HoloNet Uplink: Three Imperial Commanders

Copyright LucasFilm/Disney.

Welcome to the HoloNet Uplink, citizen. This series focuses on Fantasy Flight Games’ Star Wars Roleplaying Game, with content aimed mostly at the Gamemaster. Threats, adventure seeds, rules supplements, and more are all to come for those who access The HoloNet Uplink.

It’s been a while since I’ve been able to run any Star Wars RPG, and that has given me some time to think about what’s next for my campaign. War has broken out, and I suspect I’ll be putting the Mass Combat rules to good use. Some of my PCs have accumulated mechanical and in-game skills related to leading forces in battle, but that’s just half the equation. A well developed, possibly recurring, enemy commander can bring something extra to Mass Combat. While my game is set in The Old Republic era, that hasn’t stopped me from also thinking about Imperial commanders as well. Without further delay, here are three different Imperial commanders for use in your game.

Rear Admiral Olenka Zavalle – Swarm Tactician

Despite being relegated to patrolling the fear reaches of the Outer Rim, Rear Admiral Olenka Zavalle has assembled a capable strike group by amalgamating a series of smaller patrol and security formations into a single command. A Core Worlder from a reasonably well connected family, Zavalle was a rising star within the Imperial Navy until she ran afoul of Admiral Motti while assigned to his staff. It was not long before Admiral Motti grew tired of Zavalle’s constant questioning of his assumptions and beliefs. Given Zavalle’s exemplary record, Motti’s only recourse to dispose of her was arranging a promotion to a remote posting – commander of long range patrols in the Outer Rim. Undefeated, Zavalle re-organized forces within her jurisdiction into a unique formation of fast, light, and numerous strike craft. Her fleet may not be doctrinal, but it has been wildly successful in hunting down criminals and Rebels alike.

Copyright LucasFilm/Disney.

Zavalle’s Strike Group

Ragtag by Imperial standards, Admiral Zavalle’s strike group more closely resembles the Rebel Alliance fleet than the usual image of the Imperial Navy. Instead of being centered around a few Star Destroyers, her forces include Raider-class corvettes, Quasar Fire-class light carriers, innumerable TIEs of most variants, and a handful of Arquitens-class light cruisers.

These forces are by no means heavy, but Zavalle emphasizes the strengths of her formation: flexibility, speed, and the de-centralization of capabilities. Losing any one ship will have little effect on the strike group’s combat effectiveness, unlike the hammer blow that the loss of a Star Destroyer can be in a mid-sized fleet engagement. This makes her forces a unique threat and potentially a refreshing challenge for your PCs.

Rear Admiral Olenka Zavalle [Nemesis]

Br 2, Ag 2, Int 4, Cun 3, WP 3, Pres 4

Soak 3, W. Threshold 15, S. Threshold 21, M/R Def 0/0

Skills: Cool 3, Discipline 3, Knowledge (Education) 2, Knowledge (Warfare) 3, Leadership 3, Ranged [Light] 2, Perception 2

Talents: Adversary 1, Commanding Presence 2, Master Strategist (Once per phase during a mass combat, may suffer 2 strain to decrease the difficulty of a Mass Combat check once.)

Abilities: Swarm Coordination (So long as Zavalle’s force has a significant numbers advantage, upgrade the difficulty of Mass Combat checks once in addition to the usual upgrade for her ranks in Leadership), Lightning Reinforcements (May spend 3 Threat, in addition to the usual 1 Despair, to call in reinforcements and increase the force size by one step).

Equipment: Blaster pistol (Ranged (Light); Damage 7; Critical 3; Range [Medium]; Stun setting), naval officer’s uniform (+1 soak), comlink, code cylinders.

Major Jex Karvek – Commando Raider

A veteran of Crix Madine’s original Storm Commando unit, Major Karvek has spent nearly his entire career within the Imperial special forces. Karvek grew up on the frontier of the Outer Rim. His rustic upbringing, like that of many of his enemies in the Rebellion, fostered a strong sense of independence. Karvek fully embraces the Storm Commando’s purpose: to fight fire with fire by employing asymmetric tactics against the Rebel Alliance. But Major Karvek takes this doctrine a step further than simply replicating guerrilla tactics. He sees the value that the Rebel’s use of individual initiative brings to the battlefield, and thus demands that of his 909th Detachment commandos.

Copyright LucasFilm/Disney.

909th Storm Commando Detachment

Normally dispatched on deliberate operations or attached to other forces in a platoon, or even squad sized elements, it is rare to see an entire Storm Commando detachment conduct missions under their organic chain of command. Major Karvek’s detachment, the 909th, is an exception to this rule. When mission success is demanded under extreme circumstances, but when the deployment of mass numbers of conventional forces proves undesirable, the 909th is dispatched to do with a company what would be expected of a regiment. Karvek’s commandos are highly trained and capable of operating on their own initiative, making this detachment ready for anything.

Major Jex Karvek [Nemesis]

Br 3, Ag 3, Int 2, Cun 4, WP 4, Pres 3

Soak 4, W. Threshold 20, S. Threshold 18, M/R Def 1/1

Skills: Athletics 2, Cool 4, Discipline 3, Knowledge (Warfare) 3, Leadership 3, Melee 2, Ranged [Heavy] 3, Ranged [Light] 3, Perception 2, Resilience 2, Stealth 2, Vigilance 2

Talents: Adversary 3, Barrage 1, Commanding Presence 2, Point Blank 1, Ready for Anything 3 (Remove 3 Setback on Mass Combat Checks and Cool or Vigilance checks to determine initiative order).

Abilities: Tactical Direction (may perform a maneuver to direct on Imperial trooper minion group [applies to any type such as army or storm troopers] within medium range; the group may perform an immediate free maneuver or add 1 boost to its next check), Mission Command (So long as Major Karvek’s last orders are applicable to the situation, upgrade the difficulty of Mass Combat checks while cut off by his full leadership value as opposed to the usual half [LbE pg. 72]), uses Additional Combat Turns if 4+ PCs.

Equipment: Blaster rifle with foregrip and sling (Ranged (Heavy); Damage 9; Critical 3; Range [Long]; Stun setting, decrease difficulty penalty while engaged by 1, innate talent [Quick Draw]), storm commando armor (+1 soak, defense 1, reflec coating [upgrade stealth checks once, sensors cannot detect the wearer subject to GM discretion], enhanced optics suite), long range comlink, utility belt, extra reloads

Major General Billek Vilneon – Combined Arms Steamroller

In the eyes of Major General Vilneon, the Imperial Army is a machine. A trained engineer, experienced armored officer, and decorated commander, it should be no surprise a man who has spent more than half his life working with war machines sees the military in this way. The Imperial Army is a complicated with a vast array of specialties, unit types, equipment loadouts, and tactical procedures. Infighting between the branches and the use of pet projects to advance careers further divides the Army. Little enrages Vilneon more than this, for he sees it as akin to debating whether the repulsorlift or the powerplant is more important on a hovertank – both are vital and must work in concert. General Vilneon has thus made a career of organizing combined arms groups from different branches and service, building true teams with strong cohesion and identity. While fully implementing Imperial doctrine and uniformity, Vilneon has added something the Imperial military lacks despite its stated ideology: unity.

Copyright LucasFilm.

7th Assault Battlegroup

Battlegroups are normally commanded by High Colonels, with Major Generals commanding a Corps comprised of several Battlegroups. Given General Vilneon’s high status, it should be no surprise the 7th Assault Battlegroup has a unique task organization. A normal Assault Battlegroup would be composed of two line regiments, an assault regiment, and an armored regiment. The 7th instead has two assault regiments augmented with walkers, an armored regiment, and a stormtrooper regiment. These troops train extensively in combined arms operations. Retaining the regimental system for little more than administrative purposes, this battlegroup is functionally organized around a series of combined arms brigades that train and fight together. The result is a highly coordinated, and therefore deadly, opponent to face on the battlefield.

Major General Billek Vilneon [Nemesis]

Br 2, Ag 2, Int 4, Cun 3, WP 4, Pres 4

Soak 3, W. Threshold 17, S. Threshold 19, M/R Def 1/1

Skills: Cool 2, Discipline 3, Knowledge (Warfare) 4, Leadership 4, Ranged [Light] 3, Perception 2, Resilience 2, Vigilance 2

Talents: Adversary 1, Commanding Presence 2, Careful Planning (Once per session, may introduce a “fact” into the narrative as if a Destiny Point had been spent.)

Abilities: Tactical Direction (may perform a maneuver to direct on Imperial trooper minion group [applies to any type such as army or storm troopers] within medium range; the group may perform an immediate free maneuver or add 1 boost to its next check), Combined Arms Doctrine (So long as Major General Vilneon is the opposing commander, always increase the difficulty for a combined arms enemy force by two instead of one),

Equipment: Blaster pistol (Ranged (Heavy); Damage 7; Critical 3; Range [Medium]; Stun setting), army officer armor (+1 soak, defense 1), long range comlink, utility belt, extra reloads

 

 

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Christopher Hunt

Staff Writer at d20 Radio
Christopher Hunt is a long-time gamer and has recently broke into the world of RPG freelancing. Chris’ unofficial Star Wars RPG blog ran weekly on d20radio.com for the past three years. He has written for Rusted Iron Games, Raging Swan Press, and most recently Fantasy Flight Games’ Star Wars RPG. Chris is currently pursuing a Master of Arts in Political Science. Always the gamer, his thesis, which explores conflict short of war by uniting current threats to historical events, was inspired by a historical board game.

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