Navy Personnel
Back

All vessels serving the Imperial Fleets have varying numbers of the following personnel.  It must be noted that all game statistics are for "typical" individuals in that category - specific skill levels may vary dramatically from individual to individual or ship to ship, depending upon training level, mission profile and countless other factors.



 

Pilots

From the men who fly the capital ships to the men who leap into the cockpits of the TIE fighters, Imperial pilots are the mainstay of the Imperial Navy.  they are the necessary element in the military branch charged with protecting the space lanes from pirates, smugglers, alien invaders, and Rebels.

The top pilots in the galaxy are found in the Imperial Navy.  These pilots, following the glorious and time-honored allure established during the Republic, attend the premier academies throughout the Empire.  Within these fine institutions, the Empire teaches these men duty and promotes the idea of maintaining order, as opposed to defending against aggression.

TIE fighter pilots form an elite corps within the Imperial Navy.  Each candidate for admission into the rigorous TIE training program must undergo a strenuous screening and testing process.  After all, they are being prepared to fly the best starfighters the Empire has to offer.

Typical Imperial Pilot
Type:  Imperial Pilot
DEXTERITY: 
2D+1
Blaster 3D+1, dodge 3D+1
KNOWLEDGE: 
1D+1
Planetary systems 2D+1, survival 2D+1, value 2D+1
MECHANICAL: 
3D
Astrogation 4D, capital ship gunnery 4D, capital ship piloting 5D, capital ship shields 4D, communications 3D+1, sensors 3D+1, space transports 4D
PERCEPTION: 
2D
Hide 3D, investigation 3D, sneak 3D
STRENGTH: 
2D
Climbing/Jumping 3D, stamina 3D+1
TECHNICAL: 
1D+1
Capital ship repair 3D+1, capital ship weapon repair 2D+1, computer programming/repair 2D+1
Character Points:  Varies, typically 0 - 3
Move: 
10
Equipment: 
Blaster pistol (4D), flight suit, navigational computer linkup helmet (internal comlink, +1D to sensors), survival gear

 

Typical TIE Fighter Pilot
Type:  TIE Pilot
DEXTERITY: 
3D+1
Blaster 4D+1, dodge 4D+1
KNOWLEDGE: 
2D
Planetary systems 3D
MECHANICAL: 
4D
Sensors 4D+2, starfighter piloting 6D, starship gunner 5D
PERCEPTION: 
3D
Command 4D, search 4D
STRENGTH: 
3D
Stamina 4D
TECHNICAL: 
2D
Computer programming/repair 3D+1, starfighter repair 5D
Character Points:  Varies, typically 0 - 3
Move: 
10
Equipment: 
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

Back to Top


Gunners

Gunners are a special sub-unit of the Imperial pilot corps.  Any Imperial military vessel larger than a one-man TIE starfighter makes use of these trained weapons masters to handle the high-tech arms employed by the Empire.

Most gunners are either pilots in training or pilots who failed to make the grade in all the skills necessary to fly a vessel.  Nonetheless, a gunner must have a keen eye, superior reflexes, and a rapport with the specialized equipment.

Gunners are trained to handle everything from a single light laser cannon up to turbolasers battery emplacements and even the now-destroyed superlaser that was the main weapon on the Death Star battle station.  in addition to their hands-on training, gunners learn to work with specialized computer helmets that not only offer protection but are equipped with macrobinocular viewplates and sensor arrays to assist with targeting fast-moving fighter craft. 

Typical Imperial Gunner
Type:  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
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 ship weapon repair 4D+1, computer programming/repair 3D+1, starship weapon repair 4D+1
Character Points:  Varies, typically 0 - 2
Move: 
10
Equipment: 
Blaster pistol (4D), computerized gunnery helmet (+1D to capital ship gunnery or starship gunnery; tongue operated comlink, +1D to sensors), protective armor (+2D physical and energy)
Note:  Some gunners receive more specialized training, accounting for varying skill levels.  Gunners aboard the Death Star utilized a more expensive and sophisticated helmet tracking system for better fire control assistance.

Back to Top


Naval Trooopers

Typical Imperial Navy Trooper
Type:  Imperial Navy Trooper
DEXTERITY: 
2D+1
Blaster 3D+1, blaster: blaster rifle 4D+2, brawling parry 3D+1, dodge 3D+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
Repulsolift 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
Character Points:  Varies, typically 0 - 3
Move: 
10
Equipment: 
Blast helmet (+1D physical, +1 energy), blaster pistol (4D), comlink

Back to Top


Equipment

Equipment designs proliferated under the Old Republic to the extent that the odds of a cadet training on equipment and serving with units which used anything which bore a passing resemblance to said equipment was often remote.

With the New Order , and especially since the massive build-up orders issued after the Battle of Yavin, the Navy has received top-of-the-line equipment throughout the upper ranks of the Imperial fleet.  Only in the lower, system-level units does the older, less-standardized equipment appear in large quantities.