove • per rank of Cain + 1 strain threshold.
rank in Shortcut to any being piloted would suffer Skilled Jockey from Pilot-
checks made to catch or system strain, may suffer ing (Planetary) and Piloting
escape an opponent. stain up to ranks in High-G (Space) checks.
Training to prevent an equal
amount of system strain.

m a n y
i b p When a starship or vehicle
Once per encounter, Cain + 1 strain threshold. During a chase, add • per
choose a number of posi- rank in Shortcut to any being piloted would suffer
tive dice equal to ranks in checks made to catch or system strain, may suffer
Second Chances and re- escape an opponent. stain up to ranks in High-G
roll them. Training to prevent an equal
amount of system strain.

i msmm
Spend I Destiny Point to When a starship or vehicle Gain + I strain threshold. Spend 1 Destiny Point to
add additional damage being piloted would suffer recover strain equal to Pres-
equal to half Agility (round- system strain, may suffer ence rating.
ed up) to one hit of success- stain up to ranks in High-G
ful attack made with ship or Training to prevent an equal
vehicle-mounted weaponry. amount of system strain.

I l^.l'l.l.'H'I.A 1
E H S g » • GRIT

Once per encounter,


choose a number of posi-
— When an opponent has
gained the advantage on a
Take a Corellian Sendoff ac-
tive dice equal to ranks in tion targeting two ships or starship or vehicle being pi-
Second Chances and re- vehicles at Close range, loted, may perform a Koio-
roll them. make a Hard ( + + • ) gran Turn maneuver to re-
Cool check to cause the move the effects.
targets to suffer a minor
collision.

ft
Cain +1 to a single charac- When making a check in a
Spend 1 Destiny Point to teristic. This cannot bring a starship or vehicle, may suf-
add additional damage When performing a Corel- characteristic above 6. fer 2 strain to gain on
equal to Agility (rounded lian Sendoff, the targets success or @ on failure.
up) to one hit of successful suffer a major collision
attack made with ship or instead.
vehicle-mounted weaponry.
71L7L7VT7
I l h i l e most Rebel Aces operate standard vehicles VEHICULAR INNOVATOR
W maintained by engineering crews, a surprising
number bring their own private vehicles with them into Considering how outnumbered the Rebels find them-
a fight. The Rigger doesn't believe in risking his life selves in almost every engagement, it is no wonder
from the seat of a stock-class anything, and is always that some of the Rebel Aces have taken it upon them-
adding, tweaking, and fine-tuning his vehicle not only selves to increase their survivability by learning about
to achieve the highest per- their vehicle. Riggers tend to have the highest rate of
formance, but also to survivability in combat, and their offensive output at
bring unexpected the start of a combat engagement can sometimes end
surprises with him a fight before it begins.
to the battlefield. Riggers receive Gunnery, Knowledge (Under-
world), Mechanics, and Resilience as additional
career skills. If this is the character's starting special-
ization, he gains one free rank in each of two of these
skills of his choice, without spending experience. The
Rigger is fascinated with the golden age of innovation
in starship engineering that exists during the Galactic
Civil War. He keeps up to date with the latest techni-
cal journals and even trolls shadowfeeds, following his
favorite engineers. He has a number of friends in the
underworld's outlaw tech community, who provide
parts and kits to test on his vehicle of choice. If his
ship is somehow blasted and left adrift, leave it to the
Rigger to find some way to get it moving again.

The Rigger is resilient in the face of a challenge, and


usually turns to technology to find a solution to most
problems he might encounter. The Rigger believes in
his customized ship's ability to outperform any other
vessel on the battlefield. He has painstakingly fine-
tuned it to fly faster and further, hit harder, and take
more punishment than the competition. Despite his
impressive ability to mitigate damage done to his
ship, a Rigger is a cautious pilot, and bemoans every
dent and scratch his ship accrues during a battle. If
a Rigger finds he is still somehow outgunned, he can
jury-rig a special trick for the enemy on the fly to
regain the technological advantage.

Most every team can benefit from a Rigger within


their unit. Riggers bring a technological expertise that
can apply to a variety of circumstances, and in com-
bat, their vehicles are extremely durable offensive
juggernauts. Riggers are also the only Ace to possess
underworld contacts, which can prove useful for sup-
plies, information, and even allies during missions.
The biggest asset a Rigger brings to a team, though,
is the element of surprise. Imperials don't expect an
X-wing to have replaced its astromech slot with a
bomb-bay—until the ordnance is already detonating
across their carrier's bridge.
A C E : Rigger
Career Skills: Astrogation, Cool, Gunnery, Mechanics, Perception, Piloting (Planetary), Piloting (Space), Ranged (Light)
Rigger Bonus Career Skills: Gunnery, Knowledge (Underworld), Mechanics, Resilience

i um p
Cain + 2 wound threshold. Remove • per rank of
I U g f l g p
Signature Vehicle can have
When purchasing illegal Cearhead from Mechan- a silhouette 1 larger per
goods, may reduce rarity ics checks. Halve the rank of Larger Project.
by 1 per rank of Black credit cost to add mods
Market Contacts, increas- to attachments.
ing cost by 50 percent of
base cost per reduction.

. P
Cain + 1 strain threshold. Upgrade all Charm, De- Signature Vehicle can have
ception, and Negotiation Choose one starship or vehi- a silhouette 1 larger per
checks made in the pres- cle as Signature Vehicle. Up- rank of Larger Project,
ence of Signature Vehicle grade all Mechanics checks i
once. made on that vehicle once.

When purchasing illegal Increase the value of the Increase the armor value of
goods, may reduce rarity Limited Ammo quality of Increase the handling of Signature Vehicle by t per
by 1 per rank of Black any weapons mounted on Signature Vehicle by 1 per rank of Bolstered Armor.
Market Contacts, increas- Signature Vehicle by 1 per rank of Tuned Maneuvering
ing cost by 50 percent of rank of Overstocked Thrusters.
base cost per reduction. Ammo.

ft
P i mmm p
Cain + 2 wound threshold. Remove • per rank of
Increase the system strain Cearhead from Mechan- Increase the hull trauma
threshold of Signature Ve- ics checks. Halve the threshold of Signature Ve-
hicle by 2 per rank of Cus- credit cost to add mods hicle by 1 per rank of Forti-
tomized Cooling Unit. to attachments. fied Vacuum Seal.

Cain + 1 to a single charac- Once per session, spend


teristic. This cannot bring a a Destiny Point to save Signature Vehicle gains
characteristic above 6. Increase the handling of Signature Vehicle from Massive 1: when making
Signature Vehicle by 1 per destruction. an attack targeting the
rank of Tuned Maneuvering ship or vehicle, the Critical
Thrusters. rating of any weapon used
counts as 1 higher
ACE SIGNATURE ABILITIES
I n addition to the specializations that a character can
choose from within a given career, he also has access
to that career's signature abilities. These abilities are
ACQUIRING SIGNATURE
ABILITIES
special, elite talents only experienced characters of the
specified career may access. They are feats of strength Before a character can purchase a signature ability or
only possible through skill and ability gained over a any of its upgrades, the character must "attach" that
long and successful career, separating the journeyman ability to the bottom of one of his current in-career tal-
from the master. ent trees. Once a signature ability has
been attached to a tree, no other sig-
nature abilities may be attached to
SIGNATURE that tree, and the attached ability
ABILITY cannot be removed or switched
to a different tree. A character
BREAKDOWN can only acquire a signature abil-
A signature ability is com- ity from his career and can only
posed of three elements: attach that ability to in-career tal-
the nodes linking it to a tal- ent trees.
ent tree, the ability's basic To attach a signature
form, and a series of upgrades ability to one of his tal-
that augment the ability. ent trees, the character
must own all of the tal-
NODES ents along the bottom
row of the destination tal-
Each signature ability has four ent tree that match up with
nodes lined up across its top. the active nodes on the signa-
These four nodes match up with ture ability. Then, once a signa-
the four talents on the bottom row ture ability has been attached to
of a talent tree. Each node can either a talent tree, the character may
be active, showing a bracket facing upward purchase the ability's basic
or inactive, remaining blank. To be able to form and its upgrades using
attach a signature ability to a tree, the char- experience, just as if they
acter must own all of the talents along the were talents.
bottom row of the destination talent tree
that match up with the active nodes on the The Ace career has
signature ability. access to two signature
abilities: This One is
ABILITY BASIC FORM ine and Unmatched
Survivability.
When a character acquires a signature abil-
ity, he must first purchase the basic form of
the ability. This takes up the entire first row
of the signature ability tree and is purchased
with experience points. The experience cost
of each upgrade is listed in its box.

UPGRADES

After the character has purchased the basic


form of the signature ability, he can further
customize the ability by purchasing upgrades.
Upgrades, much like talents, are purchased
with experience points, and each upgrade may
only be purchased if it connects to the basic
form of the ability or a previously pur-
chased upgrade. The experience cost
of each upgrade is listed in its box.

BEHIND THE STICK


STAY ON TARGET
Ace Signature Ability Tree: This O n e is Mine

Once per game session, when piloting a starship or vehicle, the character may spend 2 Destiny Points to challenge another starship or vehicle in the battle with
equal silhouette. For 2 rounds, the two ships are locked in a duel. For the duration of the duel, the two dueling ships can only make attacks targeting each other,
and no other starships or characters can target the dueling ships with attacks.

• CHANGE ^
SILHOUETTE J
This One is Mine lasts for 1 This One is Mine lasts for 1 Upgrade the difficulty of all
additional round. additional round. incoming attacks once while
V This One is Mine is active.

This One is Mine may be This One is Mine costs I Upgrade the difficulty of all
This One is Mine can target used twice per game session. Destiny Point instead of 2. incoming attacks once while
ships or vehicle with a silhou- This One is Mine is active.
ette 1 higher or lower.

ACE SIGNATURE ABILITY:


U P G R A D E S

THIS O N E IS M I N E This One is Mine has several upgrades that can


improve its effects and make it easier to use. Any
Amidst the pandemonium of battles involving hun- upgrades that appear in This One is Mine's tree mul-
dreds of starships and vehicles, pilots must ignore the tiple times have their effects stack.
chaos around them and focus on individual enemy
Change Silhouette Upgrade: This One is Mine can
targets to prioritize. Ace characters have become
target a starship or vehicle with a silhouette 1 higher
masters of this. When they focus on a target, all else
or lower per Change Silhouette Upgrade than the
seems to disappear around them as they stalk their
starship or vehicle the character is piloting.
prey. And in turn, as an Ace begins the attack, his tar-
get is forced to focus all its attention on staying alive. Destiny Upgrade: To activate This One is Mine, the
As the two combatants fight, they weave through the character only needs to spend 1 Destiny Point instead
ongoing battle, ignored by all others as they duel for of the normal 2.
their lives.
Duration Upgrade: This One is Mine lasts for 1 addi-
tional round per Duration Upgrade.
BASE ABILITY
Evasion Upgrade: While This One is Mine is active,
Once per game session, when piloting a starship or the character upgrades the difficulty all incoming
vehicle, the character may spend 2 Destiny Points to attacks once per Evasion Upgrade.
challenge another starship or vehicle with equal sil-
Frequency Upgrade: This One is Mine can be used
houette in the battle. For 2 rounds, the two ships are
twice per game session instead of once.
locked in a duel. For the duration of the duel, the two
dueling ships can only make attacks targeting each
other, and no other starships or characters can target
the dueling ships with attacks.

BEHIND THE STICK


STAY ON TARGET
Ace S i g n a t u r e A b i l i t y T r e e : U n m a t c h e d Survivability

Once per game session, when piloting a starship or vehicle with a silhouette of 3 or less that is crippled (has hull trauma in excess of its hull trauma threshold), the
character may spend 2 Destiny Points as an incidental. The starship or vehicle operates as if it is not crippled for the next 3 rounds, acting as if its hull trauma is
equal to its hull trauma threshold.

EgBU p P P
p
Unmatched Survivability Reduce Critical Hits suffered Reduce Critical Hits suffered
Unmatched Survivability af- may be used twice per game by the ship or vehicle by 10 by the ship or vehicle by 10
fects ships or vehicles with 1 session. while Unmatched Survivabil- while Unmatched Survivabil-
greater silhouette. ity is active. ity is active.

Unmatched Survivability Unmatched Survivability The Critical rating of all


Unmatched Survivability af- costs 1 Destiny Point in- lasts until the end of the en- weapons targeting the ship
fects ships or vehicles with 1 stead of 2. counter. or vehicle counts as 1 high-
greater silhouette. er while Unmatched Sur-
vivability is active.

ACE SIGNATURE
UPGRADES

ABILITY: U N M A T C H E D Unmatched Survivability has several upgrades that


can improve its effects and make it easier to use. Any
SURVIVABILITY
upgrades that appear in Unmatched Survivability's
Flying speeders and fighters into combat is a danger- tree multiple times have their effects stack.
ous job. Amidst the chaos of a battle, one stray blast Change Silhouette Upgrade: Unmatched Surviv-
can knock an unsuspecting ship out of commission. ability affects starships and vehicles with 1 greater
Experienced Aces know this, and know every little silhouette per Change Silhouette Upgrade.
trick to keep their vehicle going as long as possible.
Destiny Upgrade: To activate Unmatched Survivabil-
BASE ABILITY ity, the character only needs to spend 1 Destiny Point
instead of the normal 2.
Once per game session, when piloting a starship or Durability Upgrade: While Unmatched Survivability
vehicle with a silhouette of 3 or less that is crippled is active, the character reduces Critical Hits the star-
(has hull trauma in excess of its hull trauma thresh- ship or vehicle suffers by 10 per Durability Upgrade,
old), the character may spend 2 Destiny Points as an to a minimum of 1.
incidental. The starship or vehicle operates as if it is
not crippled for the next 3 rounds, acting as if its hull Duration Upgrade: Unmatched Survivability lasts
trauma is equal to its hull trauma threshold. until the end of the encounter, instead of 3 rounds.
Frequency Upgrade: Unmatched Survivability can
be used twice per game session instead of once.
BEAST RIDER SIGNATURE ABILITIES
Reinforcement Upgrade: While Unmatched Surviv-
ability is active, when an opponent makes an attack

fl ny time one of the Ace Signature Abilities


presented here refers to a starship or vehi-
cle, it can also be applied to a riding beast. (In
targeting the starship or vehicle, the Critical rating of
any weapon they use counts as 1 higher.

the case of Unmatched Survivability, it affects


the beast's wound threshold and Critical Inju-
ries instead of hull trauma and Critical Hits.)

BEHIND T H E STICK
STAY ON TARGET

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