SOLDIER REWARDS
Putizees Sates sates mechan ak erry
thing--on the battlefield, they also stand to gain
a gyeat deal from each conflict they survive. These
rewards range trom combat experience to new weap:
‘ons and armor with which to prosecute their missions
in the future. Although the rewards detailed in this
section are particularly appropriate for Soldiers, the
GM can make them available to PCs of any career
‘who fight bravely (or at all for the Rebellion
BATTLE SCARS
One can tell much about a Soldier's career from the
scars he bears, Each one tells a story, and each repre-
sents 2 unique learning experience for a Soldier, After
all, what fails to kil a Soldier often makes him stron-
er, Battle scars are a way for Soldier PCs to receive
‘amechanical benefit, as well as narrative interest, for
‘their most significant Critical Injuries,
Wen mne'GM's permission, upon recovering rom an
applicable Critical Injury, a PC can receive an appro:
priate talent at an XP cost determined by the severity
‘ofthe Critical injury. In addition to adding a unique
ist to a character's development and mechanical
benefit for is cominat history, battle scars offer other
advantages. A battle scar might allow a character to
purchase a talent that is not available through any
Of his specialization talent trees, to receive a talent
bbelote reaching it through a talent tree, to receive
it at a reduced XP cost, or to receive an additional
‘rank beyond what is available through his talent tees
‘A non-ranked talent purchased as a battle scar can
Potentially advance a character along one or more
Talent trees the character possesses that include that
talent, A character may obtain multiole ranks in atal-
entthrough battle scars with the GM's permission.
‘The XP cost for a talent acquired as a battle scar
Is dependent on the severity of the corresponding
Cite) Injury, 25 shown in Table 3-6; Battle Scar
Cost. The GM can, at his discretion, modify this cost
pending on the exact nature of an injury and the
of the corresponding talent
TABLE 3-
BATTLE SCAR COST
BATTLE SCAR DESCRIPTIONS
Each baitle scar is as unique as the story behing it
caind players ind GM slivuit wurk ager to raf
narrative for how a particular injury or scar manifests
inthe corresponding talent. Stl, the majority of battle
scars hit nto certain categories. Each ofthe folloning
types of battle scar includes a list of recommended
Critical Injury results and talents, After the GM grants
a character a battle scar, that PC's player should find
the Critical Injury result his character suffered and
select one of the corresponding talents, then work
with the GM to devise an explanation forthe mechani
Cal benefit, These categories and lists are only rec:
‘ommendations, honever, and players and GMs might
decide that particularly unusual or interesting wounds
Tend themselves to talents not listed here
The GM always has the final say on what talents are
available for a given battle scar, regardless ofthe recom
‘mendations given beion. Ae 2 genera rule, an individual
PC should not be able to acquire more than three battle
scars—though, atthe GMs discretion, ¢ PC might be able
1 replace at Ud battle star with @ ves ne, exci gg
‘one talent for another, more potent selection.
IMPRESSIVE ECAR
Despite the advanced medical treatments available
and the efficacy of bacta and other tools, serious inju
ties can stil leave significant scars. In some cases, a
lesser injury might leave a scar because a stranded
Soldier is unable to receive proper medical care in
time. Some Soldiers even deciine treatments that
Could prevent or remove a scar, preferring to show
their experience through physical marks. Such scars
can have an impressive effect on onlookers, earning
admiration from peers and evoking fear in enemies
Soldiers might gain a sense of confidence or even of
invulnerability from their impressive scars.
Suggested Critical Injuries. Discoureging Wound,
Fearsome Wound, Crippled, Gruesome Injury
Suggested Talents: Commancine Presence. Conti
dence, Intimidating, Steely Nerves. Street Smarts.
Head wounds are often the most grave non-fatal inju-
fies Soldiers suffer. While cybemetics can replace
limbs with no loss of tuncton, some injures to the
brain have permanent effects on a sentient's neurol-
‘ogy, for the functioning of the sentient mind is stil a
mystery in many ways. Severe head injuries can also
Cause the degradation of one or more senses, such
as vision or hearing. Adapting to such an injury can
bea trial, but can also cause a sentient being to find
unknown strength to persevere,Suggested Critical injuries: Stunned, Head Ringer,
Era nen ren ae!
Senseless, Gruesome Injury.
Reseed ered au ck ead
ose ee
Te ae
Needy cucu
them only make them tougher and stronger. In many
ear at aera rres
a ee
2 Soldier to fight on despite what would otherwise
Seem ie eicey
ee as
Oe ae nied ccc
Suggested Critical Injuries: Agonizing Wound, Ham
er Mea es Maa aa cers
Be RC ee Rea ene
Rapid Recovery, Second Wind, Toughened.
Crete
The Soldier has experienced a brush with death and
ET ce etn
pPanions might say he is paranoid, but he knows itis
rea eo ee eo ace
Each time a Soldier narrowly avoids a serious injury
eee eee ec
insight to help him in similar situations in the future.
‘Suggested Critical Injuries: Bowled Over, Winded,
Deeg e tend
Suggested Talents: Defensive Stance, Dodge, Jump
Up, Rapid Reaction, Spare Clip, Time to Go.
SPOILS OF WAR
Cees eee ents
ment and operation than the Imperial military, some
Su ers
regulation weapons and even armor taken from
Cree We eee
on the use of Imoerial eauioment. many believe in
eer Dn eee
Rous
Ca eas
‘Some communities might provide large quantities of
‘goods, enough to benefit all the Soldiers involved,
(r simply throw a large celebration.
‘Atthough Alliance High Command generally discour
Peta a
ee ce ee aes
are usually objects of significance carried by enemy
troops, but some individuals have been known to
eed
eats
‘At the GM's discretion, some trophies might have
Ce eg ee
Pres MCS uted
Eee Meno ML ee
Be ge ee ee ee
eee od
‘An Imperial officer's cap is almost certainly the
em gerne Tiree
Ne eee
ea tee ee
ee cs
eis es
ener
Ue Coe)
eee ites
edd Tg
A helmet or comlink taken from a defeated storm
See ee cud
‘monitoring communications and enemy plans. Even
renee ee ay
is a reminder of rebel ingenuity and Imperial adhe
Cierra)
Seem
Cee ee Mi Rec
er toe
a Te et rd
Un ae
tangible reminder that even the most feared of the
Sete err ic
This trophy can be a source of courage to any sodie.
The bearer of this trophy adds Il Il to his Fear
Ce ee ene
those of allies within short range