Professional Documents
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Rebellion: Ageof
Rebellion: Ageof
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Expansion Design and Development: Tim Huckelbery Senior Project Manager: John Franz-Wichlacz
with John Dunn, Sterling Hershey, Jonathan Julius, Senior Managerof Product Development:Chris Gerber
Jason Marker, Gareth-Michael Skarka, Tom Sorenson,
and James M. Spahn Executive Game Designer: Corey Konieczka
LUCAS LICENSING
CREATIVE DIRECTOR SENIOR EDITOR LUCASFILM STORY GROUP
Michael Siglain Frank Parisi Leland Chee, Pablo Hidalgo,
and Matt Martin
For more information about the Star Wars: AGE OF REBELLIONline, free downloads,
answers to rule queries, or just to pass on greetings, visit us online at
www.FantasyFlightGames.com www.StarWars.com
CONTENTS
Secrets in the Ace or REBELLION... ChapterIII: The Hidden War...
Tradecraft in Star Wars... Integrating Spies...
Spies of the Rebellion.. Covert Ops..
ChapterI: Operating from the (Goaoainklern acs
Spy Backgrounds... Concealing and Disguising Weapons.
Spy Duties............ ‘SICel} F241 St 1CCO)D 1)=)hs eee ere Cea ene eer
New Species............ Spy Campaigns...
NewSpecializations. Spy Rewards.......
New Talents
Spy Motivations.
Spy Signature Abilities.
ChapterII: Tools of Tradecraft ..
New Weapons.
Neate)an
New Gear...
EatEc0l01111to eee
Starships and Vehicles.
twasa quiet portion of the Reeth one ofthe few Poen himself entered a moment later, panting.
- here on the Ring of Kafrene. Plenty of people were. “Hah! We have you now!” Lojan kept silent as a
still walking through it, though, and Gregor Lojan trooper applied a heavy set of binders while the oth-
stepped out from an alcoveto join them. He casually” ers kept their blasters at the ready.
strolled past the drop site, a rundown public.termi-
“Indeed you do!” The ISB officer had appeared out
nal, with his gaze cemented straight ahead. Good. -
COMICAlgom gM TNTLOMMNCMTC] elecmeorel MeV te
No one was watching. Most eyes were on a smudged
ders ese placed and her major’s insignia glow-
viewport, as a formation of TIE Interceptors flew ing. She returned Poen’s nervous salute and stared
past. Visitors, the Balosar thought. Real Ringers stu-
hard at Lojan. He tried to keep his expression Sete
(cla titelaceMng(M ogo
and hopedhe wassucceeding.
So far, so good. A few minutes later Lojan ducked
“Excellent work indeed” she continued. “The ISB
into.a side alley and unwound the bright blue sash
has been looking for this one for some time now.”
from around his waist. A: quick flip and its faded
LeU em eh Lil MeO Oded AMATS TLL Le
brown side was-revealed, which he wound into a
us will be quite... memorable.” She glanced to Poen.
head scarf over his ‘antennapaips. Pulling a pair of
dust goggles over his eyes, he was now just. another “A moment, though,” the major said. She gave
» human, one nobody would remember seeing. Lojan a curt kick, driving him to his knees. “Let’s be
sure the Rebel scum wasn’t carrying anything else.”
Lojan adopteda slight limp on the way backto the
terminal, grasping the keyboard shelf as he sat. The Lojan felt efficient hands searching him, and was
disk was taped underneath, justlike the briefing had aboutto bite down.on a special tooth when a hushed
said. He did some data searchesto finish the ruse, voice in his earsaid “The Falcon Flies Furiously.” He
then palmed the disk as he turned to move away. hadn’t heard that code in awhile, but knew it was for
high level operatives. One of General Cracken’s direct
- “You there!” Lojan didn’t need to turn to recognize
reports at Rebel Intelligence;. possibly a sleeper
the voice—thoseofficious, self-important tones were
‘working out of the’ Ring. He hadn’t known shewould
also part of the briefing. Agent Kav Poen, part of
(be here, but that was the protocolfor deep agents.
Imperial security on the Ring. Lojan kept calm; there
wasalways the chance Poen wasafter someoneelse. A small item was pushed into his palm—a Class
el-icolal tM cocecelire lexoomm Colt COALS CALSIIN
An arm in white armor tried to grab him. Time
and subtle but distinctive odor—as she finished the
to. run. Lojan spun and used the thin keyboard to
rough patdown. “Wait until | leave to escape,” she
chop into the stormtrooper’s vulnerable neck, then
whispered. “And dotry not to get caught again.” With
dashedinto the nearest passageway.
that, she hauled him to his feet and made a show of
Poen shouted commands for pursuit, and the twin - hurling him at-a stormtrooper. Lojan artfully stum-
replies meant there were two other troopers now.on bled, transferring the charge from his palm to inside
his tail..No blaster fire yet—either they wanted him his belt while drawing and palming a setof picks.
alive, or they: didn’t want to eSTg inaneSa That
“Take him away, Agent Poen!” she ordered loudly,
gave him a chance. 5
with perfect Imperial flair. A pair of stormtroopers
He burst into an intersection, where several other grabbed Lojan and began marching him off. The oth-
visitors—dressed too well for the Ring and almost’ ers formed up around their prisoner, aggressively
showing off thick bagsof credit chips—stood chatting. displaying their weaponry at anyone watching.
Hungry eyes watched them from darkenedalcoves,-
“Your assistance is most-appreciated, Major,” Poen
waiting for the right time to pounce. Perfect.
replied, awe in his voice. He essayed another salute,
He carefully made.an awkward collision and lifted Siloam Mali mm naam el gal -ce Keo) MA SM UIcIR
one of the bags, scattering the chips into the air. The
“Notat all,” Lojan heard over his shoulder as he
lowlives burst out of the shadows and into a messy
waspulled along. “Alwaysglad to help a fellow agent!”
fight for the fallen credits. He sensed an approaching
stormtrooperand doveinto the scrum. With a darting He wished they would hurry things up a bit. Lojan
grab Lojan pulled a vibroknife from the boot of one needed to retrieve the disk from where he’d planted
‘of scavengers and thumbedit active. Thesideways, it back under the keyboard shelf, and then had an
spinning throw he made wasn’t amonghis best, but appointment back at Home Basefor his next mission.
the balance on the heavy bladereally wasterrible.
He leapt over the still-twitching stormtrooper and
sprinted down two more intersections, fast enough
to avoid the startled security forces. Then there were
suddenly two troopers blocking his way, and before
he could dodge away four more were behind him.
SECRETS IN THE AGE OF REBELLION
he Galactic Empire is an entrenched, well-equipped, ways to do so. This begins with weapons and armor,
and sprawling institution. It has every imagin- most of it designed around ease of concealment. A
able advantage in the Galactic Civil War. In order for Spy who remains armed while foes fail to recognize
the Rebellion to succeed, it must carefully chooseits the danger stays prepared for the worst-case sce-
battles. The Rebels have to identify their foe’s weak nario. Additional tools, droids, vehicles, and modifica-
points and exploit them mercilessly. Only when they tions continue the theme of subtlety.
know both when and where to most effectively con-
Chapter III: The Hidden War concludes the book
centrate their forces can they risk launching an attack.
with resources for the Game Master, and offers sug-
Spies provide the information that gives the Rebellion
gestions for running an espionage-focused campaign.
a chance. Without their daring deceptions, the Empire
Generally, such adventures mean fewer direct con-
might never fall, and countlesscitizens of the galaxy
frontations and more subterfuge, deceit, and stealth.
will continue to suffer under its tyranny.
Heroes may experience their greatest triumphs during
This book is devoted to the Spy career for AcE oF adventures in which they never even draw a weapon.
REBELLION. It discusses the heroic role that Spies play Advice is also included for integrating a Spy into a
in the Galactic Civil War as well as howbest to inte- more traditional campaign. This section adds further
grate them into a campaign. While a Spy can be a lone depth with specific ideas for espionage-themed cam-
operative, most work as part of a larger team. Even paigns, narrative dice result suggestions in skill checks
isolated operatives depend upon a support network Spies might make, gear alteration methods for better
to provide them with the information, equipment, and concealment, expanded rules
reinforcements they need to succeed. At the same for slicing, and adventure
time, characters in other careers may depend upon a rewards tailored to Alli-
Spy to provide them with the information necessary ance Spies.
to complete their own missions.
This section presents an overview of the book and
discusses the importance of Spies in the Star Wars
setting. It provides examples of Spy characters and
espionage operations, which builds context for the
career and gives additional insights into the role. It
may also give players a senseof the types ofchal-
lenges Spies might encounter and ways in which
these heroes can contribute to the Rebellion.
This information will help players identify which
aspects of their characters are most important
for development, in terms of both personality
and game mechanics.
Chapter |: Operating from the ©
offers players a range of tools for mec
optimizing a Spy character. These inclu
playable species particularly suited to
career as well as new specializations
offer alternative approaches to the car
Additional backgrounds, a Motivation, sig>
nature abilities, and specific Duties pro-
vide further ways to enrich characters
pursuing this career. While some of these
are most appropriate for a new character,
many can be acquired with the experience points
an established character has earned.
Chapter II: Tools of Tradecraft provides spe-
cialized equipment that is particularly suited for
Spy characters. These heroes are most effective
when they appear quite unremarkable, and the
equipment included here provides a range of
INTRODUCTION
CYPHERS AND MASKS
TRADECRAFT IN STAR WARS
Nn othing is more valuable than secrets, and the out-
comes of wars often hinge upon the security and
revelation of them. Had Palpatine’s Sith allegiance
become public knowledge, he might never have
During the lead-up to the Galactic Civil War, it took
become Emperor. Had Darth Vader learned of Luke’s
time for individuals and organizations to appreciate
existence earlier, the young moisture farmer might
the full scope of the Emperor's duplicity. Many tried
never have joined the Rebellion. If the plans for the
to work within the system at first to resolve their dif-
first Death Star had remained secure,it might not have
ferences with the Empire’s policies. Within a few short
been destroyed. Thousands may die during a battle
years, however, people were imprisoned for even dar-
simply because the Empire used counterespionage to
ing to voice their opinions publicly. This forced oppo-
feed false information to Alliance infiltrators.
sition groups to work in secrecy. Unsurprisingly, espi-
A Spy’s entire career is devoted to dealing in onage became the order of the day for the nascent
secrets. Most often, this means uncovering the oppo- Rebellion, while agencies such as the Imperial Secu-
sition’s secure information so that allies can analyze it rity Bureau emerged to counter them.
and incorporateit into their plans. At times, however,
Spies may be the individuals most capable of ensur-
ing secrecy. Because they knowhow to obtain secure
information from their foes, they typically know the
best ways to prevent their own side's secrets from fall-
ing into enemy hands.
Of course, implicit in the requirementsfor this career
is the ability to recognize valuable secrets and sort
them from the dross. An enemy general’s dietary hab-
its might be confidential, but that information does
not necessarily have military value—unless it provides
an opportunity for blackmail or assassination. Con-
versely, unit movements, asset transfers, and long-
term plans are usually quite valuable—unless they
are for low-priority targets. Spies typically engage
in missions with clear-cut objectives, but sometimes
secondary objectives or unexpected opportunities
may arise. In those circumstances, a skilled operative
knows when it is worthwhile to assume further risks to
acquire a juicy bit of intelligence.
As, the Rebellion arose unevenly and in secrecy effective approach. Computer security is stronger on
throughout the galaxy, sympathizers could be found the Core Worlds than elsewhere, however, and even
anywhere. Early members included respectable accomplished slicers put themselves at risk. Assassi-
Imperial Senators, such as Senator Bail Organa, and nation attempts are also more common on the Core
recruits from Imperial Academies, like Sabine Wren Worlds due to the number ofhigh-profile targets. These
and WedgeAntilles. Dedicated espionage agents such involve far greater risk than similar attempts in other
as Cassian Andor ledintelligence gathering missions, parts of the galaxy due to the higher level of security.
and special operations such as assassinations. At the
same time, self-serving criminals like Hondo Ohnaka ESPIONAGE IN THE MID RIM
assisted the Rebellion as it grew. Spies played criti-
cal role in identifying sympathizers from all walks The Imperial military maintains a strong presence
of life and providing them with ways to aid the Alli- within the Expansion Region and the Mid Rim, but its
ance as it developed. Secure and discreet methods power is lower there than on Core Worlds. Citizens of
of transferring military intelligence were vital. Without these systems are morelikely to have encountered
them, the isolated groups that eventually developed the Empire’s inequities, which has increased the num-
into the Alliance to Restore the Republic might never ber of Rebellion sympathizers. While these places
have come to trust one another. tend to be less affluent than the Core Worlds, they do
include well-supplied manufacturing hubs and agri-
The uniforms of Imperial troopers and pilots provide
cultural worlds. Some populous systems have strong
an important piece of leverage to Rebel operatives
militaries, which can provide recruits for the Alliance.
during their assignments. Concealing helmets and lim-
This is particularly true for systems that are home to
ited personal identifiers have made it relatively easy
non-human species, such as Kashyyyk and Bothawui.
for operatives to impersonate a stormtrooper or a TIE
fighter pilot. While security codes, ID chips, and local Agents engaged in espionage in the Mid Rim are
procedures complicateinfiltration, a stolen uniform or morelikely to operate with some level of local support.
suit of armor grants an anonymity that makes covert Sympathizers can usually be found to offer an agent a
missions much easier. safe house or access to weaponry. On some worlds, an
entire team can operate in relative anonymity under
CORE WORLDS UNDER COVER false identities constructed using local as opposed to
Imperial resources. This makes longer-lasting opera-
Operations within the Core Worlds typically face the tions and missions of greater scope more feasible.
mostrigorous Imperial security. These well-developed Alliance facilities are often relatively substantial in the
worlds support the Empire largely due to the safety Mid Rim, and protecting them requires spies in coun-
they believe it provides them. Routine security screen- terintelligence roles. Imperial organizations, including
ings and demonstrations of military prowess have the ISB, constantly work to identify and eliminate any
quite likely become part of daily life for those who facilities or groups that could betied to insurgency.
dwell there. Certainly a portion of this security is more
Much of the galaxy’s commerce flows through the
about appearances than efficacy, but even that makes
Mid Rim. Specialty manufactured goods travel out-
work more challenging for espionage agents. The
ward from the Core, while agricultural and esoteric
Empire takes pride in the number of combat-ready
goods flow inward. This constant trade provides rich
assets posted within the Core Worlds and the speed
targets for the Rebellion. Information about Imperial
with which they respond to suspected threats.
cargoes and shipping schedules—particularly for ship-
The Core Worlds are not always good targets for ments slated to pass through less-secure systems—is
espionage missions. Their citizens areless likely than highly valuable to the Alliance.
#
those of other worlds to be sympathetic to the Rebel-
lion; after all, Imperial policies provide them the great- DOUBLE-DEALING ON THE PERIPHERY
est benefit. The heightened military presence also
means that targets of opportunity are rare within the The Imperial presence throughout the Outer Rim
Core Worlds. Seldom does the Imperial Navy leave a and Periphery varies substantially. Some systems,
Core World sufficiently unguarded for a Rebel fleet to including Lothal, have a strong Imperial presence in
find a fair fight within its territory. everything from manufacturing to the military to gov-
ernment. Others, such as Tatooine, have such a small
As a result, espionage missions to the Core Worlds
Imperial footprint that the arrival of a Star Destroyer
tend to target high-value and isolated objectives.
would be a remarkable event. In other systems,
These include engineers and their data, particularly
Imperial interference has fluctuated throughout the
as it applies to military equipment and manufactur-
Empire's history, depending in part on the decisions of
ing. Alliance agents often employslicing tactics in such
local governors, field commanders, and opportunists.
missions, as these methods often offer a lower-risk but
INTRODUCTION
CYPHERS AND MASKS
Worlds with a low Imperial presence are not nec- Imperial operatives stationed far from the Core
essarily sympathetic to the Rebellion. Nal Hutta has Worlds aretypically less loyal and lessskilled. In rare
seen limited Imperial oversight, for example, but its cases, this means they might be recruited to assist the
crime lords have little interest in overthrowing the Rebellion. Even when this proves impossible, some
Empire. As a result, Rebel espionage agents operating Imperials will ignore Rebel actions in exchange for
on these worlds may need toinfiltrate criminal organi- an appropriate bribe. This is certainly not always the
zations, such as when Princess Leia impersonated the case—particularly when showsof force are required—
bounty hunter Boushh. Some of these groups have but it does provide a marginally less dangerous
unique assets that could be tremendously valuable in training ground on which inexperienced agents can
the effort to overthrow the Empire. develop their craft.
INTRODUCTION
CYPHERS AND MASKS
eS Ae eTclaaTtks
n his dual role as Darth Sidious and Senator Operatives for both sides of the war had a
Palpatine, the future Emperor orchestrated broad range of targets for infiltration. Most
the Clone Wars through a convoluted series local governmental agencies were distinct from
of secrets and lies. No one engaged on either the larger Republic and Separatist leadership.
side of the war fully recognized the scope ofthe This led to information sequestration, so that
duplicity until the execution of Order 66 and an operative might need to infiltrate a second
the war’s conclusion. Even then, manyofits bat- target to resolve a lead that was uncovered dur-
tles and missions remained secret—and many HTaYeat- Ta Lahore) Meal SsSy(0) 0
combatants took these secretsto their graves.
Some non-governmental agencies and groups—
The Republic and Separatist militaries depended including corporations and criminal organiza-
heavily upon espionage to know where and how tions—also were vital targets. Such groups
to deploy their armed forces. In a few cases, served as suppliers or proxies on both sides of
spies identified worlds with questionable alle- the conflict. Information about their plans and
giances—including Scipio and Bardotta—and active operations wasevery bit as critical as
helped to turn the tide before things could fall governmental information, though their secu-
apart. In other instances, they were able to rity was more varied. Criminal syndicates might
identify critical resources in the course of their be less deliberate about compartmentalization,
missions—such as the droid factory on Geono- but they could be much more willing to use
sis—sothat the military could take action. deadly force to eliminate a potential threat.
INTRODUCTION
CYPHERS AND MASKS
eed
aC
ROM THE
HADOWS
‘Disguised as a cargo ship and using a secret Imperial
code, a strike team will land on the moon and
deactivate the shield generator.”
—General Crix Madine
he war against the Empire is fought on many This chapter begins with possible backgroundsfor
fronts. The front most visible to citizens is the Spy characters, from former careers as law enforce-
ongoing clash of military forces, especially when it ment agents trained in detective work to ex-per-
takes place on their own planets. The Alliance pro- formers who embrace new identities as additional
paganda effort to gain public supportis another.It is roles to adopt. Players will also discover new Duties
through public endeavors such as these that people for characters looking for espionage themes that
know ofthe ongoing war that is shaking the galaxy. offer new waysto explore the roles Spies play in the
There is another level to this epic war, however, Rebellion. Further, they also have three new species
that almost no one knowsabout. In it, Rebel and to use: the wily Balosars, the stealthy Kubaz, and
Imperial spies clash in the shadows. They might be the insectoid Melittos.
far afield scouting enemy installations, slicing into CypHers AND Masks includes three new special-
encrypted databases,delivering classified datapads, izations for the Spy career as well: Courier, Inter-
or extracting information from captured rivals. rogator, and Sleeper Agent. Using these plus a host
Intelligence and counterintelligence operatives pry of new talents, players can delve into the shadow
olfieS KO) g Tmoet =l@eci(e (MNT SMO LOT MFoM AelKccla war through information transfer, extraction, and
takes to ensure that their own stay secure. Alliance acquisition. The new Motivation of Secrets lets them
spies mayvaryin their specific roles and techniques, explore what drives their characters in the shadow
JoJo onaare kM] ||USa= SOMALI ToogooTeelexe a SSY ac) war, while two new signature abilities—Counteres-
Empire as any frontline soldier or starship gunner. pionage and Unmatched Tradecraft—allow them to
reach the pinnacles of their professions.
Performers can be great Spies. Actors may more Infiltrators with a performing background usetheir
easily deceive others thanks to their ability to adopt superior agility during missions. Some take to martial
new roles. They might jump between different perso- arts training, but any with acting and physical skills
nas at will, moving seamlessly from one to another can take on many variations of social encounters.
during a mission. Actors also have excellent memori- Interrogator performers use their acting skills to
zation skills, allowing them to quickly parrot complex deceive and manipulate those they question. They
technical knowledge. Often, they can spot enemy might impersonate someone to gain the subject's
Spies due to an impostor’s poor acting. trust. They are likely to use a wide emotional range
Stage performers may be able to use some of their to convince someone of their sincerity, concern, fear,
act in certain espionage missions. Magicians, illu- or aggressiveness.
sionists, and sleight-of-hand experts can use their Scout performers use their physical skills to cross
mastery of misdirection to deceive others and palm difficult terrain or save themselves from hazards when
objects in plain sight. Singers and dancers can employ things go wrong. Actors’ skills can help them to con-
their skills in social events. Escape artists are naturally vince anyone who questions them that they belong in
good at freeing themselves when captured. a location they are scouting.
Sleeper Agent actors can play a part for
extended periods of time and are skilled at main-
taining deep-cover roles. Other performers might
gain access to different levels of society through
performances,fans, or acquaintances.
Slicer performers might be exceptionally good at
crafting deceptive effects or spectacular distractions
via their slicing abilities. Backstage crew members,
directors, producers, and actors might better under-
stand cameras and sensors, ways to deceive them,
and ways to deceive others throughtheir use.
PSYCHOLOGIST
Spies are frequently after information that isn’t simply
stored in Imperial databases. This can mean prying it
out of individuals who know it or know how to find
it. Psychological methods can provide an advantage
in getting unsuspecting or uncooperative subjects to
reveal what they know.
Psychologists can thus be a great asset to espio-
nage operations. Knowing the likely mental state and
thought processes of an individual provides insight
into what questions should be asked and how to ask
them to gain a truthful and useful response.
Determining how to ask a question and knowing who
should do so are equally important. Insulting phrases,
inappropriate protocol, and rude mannerisms can be
detrimental and even reveal a Spy as a fraud. Crude
and harsh language probably won't get a Spy any-
where when dealing with prominent scientists or loyal
Imperial personnel, but it could be exactly the right
approach with underworld enforcers or smugglers.
Rebel psychologists are normally educated in their A tremendous range of security systems is
area of expertise before joining the Alliance, which is employed in the protection of starships and vehicles.
important as psychologyisn’t a subject easily taught Some vehicles have nothing at all or only require a
in the field. Specific ideas and techniques can be basic key or code to access and start. Others have
imparted and used in isolation, but amateurs will advanced systems with sensors for detecting innu-
often miss vital subtleties. merable methods of attack. While high-end and
Courier psychologists use their talents to talk their
expensive craft can be expected to have many layers
of protection, even relatively mundane or innocuous-
way out of tricky situations. They can also smooth over
rough relations or intense disagreements between
looking ships could be so equipped, if the owner is
factions and groups. A Courier psychologist might rich and paranoid enough. Combinedwith ray shields,
play the role of traveling specialist, helping maintain traps, or weapons, these security systems can be dan-
the morale of far-flung Rebel fighters. gerous and even lethal to repo specialists.
Infiltrator team psychologists can tweak the mis- Of course, none of that mattersif the repo specialist
sion plans and approaches on the fly, especially when cannot find the ship to begin with. While repo spe-
they depend on deceiving specific individuals. They cialists usually get some sort of address or suspected
can offer advice on how an enemy might respond to a location from their employer, vehicle owners behind
specific type of attack. in their payments are unlikely to remain in the area
if they suspect someone is after them. Additionally,
Interrogator psychologists can draw on their pro- hyperspace-capable starships could jump to almost
fessional skills to determine effective questions and anywherein the galaxy, making discovery efforts even
probe for emotional weak spots. They can also spot more difficult.
deceptive answers better than most. This gives them
advantages in effectively conducting their interroga- Courier missions are great for agile repo special-
tions, and advising others how to do the same. ists. A repo specialist's job isn’t necessarily finished
once the ship is in motion, as angry or well-prepared
Scout psychologists operating in the field can ana- owners may have the means for immediate pursuit.
lyze new psychological dataas it arrives and alter the Good piloting skills (particularly when escaping pur-
mission to take advantageof an individual’s or group's suit) make the repo specialist an excellent Courier.
weakness when it is discovered. Psychologists can
also help isolated teams maintain focus and morale Infiltrator missions depend partly on breaking and
during long-term missions. entering. This matches well with the repo specialist's
ability to overcome and destroy locks and security
Sleeper Agent psychologists can maintain or rein- systems. Repo specialists are also used to sneaking
force the mental state of hidden agents under tremen- into secured locations.
dous stress. They can also be effective propagandists,
helping the Rebel Alliance in improving public appeals Interrogator repo specialists are adept at ques-
tioning others about the location of a certain speeder,
for support and designing provocative messages to
induce desired Imperial responses. ship, or individual. They typically aren't skilled at in-
depth investigation, but they can discern much about
Slicer psychologists can analyze massive amounts an individual's attitude and truthfulness with just a
of data. They may design programs to reveal tenden- few questions.
cies within large populations. They can also investigate
Imperial programs in a counterintelligence capacity. Scouts benefit from a repo specialist’s stealth and
tracking skills. Repo specialists are unusually adept
at tracking specific starships and know methods for
REPO SPECIALIST detecting engine emissions and other telltale signs of
their quarry.
Not all Spy recruits come from honorable professions.
Many already operate in the gray regions of galactic Sleeper Agent missions allow repo specialists to
society. One such profession is the starship reposses- continue in their profession and still travel extensively
sion specialist, more commonly known as repo spe- throughout the galaxy. Repo specialists are also used
cialist. Some work for legitimate corporations under to working under false identities due to concealing
Imperial licenses and laws. Most, though, work for their names from their targets.
shady third-partyresellers, used starship lots, or even Slicer repo specialists are highly adept at accessing
criminal syndicates. In any case, repo specialists use ship computer systems to enter and take control of
a combination of bounty hunting, burglary, intimida- the targeted craft. They can parlay this skill into slic-
tion, and stealth to find and repossess their target. ing much more complex systems on military craft and
While they might have the legal authority to do so, in other situations.
their techniques workfor either side of the law.
Anti-ISB Efforts: The Empire has a vast information network headed by the Imperial Security Bureau, or ISB.
Characters with this Duty focustheir efforts on undermining this network with actions that specifically target the ISB,
09-16
such as feeding false information to its known moles, recovering captured prisoners from ISB detention cells, developing
profiles of ISB agents, and ensuring that the hated agency spendsits resources chasing dead-end leads.
Countermeasures: Characters with this Duty serve as cryptographers, secure communications specialists, and data
manipulators. Whether spreading false transmissions across subspaceor the HoloNet, crafting new electronic protection
17-24
to keep Rebel data secure,orslicing into Imperial transmissions and data vaults, they are phantomsin the code, capable
of weaving digital misdirection while ensuring Rebel electronics remain secure.
Double Agent Recruitment: PCsselecting this Duty focus on turning Imperial personnel—especially its spies—into
Rebellion assets. By playing on the sentiments of those who remain idealistic about the bettermentof the galaxy, they
25-32
gain valuable insight from individuals in positions of trust within the Empire. Whenthatfails, tactics such as blackmail,
extortion, and other coercive efforts may be necessary in these desperatetimes.
Droid Retasking: While the Empire seemsto have an infinite numberoforganic beingsin its service, droids also play a
critical role in almostall Imperial operations. PCs with this Duty focus their efforts on disabling and reprogramming these
33-40
droids to gatherintelligence or even setting them against their Imperial masters. By attacking this vulnerable and often-
overlooked Imperial resource, such PCsprovide vital aid to the Rebel Alliance.
Internal Security: Deceivers know their own kind. PCs with this Duty focus on protecting the Alliance from moles,
double agents, andtraitors. They also help maintain safety by ensuring that strongholds, outposts, and safe houses
41-48 remain undetected by the Empire. This sometimes includesensuring that supply lines for these locations are maintained
and keptsecret.
Interrogation Resistance: Even the mostskilled Rebel agent can be captured and subjected to Imperial interrogation.
PCs with this Duty specialize in ensuring that they and their fellow Rebels have the physical and mental fortitude to
49-56
endureinterrogation. They also work to ensurethat informationcritical to the Alliance is compartmentalized and secure,
so that agents who are unable to resist Imperial questioning don’t compromisethe entire Rebellion.
Legend Crafting: PCsselecting this Duty work to createfictitious histories and evidence to backup an infiltrating
Spy’s coveridentity. Knownas legends,thesefalse histories help Spies assume a coveridentity that becomesa fully
57-64 realized person and can beeasily presented to others. These efforts usually also include plantingfalsified information or
doctored holosinto Imperial databases, so that anyone researching the Spy’s coveridentity will find a host of data that
corroborates the legend, enough to pass rigorous examination.
Psychological Warfare: Fear is not only the purview of the Empire. PCs with this Duty attempt to spread fear among
enemyforcesin an effort to weaken morale and destroy the discipline that is the hallmark of the Imperial Army and
G5—/2
Navy. They also regularly combat Imperial propaganda andlook within the ranksof the Empireitself for personnel who
mighteasily be swayed into joining the Rebellion.
Resource Acquisition: Blasters and bacta are important for survival, but Spies with this Duty endeavor to acquire other
resourcesto aid the Alliance. These include enemy uniforms, Imperial credentials, and other tools of deception. Spies
73-80
with this Duty are certainly glad to acquire medical supplies, weapons, and other necessities, but their skillset allows
them to obtain equipment moresuited to subtle missions.
Tactical Insight: Wars are sometimes won before a battle is ever fought. These PCs specialize in gathering information
on Imperial military tactics and using these secrets to exploit weaknessesin the Empire's deployment plans and combat
81-88
strategies. They also attempt to undermine Imperial tactics by planting false intelligence in Imperial battlefield reports or
allowing fabricated reports on Rebel troop movementsto “fall into enemy hands.”
Wetwork:PCs with this Duty know that sometimes questionable,if not downright immoral, acts must be committed in
the name of the greater good. The quiet death ofa single key individual, after all, can save manylives or keep important
89-96
secrets buried for good. They're willing to do the unthinkable for the cause, and eliminate or assassinatecritical Imperial
personnel to prevent or undo a greater evil.
Roll twice on this chart. The PC's Dutyis equally split between twodifferent areas of focus, and successin either is good
97-00,
for increasing Duty value.
NEW SPECIES
ey . is acommodity that is gathered, hoarded, that dominate their society. Balosars who operated
and traded among almost all sentient species of the as spies and then managedto disentangle themselves
galaxy. The eyes, ears, antennae, and olfactory glands from the industrial espionage on their homeworld find
of all self-aware beings are used to understand their their talents well suited to the Rebel cause.
environment. This is more than a simple desire: at its
The Kubaz are newto galactic society compared to
core,it is a survival instinct. Understanding one’s envi- other species, but their ability to endure harsh envi-
ronment can mean the difference between life and ronments and endless clan wars means they are able
death in a hostile location—and few environments are to quickly adapt to the chaos and tyranny that has
morehostile than a galaxy ruled by the Galactic Empire. consumed many worlds. Slipping between shadows
This means that all species available to Player and gathering forgotten whispers, they sell secrets to
Characters are suitable for the Spy career. The three the highest bidder. A handful recognize that their sur-
species presented in the following pages are natural vival hinges on more than slinking about and trading
Spies, each able to use the career and its specializa- secrets for credits, though. Pragmatism, more than
tions in its own unique way. As non-human species, idealism, often drives a Kubaz to join the Alliance.
they have a naturally adversarial relationship with the Strange and insectoid, the Melittos have unique per-
Galactic Empire, but this does not ensure service to
ceptive abilities and exotic customs that allow them
the Rebel Alliance. These clever and crafty species to approach the art of deception in an unorthodox
are often motivated by self-interest rather than by a fashion. Other species easily underestimate Melittos
sense of altruism or idealistic dreams who venture out into the galaxy due to their lack of
From the skies and seas of their homeworld to the obvious auditory and visual receptors. What few know
very words they speak, Balosars are a polluted spe- is that the hairlike cilia that cover their bodies give
cies. Yet, their silver tongues and devil-may-care atti- them uncanny information-gathering skills. Melitto
tude allow them to thrive amid chaos and danger. The exiles cast out from their homeworld and forced to
Galactic Civil War makes little impact on these people travel the galaxy often find a new hive in the ragtag
as they fight to survive the corporate machinations heterogeneity of the Rebel Alliance.
Few even attemptto reach for this impossible status. Language: The Balosars speak their own language,
Instead, many look for the first opportunity to leave also called Balosar. It combines rasping hisses and
their poisoned homeworld and carve out a niche else- odd clicks with subtle gestures from their anten-
wherein the galaxy. Knowing that it is almost impossi- napalps. This makes it impossible for non-Balosars
ble for a near-human to achieve success under Palpa- to communicate fluently; when outsiders speak the
tine’s rule, most seek fortune and glory in the galaxy’s language, it comes off as stilted and crude. Balosars
criminal underbelly, working for a Hutt kajidic, the speak Basic and are as capable as humans of learning
Black Sun syndicate, or a similar organization. Even other languages. They also regularly use their anten-
other criminals tend to distrust Balosars, which makes napalps to pass simple messages to other Balosars
it difficult for them to obtain a respectable position. without other species taking notice.
Instead, many must content themselves with being an Life in the Alliance: Most Balosars join the Rebel
errand runner, informant, or peddler ofillegal goods. Alliance out of a simple desire to survive. Those who
Even in these low-level positions, Balosars are quite can tolerate the idealistic rhetoric of the Alliance find
skilled at gathering information. Some establish them- themselves in the unlikely position of being seen as
selves as invaluable employees by quietly amassing valued assets because of their natural charm. Some
critical information and revealing it at a key moment. Balosars find purpose or even hope among their new
Others secretly sell their information to corporations, allies, discovering a renewedspirit and an unexpected
sense of belonging.
Homeworld: Located in the Outer Rim, Kubindi is a e Special Abilities: Kubaz begin the game with
world burnt by its own sun. Great flares leap from its one free rank in Stealth or Survival. They still may
blue star and devastate the planet's surface, making not train Stealth or Survival above rank 2 during
the planet uninhabitable toall but the hardiest of spe- character creation.
cies. Most ofits surface is dominated by blackened e EnhancedVision: When making Ranged combat
mountain ranges and seas of endless, windswept sand. or Perception checks, Kubaz may remove up to
Sandstorms can arise in an instant, choking the life out iM imposed due to concealment or applicable
of any creature caught out in the open. Only swarms environmental factors (but not defense).
of massive carnivorous insects darelive aboveground,
burrowing into the arid wasteland when the storms
appear. Many natives regard these dangerous beasts
MELITTOS
as a delicacy. Clan rulers regularly hire hunting par- Melittos are insectile, chitin-plated bipeds who hail
ties to brave the planet’s surface in an effort to recover from the volcanic Inner Rim planet of Li-Toran. Lack-
them alive to be served as gourmetfare. The Kubaz ing eyes, they rely on auditory organs and feathery
dwell in tunnels so deep as to almost reach the plan- cilia to sense their surroundings. The cilia cover their
et’s core. In the pitch black far beneath the surface of bodies, allowing them to detect vibrations, scents,
Kubindi, they raise crops of genetically modified and and even electrical fields. Through powerful scent-
marked insect larvae, which are a staple of the Kubaz memories, Melittos can identify and track specific
diet and a necessity for survival. targets and penetrate clever disguises. They can even
Few offworld traders visit Kubindi, as it has little to sense the chemical compounds that identify diseases,
offer the galactic market and remains under the pro- making them gifted natural physicians. Many Melittos
tection of the Hutts. However, some of the moons of use their abilities to become renowned bounty hunt-
the Ku’Bakai system have established colonies that ers or trackers.
host clans of Kubaz. These outposts are hotbeds of Nearly all Melittos live in densely packed under-
information and illicit secrets. Due to the presence of ground hives, although a few exist outside of hive
the Hutts, however,it is difficult to separate truth from society. Mostof the latter, known as ronin, leave their
rumor, both of which pass freely between whispering homeworld to travel the galaxy. Some of them find
travelers and pragmatic natives. new purposein contributing to the Alliance via their
Language: Though most Kubaz understand Basic, rare abilities.
they are unable to speak it. Their native tongue, Kuba- Physiology: Melittos are cold-blooded, preferring
zian, is subtle and complex, combining shrill squeaks hot climates whenever possible. Newborns lack the
and whistles with the almost imperceptible snout species’ distinctive chitin scales, which grow as they
motions so common among the Kubaz. Very few out- mature, making it possible to judge age by the num-
siders are capable of speaking Kubazian, but those ber, size, and condition of the plates. Melittos’ cilia
who do earn a measure of respectfor their efforts. also grow with age, beginningas brightly hued strands
Life in the Alliance: Kubaz who join the Rebellion and becoming less colorful over the years. Chitin and
are rarely idealists. Instead, they recognize that both cilia coloration indicates a Melitto’s hive of origin,
the Hutts and the Empire offer false promises and though the sightless Melittos rely on individual scent-
oppression to their people. This makes the Alliance memories for this information.
NEW SPECIALIZATIONS
Gene and securing military intelligence is the Each specialization also has its own list of four addi-
province of the Spy. Different situations call for dif- tional career skills, from which players select two for
ferent techniques to effectively complete data acquisi- their character. This may allow players to select a
tion and transfer. This section explores specializations skill twice at creation, thus beginning with two ranks
that involve techniques beyond those included in the in that skill. No character may start the game with
AcE oF REBELLION Core Rulebook. Operatives with more than two ranks in any skill, however, regard=
these specializations risk their lives in using these dis- less of how many opportunities the player may
tinct approaches to ensure the Alliance has the infor- have had to select it (such as by combining
mation it needs to gain the upper hand. a free rank from a species with one from
These three new specializations are available to the career list and one from the spe-
cialization list).
characters who have chosen the Spy career. They
may be selected as a character'sfirst specialization,
or they can be purchased as additional specializations
with experience points earned through gameplay (see
AcE oF REBELLION Core Rulebook, page 103). Simi-
larly, characters pursuing other careers may spend
experience points to acquire these specializations as
non-career specializations. Either approach makes it
straightforward to integrate these specializations into
a campaign.
All Spies, regardless of their specialization, have
eight core career skills: Computers, Cool, Coordina-
tion, Deception, Knowledge (Warfare), Perception,
Skulduggery, and Stealth. These skills represent the
core areas of competency that all Spies are likely to
possess or develop. Spy characters automatically
gain one rank each in any four of these skills of their
choice without spending starting experience, and they
receive a discount when they spend experience f
purchase ranksin any of these skills.
COURIER
'OCV71V7
here is more to military intelligence than stealing
the enemy’s secrets. That data must be secured and
ENSURING DELIVERY
delivered to the specialists who can best exploit it. The Couriers acquire Athletics, Deception, Streetwise,
Courier specializes in transporting critical information, and Vigilance as additional career skills. If this is the
often while working incognito far behind enemy lines. character’s starting specialization, the player may
These experts take the necessary risks of repeatedly choose two of these skills and gain one free rank in
crossing through security checkpoints or even active each without spending starting experience. In order
battlefronts. They must be capable of operating under to avoid Imperial entanglements, Couriers must be
foes’ scrutiny without drawing undue attention. Toa cer- capable of operating without drawing attention to
tain extent, these Spies are a very themselves. As they cannot expect to always succeed,
specialized type of smuggler, these characters must also recognize the signs of
dealing primarily in informa- trouble and have the ability to act quickly to escape
tion rather than physical entrapment. Because they often face overwhelming
goods. Not surprisingly, odds, personal speed is typically a higher priority
many Couriers developed than a trusted weapon.
underworld contacts work-
ing as smugglers prior to Some Couriers prefer to work consistent routes as
joining the Rebellion. they shuttle information away from prying Imperial
eyes. These specialists need a reliable cover story
that they can use repeatedly. They might pose as
merchantsor transportdrivers plying consistent trade
routes. In a few instances, a Rebel might even take on
the cover profession as a means of obtaining addi-
tional income, carrying innocuous cargo to market
while smuggling critical information. Such Spies go to
great lengths to ensure that their business interests
are completely legitimate, so that they do not attract
any undue attention. They also make sure that those
interests are at least marginally profitable. A mer-
chant who loses money consistently for years, after
all, is just as likely to draw government attention as
one who manages exorbitant profits. These individu-
als may even establish friendly relationships with the
guards along their routes, and their frequent passage
through Imperial territory becomes just a part of a
station’s routine traffic. In these cases, typically only
a subset of their transits include military intelligence.
Other Couriers deliver critical data to Rebel spe-
cialists in a variety of locations instead of adopting
a mundane occupation that involves travel on regular
routes. Some are enthusiastic adrenaline junkies who
call on wild speed and quick thinking to overcome
Imperial security. More risk-averse Couriers simply
excel at developing good cover stories and staying
true to theirroles during a mission. Adrenaline junkies
or not, these Couriers are unlikely to have any estab-
lished relationship with the local Imperial guards.
Consequently, they must quickly determine how to
bypass security or rely on other intelligence sources
to prepare for it.
| te yeh Sa | Sa cr
Gain hidden storage in ve- Do not suffer usual penal- Once per encounter, may Gain +1 strain threshold.
hicles or equipment that ties for moving through use Second Wind inciden-
holds items with total en- difficult terrain tal to recover strain equal COST 10
cumbrance equal to ranks to ranks in Second Wind.
in Hidden Storage. Lah a}
LahaA}
COST 10
CE NeSTNSTN] | aT | Bi uiathe
Gain +1 strain threshold Upgrade difficulty of Suffer 1 strain when mak- During a chase, add J per
checks to identify charac- ing a Move maneuver to rank in Shortcut to any
[otahyih) ter once per rank of Indis- moveto any location with- checks made to catch or
tinguishable. in shortrange. escape an opponent.
| ei | ae | saa |ena
WSUYUmit
Cain +1 to a single charac- When being followed or Once per session, may re-
While in a crowd, mayper- teristic. This cannot bring a chased, the character may roll any 1 Athletics or Coor-
form the Incite Distraction characteristic above 6 perform the Lose Them dination check.
action to make an Aver- action and make a Hard
age (® @) Deception COST 25 (@@ @)Stealth check.if COST 25
check. If successful, ene- successful, add Il Il to
mies treat the area asdif- checksto followhim forthe
ficult terrain. The character remainder of the encoun-
may spend @ to make the ter and may spend @ to
location impassable ter- indicate his pursuers have
rain to them instead. lost him completely.
ey fess we sa
Permission granted to print and photocopy this page forpersonal use only. LFL FFG Set ‘,
ne Ses
INTERROGATOR IAW 77OURWOT
portion of the mostcritical military intelligence is
never officially documented. Some parts might not
ENSURING ANSWERS
even seem like valuable information at first. A Slicer Interrogators acquire Charm, Coercion, Medicine,
may never uncover a minister's esoteric hobbies that and Perception as additional career skills. If this is
could be used for blackmail. An Infiltrator might not the character's starting specialization, the player may
recognize that an old plaque conceals a datachip choose two of these skills and gain one free rank in
loaded with secrets. Skilled Interrogators, however, each without spending starting experience.
can uncover secrets that their subjects might not even
recognize they possess. Often, this requires that the In order to successfully question a target, an Inter-
subject be capturedfirst, but some operatives are so rogator needs to have some background info about
skilled and subtle that they can the subject, possibly including personality traits,
extract secrets from targets loved ones, and interests, in addition to knowing what
Le through casual conversa- type of information to seek. Personal historyis critical
tion without letting the tar- to gaining leverage over a target. Interrogators must
gets realize what has hap- be versed in a range of information extraction tech-
pened. These specialists niques so that they can determine the best method
grant the Rebellion unex- for a particular foe. Physical coercion can work effec-
pected and unorthodox tively against some enemies, but for others, psycho-
advantages that it needs to logical attacks are far more efficient. Recognizing the
succeed against enor- best technique and having the appropriate tools read-
mous odds. ily available makes each interrogation faster and the
results morereliable.
A physically imposing questioner may rely upon
violence, and this technique can sometimesbe effec-
tive. However, it is invariably cruel. Further, Imperial
officers are trained to resist these techniques, reduc-
ing their efficacy. Additionally, some subjects recog-
nize that the consequences for giving in to this type
of torture can be as severe as thosefor resisting it.
For these reasons, the mosteffective of interrogations
eschew physical techniques for social ones.
Many Interrogators instead use a combination of
Charm and Deception to effectively draw informa-
tion from their subjects. They may intimidate through
threats—often to the subject's friends, family, or spe-
cial interests—rather than direct violence. Demonstra-
tions of power over those other parties can provide
additional leverage, though such demonstrations may
be fabricated as necessary.
Either type of Interrogator may educate allies on
the best ways to resist enemy questioning, something
even non-combatants in the Alliance may face at
some point. This may involve working with students
in simulated questioning sessions, but it can also
incorporate observation of the Interrogator at work.
Crucial to either approach is having students watch
people while they are breaking, partly so that stu-
dents can recognize what this lookslike, but also to
help them identify the types of leverage that might be
used against them, so that they can work to mitigate
the effectiveness of those tactics.
INTIMIDATING
May suffer a number of When making a Medicine Upgrade difficulty of in-
strain to downgradedifficul- check to help a character coming Charm, Coercion,
ty of Coercion checks, or heal wounds, the target and Deception checks once
upgrade difficulty when tar- heals 1 additional wound per rankof Nobody's Fool
geted by Coercion checks, per rank of Surgeon.
by an equal number. Strain
suffered this way cannot
exceed ranksin Intimidating.
eaten at Se
May spend &? £3 from a When making a Medicine May spend £3 {3 from a
Deception or Coercion check to help a character Charm or Negotiation check
check to upgrade ability of Lm ty ea) heal wounds, the target to upgrade ability of a single
a single ally’s subsequent heals 1 additional wound ally's subsequent social
social interaction check per rank of Surgeon. interaction check against
against the target a num- the target a number of times
ber of times equal to ranks Lal) equal to ranks in Good Cop.
in Bad Cop
COST 10
Pa HB KNow THEIR
a assy
May spend } <} from a Upgrade difficulty of in-
When targeted by an Deception or Coercion coming Charm, Coercion, Once per session, may
opposed social skill check, check to upgrade ability of and Deception checks once perform the Know Their
the character may suffer 2 a single ally’s subsequent per rank of Nobody's Fool Weakness action and
strain to preform the Resist social interaction check choose one target within
Questioning out-of-turn against the target a num- Ly ey short range; make a Hard
incidental, adding[to the ber of times equal to ranks (© @) Perception check
check. If the check fails, in Bad Cop to downgrade the difficulty
may spend @ to indicate of social skill checks against
he has provided false infor- [olay Ey target once per rank of
mationtofoe. KnowTheir Weaknessuntil
the endofthe session
Pott =)
COST 15
l
|
| aaa ,Na HE KNow THEIR I improveo Know
QUESTIONING ay ase) THEIR WEAKNESS
May suffer a number of
When one ally within short strain to downgrade difficul- Once per session, may The character may extend
range is targeted by an ty of Coercion checks, or perform the Know Their the effects of Know Their
opposed social skill check, upgrade difficulty when tar- Weakness action and Weakness to a number of
the character may perform geted by Coercion checks, choose one target within enemieswithin short range
Resist Questioning to affect by an equal number. Strain short range; make a Hard equal to his Presence.
this check instead. If the suffered this way cannot (© @@) Perception check
checkfails, may spend Y exceed ranksin Intimidating. to downgrade the difficulty COST 20
to indicate the ally provid- ofsocial skill checks against
edfalse informationtofoe. COST 20 target once per rank of
KnowTheir Weaknessuntil
VV SE the endofthe session
COST 20
aS | Gis Yalan
TyTN
When making a Brawl Once per session, may Gain +1 to a single charac-
check against an opponent, Whenevercharacter makes make an opposed social teristic. This cannot bring a
instead of dealing damage, a successful social skill skill check against a cap- characteristic above 6.
may deal equivalent strain check against a captured tured enemy character
plus additional strain equal enemy within short range, within short range and add a
to ranks of Medicine (this may reduce that enemy's [for every2 strain inflicted
1 : rae
ignores soak) strain threshold by 2 for the on the target that encoun- Bia
Be
remainder of the session ter. IF successful, the PCs
COST 25 and can spend {: to inflict gain a bonus based on the
1 strain, enemyNPCtype.
COST 25 COST 25
Lathe) COST 10
Permission granted to print and photocopy this page forpersonalus: e only. © LFL © FFG ne
teed
NEW TALENTS
he following pages describe each new talent intro- FREERUNNING
duced in CypHers AND Masks. Every entry includes Activation: Active (Incidental)
the information required for gameplay. See page 139 Ranked: No
of the Ace or REBELLION Core Rulebook for moreinfor- Trees: Courier
mation on talents. Onceper round, before performing a Move maneuver,
the character may suffer 1 strain. If he does so, he may
ASTEP AHEAD use his Move maneuver to move to any location within
Activation: Active (Incidental) short range (even straight up) as long as there is some
Ranked: No sort of object to move across or a path to movealong.
Trees: Sleeper Agent
Once per session, the character may suffer two strain GOOD COP
in order to count his Cunning as one higher than nor- Activation: Passive
mal for the remainder of the encounter. Ranked: Yes
Trees:Interrogator
ANALYZE DATA
The character may spend £2 {» from a Charm or
Activation: Active (Action) Negotiation check to upgrade the ability of a single
Ranked: No ally’s subsequent social interaction skill check against
Trees: Sleeper Agent the same target in the same encounter. Upgrade the
Once per session, after capturing or stealing data ability a number of times equal to the character's
about an opponent, the character may perform the ranks in Good Cop. A single check may only benefit
Analyze Data action to make an Average (® @) from one use of Good Cop.
Knowledge (Warfare) check to determine its value.
If successful, once before the end of the session the HIDDEN STORAGE (IMPROVED)
character may add automatic 3* equal to his ranksin Activation: Passive
Knowledge (Warfare) to one check related to that cap- Ranked: No
tured data. The GM has the final say on what checks Trees: Courier
are related to the data. The character may use Hidden Storageto store an item
within his own suitably modified body (such as through
BAD COP cybernetics, surgery, or prosthetic replacements).
Activation: Passive
Ranked: Yes INCITE DISTRACTION
Trees: Interrogator Activation: Active (Action)
The character may spend &} & from a Deception or Ranked: No
Coercion check to upgrade the ability of a single ally’s Trees: Courier
subsequent social interaction skill check against the While in a crowd or populated area, the character
same target in the same encounter. Upgrade the abil- may perform the Incite Distraction action to make an
ity a number of times equal to the character's ranks Average (@ @) Deception check.If successful, ene-
in Bad Cop. A single check may only benefit from one mies treat the area as difficult terrain for the remain-
use of Bad Cop. der of the encounter. The character may spend ® to
makethe location impassable terrain to them instead.
CUNNING PERSONA
Activation: Active (Incidental) INDISTINGUISHABLE (IMPROVED)
Ranked: No Activation: Passive
Trees: Sleeper Agent Ranked: No
The character may suffer two strain to make a Charm Trees: Courier
check using Cunning instead of Presence. The character may extend the effects of Indistinguish-
able to a number ofallies within short range equal to
EXHAUSTIVE QUESTIONING his ranks in Deception.
Activation: Active (Incidental)
Ranked: No INSIDE KNOWLEDGE
Trees: Interrogator Activation: Active (Action)
Whenever the character makes a successful social skill Ranked: No
check against a captured enemy within short range, he Trees: Sleeper Agent
may reduce the enemy's strain threshold by 2 for the Once per session, the character may perform the
remainder of the session and spend {? toinflict 1 strain. Inside Knowledge action to make a Hard (@ @ @)
Skulduggery check while within an enemy facility
5-6 Quest
SPIES AND SECRETS 79 Secrets
Spies deal with secrets. Secrets are often the reason
10 Roll once on each of any two categories
for their missions, but aspects of secrecy can also be
what drew them to become Spies in the first place.
They might be driven to uncover secrets, believing no During character creation, players can choose the
information should be hidden. Alternatively, they could Motivation that bestfits their Spy character, or they
have a desire to keep secrets secured and believe that can roll randomly for one. To choose randomly, they
sometimessociety is better off not knowing the truth. first roll on Table 1-2: Random Spy Motivation
Motivations related to secrecy can help mold back- instead of using the corresponding Table 2—5: Ran-
grounds for Spy characters and offer guidance in play- dom Motivation on page 104 of the AcE oF REBEL-
ing them, especially when dealing with enemy agents. Lion Core Rulebook. Players who roll Secrets then roll
again on Table 1-3: Specific Secrets to determine
CypHeRs AND Masks includes the new Motivation which Secret to use as the Motivation. Otherwise,
category of Secrets, specially designed for the Spy players should consult the appropriate table in the
career. Players with characters from other careers are AcE oF REBELLION Core Rulebook (pages 105-106) for
also welcome to choose a Secret, of course,if one fits the category rolled.
particularly well.
Falsification: A secretis valuable only so long as people believeit to be true. As such, these Spies enjoy twisting facts and
addingfictitious details, making it a better story but also one that enemyagents can easily (but erroneously) disprove.
Detection:The first step in learning the contents of a secretis to learn there is something secretive that actually exists.
Seeking out areas where secrets exist drives these Spies, while the actual information may be of lesser concern.
Extraction: Sometimes the only way to learn a secretis to persuade those with the information to part with it. Spies
motivatedin this way often develop effective techniques for pulling secrets from Imperials, making themselves quite
invaluable to the Alliance war effort.
Classification: By their very nature, secrets only exist when someone makesthem so. The act of hiding information
31-40 away or markingit as unfit for open disseminationis just as important as seekingit out for these Spies. Buried in multiple
layers of operational security concerns, they decide who should and should not learn these secrets.
Analysis: Information often has no identifiable value, evenif it is directly associated with important projects or people.
41-50 Only when it is properly analyzed and contextualized can secrets be truly understood, and these Spieswill sift through
moundsof information from a variety of sourcesto fully grasp its importance.
Security: Without proper encryption or methodsof physically securing information, secrecy is impossible. These Spies are
51-60 consumed with meansof security and ensuring that secrets stay hidden.
Revelation: Secrets, especially Imperial ones, have rarely been kept for good reasons.Allowing everyone to know the
61-70 truth of the Empire drives these Spies, whostrive to uncover secrets whereverpossible.
Tracking: Nosecret exists on its own. Each one has a lineage and pedigree showing associated locations and persons
71-80 of interest. Learning the true nature of secrets can consume these Spies, driving them to trace secrets back across years
and parsecs, often uncovering other secrets along the way.
Preservation: Often the only way to keep a secret from unwantedrevelation is to eliminate any who come into contact
81-90 with the information. Guarding secrets drives such Spies, who ensure few learn the secret andlive to tell others.
Retrieval: Tradecraft often involves penetrating enemy security systems to gain access to secrets, and somefind this the
91-00 grandest game ofall. Only when battling their opposite numbersand stealing their secrets do these Spies comealive.
UPGRADES
After purchasing the basic form of a signature abil-
ity, a character 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 connectsto the basic form
of the ability or a previously purchased upgrade. The
experience cost of each upgrade is listed in its box.
ACQUIRING
SIGNATUREABILITIES
Before purchasing a signature ability or any of its
upgrades, a character must “attach” that ability to the
bottom of one of his current in-career talent trees.
Once a signature ability has been attached to a tree,
no other signature abilities may be attached to that
tree, and the attached ability cannot be removed
COST 30
Permission granted to print and photocopy this page for personal use only. © LFL © FFG
Spy Signature Ability Tree: Unmatched Tradecraft
tN antecVayWoe]
Once per session as an incidental, after the player rolls the dice for a Deception check but before resolving the results, he may spend 2 Destiny Points to remove
one of the rolled © from the pool. The results from that @ are ignored, and the checkis then resolved as normal.
[alt[1]
\
| aiaalsaie HB FREQUENCY ) Naa TM ay
Unmatched Tradecraft may To activate Unmatched Tra- Unmatched Tradecraft can The numberofdice removed
also be used on @. decraft, the character needs be used an additional time through Unmatched Trade-
to spend only one Destiny per gamesession. craft increases by one per
COST 15 Point instead of the normal Increase Number upgrade.
two Destiny Points. [acthy
Lot =)
felt)
Permission granted to print and photocopy this page for personal use only. © LFL FFG
‘As part of this surprise inspection, I'll be reviewing
yoursecurity systems andprisonercells.
any spies go on missions lightly armed at best. In this chapter, players can find new items for their
Some of the most effective espionage agents Spy characters to use in espionage and counteres-
rely solely on cleverly fashioned cover stories and pionage efforts. These include weapons that can be
simple disguises, along with their own quick wits, easily concealed, or might not even appear as such
to avoid Imperial entanglements and achieve their at a glance, as well as new armortypes that increase
goals. In this way they can effectively sneak in and stealth capabilities. New gear items include subtle
out of enemy facilities, or even enemy vehicles, with poisons, implanted disguise systems, and cyber-
less chance of suspicion. netic hands designed for defeating security systems.
Players gain new equipment for spiking computers
Most missions, however, require additional tools,
and scrambling enemy signals, along with essen-
such as recording devicesor slicing gear, if spies are
tial devices for sabotage, infiltration, and wetwork.
to achieve their goals. While agents in the Alliance
Because the Empire often overlooks them, this chap-
are rarely classified as combat personnel, their weap-
ter contains new droids to augment Spy characters
onry, gear, and vehicles on such missions can be as
in almost any espionage mission.
potent as those of any Rebel soldier. In the case of
spies, though, such items are usually as deceptive as Spy characters operate in unique manners, and so
their own natures. An unassuming blaster pistol, for there are equally unique weapon and armor attach-
example, might be converted to a long-range assas- ments to customize their equipment. Lastly, there
sin’s rifle. Ordinary clothing could contain a number are two new vehicles with plenty of room for modi-
of concealed blades, lockpicks, or recording devices. fications to fashion truly personalized transport sys-
Even their “civilian” vehicles might contain a wide tems. Theseare ideal for creating iconic speeders or
range of hidden firepower and defensive upgrades. starshipsable to act as civilian transport but secretly
packed with powerful weaponry and upgrades.
TOOLS OF TRADECRAFT
Ce ty ee
NEW WEAPONS
ecrecy is an intelligence agent's stock in trade. A character can spend a maneuver to convert the
Agents in the field live and die by their ability to CFE from pistol to rifle mode,or rifle to pistol mode.
become someone or something else entirely and to With the rifle accessories attached, the weapon's
obfuscate everything about their real identity. This range becomes long, and it gains the Accurate 1 and
secrecy extends to the weapons carried and armor Pierce 1 item qualities. Characters use the Ranged
worn while on the job. The following list presents a (Heavy) skill when firing the weapon in rifle mode.
selection of armor and weapons appropriate for use in
the course of an agent’s mission. CS14 “GHOST” LIGHT BLASTER PISTOL
4 | Accurate 2,
panera! fee 10 2 | Extreme | 7| 41 6500 9 Cumbersome 3,
y | | Pierce 1, Stun setting
STEM40
Heavy Repeating ee 6 3 Short 2 2) 2,100 5 Auto-fire, Inaccurate1
Blaster Pistol eI
TOOLS OF TRADECRAFT
ST-M40 HEAVY
iTttt REPEATING BLASTERPISTOL
edirection crystals are an invention of the The STM40 is a repeating blaster pistol based
Imperial Security Bureau. Produced in loosely on Merr-Sonn’s best-selling DD6. Somewhere
small numbers by the Imperial Department between a heavy blaster pistol and a blaster carbine,
of Military Research for the ISB and various the ST-M40 is a medium-sized weapon with a short,
Imperial intelligence and wetworks teams, heavily shrouded barrel and a folding shoulder stock.
a redirection crystal is simply a container of In combat, the ST-M40 features a select-fire setting
pressurized Tibanna gas fitted with a focus- that allows it to be fired as a single-shot, semiauto-
ing crystal and a short blaster barrel. When matic weapon or in full auto. Although its short bar-
struck, typically by blaster or slugthrower rel and auto-fire setting have a deleterious effect on
fire, the canister ruptures and produces a the weapon's accuracy, the ST-M40 is wildly popular
blaster bolt through the attached barrel. The among special operations teams and vehicle crewsfor
bolt the redirection crystal fires has a power its size, durability, and ease of use.
output equal to a standard blaster rifle, but During combat, GMs may make this weapon run
its range is significantly reduced. A redirec- out of ammunition by spending %&4 This is in addi-
tion crystal is destroyed onuse, leaving little tion to the standard spending of Y (as per page 218
behind to identify what it was. Redirection of the Ace or REBELLION Core Rulebook).
crystals are very popular among Imperial
Intelligence agents, who often use them to VAC ATTACK MK-127
obfuscate assassination scenes or frame oth- CONCEALABLE DISC LAUNCHER
eu relacela inloce
Setting up a redirection crystal requires a Initially designed by the Vacutech Combine—which
Hard (© © ©) Skulduggery check. Due to ran out of capital and declared bankruptcy during the
its size, hitting a redirection crystal requires development of this weapon thanks to Imperial med-
a Hard (© © ©) Ranged(Light) or Ranged dling—the Vac Attack is a small projectile launcher
(Heavy) check. Redirection crystals have worn around the wrist like a chrono. It fires bursts of
small, extremely sharp discs that can shred armor
the following profile: (Damage 9; Critical 4;
Range [Short]; Limited Ammo 1). They cost and flesh like a flechette. The weapon's spread can be
500 credits (R) and havea rarity of 9. adjusted so that it fires all of its discs in a single line or
in a broad arc that can catch multiple targets. Entirely
silent and easily concealable, the Mk-127 is often used
NIGHTSTINGER BLASTERRIFLE for jobs in which silence and stealth are paramount.
Xerrol Corporation’s Nightstinger is one of the most Changing the weapon's spread from single to arc
unusual blaster rifles in the galaxy. Officially classified requires a maneuver and grants the weapon the Blast
as a sporting weapon, the Nightstinger is a powerful, 6 item quality. If Blast is activated, the weapon's supply
well-balanced rifle ostensibly designed to hunt big, of discs is exhausted in the shot. When worn on both
dangerous creatures at long distances. While this is wrists, Mk-127s can be fired as if they were a single
true, the Nightstinger can also, at the flick of a switch, weapon with a regular combat check, gaining the Linked
fire completely invisible blaster bolts, an ability that 2 quality. Noticing that an individual is wearing one or
makes these weapons illegal to own in mostcivilized a pair of these weapons requires a Hard (@ @ @) Per-
parts of the galaxy. While Xerrol claims that the invis- ception check. At the Game Master's discretion, the
ible bolt setting was designed for night hunting and discs can be coated with various toxins. Reloads for the
stalking light-sensitive beasts, the fact that it allows Mk-127 contain four discs and cost 100 credits.
a shooter to remain completely undetected while fir-
ing has not been overlooked by the galaxy’s assassins
and intelligence agents. The power requirements for
firing the rifle in stealth mode are quite onerous, how-
ever, and its rate of fire becomes significantly reduced
from the depletion of its power cells.
ll
_
El
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TI
TOOLS OF TRADECRAFT
CYPHERS AND MASKS
WRIST BLASTER air and either knocking out or suffocating the target.
Garrotes are easy to conceal and can even be made in
Wrist blasters are custom-made self-defense weapons the field with readily available materials.
worn by diplomats, espionage agents, businesspeo-
ple, and other individuals who need an inconspicu- A character who makes a successful Brawl attack
ous personal defense weapon. Typically built into when using a garotte against a target can cause that
a bracelet or large-framed chrono, these weapons
target to become suffocated (see page 228 of the AcE
fire an extremely powerful blast at little more than
oF REBELLION Core Rulebook). Targets may attempt to
arm’s length. Good for only one shot, the blaster break free of a garrote with an opposed Brawlvs.
mechanism focusesall of its power into a single, high- Brawl check, adding If for each round they have
been caught.
powered blast that can penetrate most armor and
can incapacitate or even kill the toughest opponent in
the blink of an eye. Despite their utility, wrist blasters MMD-18 MOLECULAR DAGGER
have a number of downsides. Theyareillegal on most
The MMD-18 is a larger, more durable version of Xana
worlds, although that doesn’t stop individuals from
Exotic Arms’ MSW-9 molecular stiletto. Roughly the
using them. In addition, their rangeis pitifully short:
size of a combat knife, the MMD-18 has a long and
users must be almost touching their target for the
thin double-edged, crystalline matrix blade set into
weapon to have any effect. Finally, since wrist blasters
a simple polycarbonate handle with a short, straight
are only good for one shot, a user is put in a precari-
quillon. The edges of the blade are honed to mono-
ous situation if the blastfails to incapacitate or kill the
molecular thickness, allowing them to cut through
intended target.
even the thickest armor. While this dagger is sturdier
Noticing that an individual is wearing a wrist blaster than the MSW-9, a wrong move or an awkward blow
requires a Daunting (@ @ @ @) Perception check. can still shatter the blade relatively easily.
At the Game Master’s discretion, <8} « 4or YW can
Due to their inherent fragility, any combat check
be spent on a user's Ranged (Light) check to have the
made while wielding one of these blades that gener-
weapon burn the user and deal 3 wounds.
ates either 48 %4 or YW shatters the blade.
MMD-18 :
Molecular Dagger Melee +2 3 Engaged ] 1 100 4 Pierce 2
TOOLS OF TRADECRAFT
CYPHERS AND MASKS
NEW ARMOR
ost Spies wear little, if any, physical armor. During
the rare times they do, they tend to favor flexible
suits that are built for a specific purpose, such as climb-
ing or sneaking,or light armor that is easily concealed
beneath normal-looking clothes.
AYELIXE/KRONGBING CLIMBSUIT
-
duced. Marketed toward law enforcement and intel-
ligence agencies, the NightStalker combines light-
absorbing materials, armorweave, gel-insert plates,
and sound dampening fabric to produce a suit that
When wearing a NightStalker suit, the wearer adds
provides both respectable protection and decent
automatic 3€ to Stealth checks he makes and adds
passive stealth capabilities. The NightStalker is a
automatic 8 to social skill checks he makes.
full-body suit that covers everything but the wearer’s
eyes. It is typically worn with scanner goggles or other
wearable vision-enhancement systems.
TOOLS OF TRADECRAFT
CYPHERS AND MASKS
TABLE 2-3: NEW ARMOR
Name nTftity YT) a eT Tea Lea LOL
Climbsuit 0 1 1,450 Dalia? 4
Mk| NightStalker Suit 0 2 (R)4,800 2 1 9
Mk IX Personal Mimetic Concealment Suit 1 1 (R) 8,000. 2 1 8
NEW GEAR
oe agents tend to travel light, carrying only
what they needfor their current mission and nothing
that might give them awayto their enemies. That being
said, the quantity and variety of equipment that Spies
can requisition for various missions is staggering. The
following is a small selection of electronics, implants,
chems, and other gadgets that Spies commonly use.
AFFIDE CRYSTAL
Affide Crystal(in false tooth)
Affide crystals are commonly used as last-resort
“suicide pill” in the event of capture or torture. Typi-
cally hidden in a false tooth implanted in the agent's A single affide crystal is a poison that requires an
jaw, affide crystals are an extremely powerful neuro- upgraded Daunting (®@ @ @ @) Resilience check
toxin that, upon exposureto moisture, can kill an indi- to overcome when ingested. The poison inflicts 10
vidual in seconds by immediately stopping respira- wounds and a Critical Injury on a failed check. Each ‘>
tory functions. To use them, agents simply bite down generated adds +40 to the roll for the Critical Injury
hard on their false tooth, shattering it and allowing result. GMs may spend 48 44or @ to kill a target
the crystal to dissolve in their mouth. Depending on instantly, leaving no opportunity for resuscitation.
the agent's species and constitution, death can take
from 20 to 40 seconds.
TOOLS OF TRADECRAFT
CYPHERS AND MASKS
CYANOXIS D-570 TABLE 2-4: CHEMS AND POISONS
Cyanoxis D-570 was originally developed by Toxico as esti Price §Encum Rarity
an all-purpose rodenticide. An extremely aggressive Affide Crystal (R) 500 0 8
anticoagulant, D-570 works by weakening the walls of
a creature’s small blood vessels. This causes them to Cyanoxis D-570 50 1 4
rupture, leading to internal hemorrhaging and eventu-
Skirtopanol (R) 500 0 8
ally death. Thanks to its particular and well-guarded
chemical makeup, D-570 works on numerous species Vutalamine 125 0 5
throughout the galaxy, a very rare quality in a vermin-
killing poison. Spies and assassins began to capitalize One doseof Skirtopanol requires a Hard (@ @ )
on this shared toxicity not long after the poison first Resilience check to overcome. On a failed check, the
appeared on the market. drug inflicts 5 strain, and the difficulty of all checks
When usedas an assassination tool, D-570 is typi- the target makes to resist Charm or Coercion for the
cally administered through food and drink. Once remainder of the encounter is upgraded once. In addi-
ingested, the poison takes about a week to break tion, each 8 generated on the original check inflicts
down a sentient being’s circulatory system and cause 2 strain on the target. Finally, the GM can spend WY to
internal bleeding. During that time, the target is make the target check against the drug again during
fatigued, bruises easily, and often bleeds slightly from the next round, as it remains in his system.
the nose, mouth, or ears. Death typically results in ten
days or fewer. Since death occurs so long after first VUTALAMINE
exposure, it is often difficult to determine that D-570
Vutalamine is a common anti-anxiety drug that Bio-
was the cause of an individual's death. By the time a
Tech Industries produces and sells throughout the
week has passed, thereis little evidence left, and the
galaxy. Colloquially known as “vue,” it has been a
assassin can be halfway across the galaxy and out of
mainstay of the galactic pharmacopeia for treating
reach of punishment.
psychological maladies, muscle spasms, and seizures
One dose of Cyanoxis D-570 requires a character for at least a century. Vue has a calming effect that
to make a Hard (@ @) Resilience check to over- allows individuals to process information moreclearly
come. On a failed check, the poison inflicts 2 wounds and make better decisions. It also slows down breath-
and 2 strain immediately, plus 1 wound and 1 strain ing and circulation, along with reducing tremors and
per day for ten days or until the target succumbs to steadying limbs. Thanks to these last qualities, many
death. Each ‘generated inflicts 1 additional strain sharpshooters, slicers, and assassins use the drug to
per day as internal blood loss takes its toll on the help steady their hands while shooting or to steady
target’s constitution. Y can be spent to increase the their nerves in extremely stressful situations. Long-
number of days the poison staysin effect by one. term use of vue can be addicting, and side effects can
include acute paranoia, suicidal ideation, and impair-
SKIRTOPANOL ment of memory and judgement.
Originally produced for Corellian Security (CorSec) A single dose of vue lasts for twenty-four hours.
intelligence agents by Chiewab Amalgamated Phar- During that time, the character upgrades the ability
maceuticals, Skirtopanol is a powerful truth serum of any checks made to resist stress or fear once. In
used to coerce confessions out of suspects. Admin- addition, the difficulty of Ranged (Light) and Ranged
istered through injection, Skirtopanol typically takes (Heavy) checks made at long or extreme range is
effect in minutes. It makes the target lethargic, com- reduced by one. At the Game Master's discretion, fre-
pliant, open to suggestion, and free with information. quent use of vue can cause impaired judgement and
While under the influence of Skirtopanol, suspects loss of memory, imposing permanent I on Intellect-
tend to ramble, chase tangents, and trail off in the and Cunning-based checks.
middle of sentences. Agents must work constantly to
keep an interrogation on track when using Skirtopa- CYBERNETICS
nol, but it typically is worth the effort. Interrogators
must also closely monitor the amount of Skirtopanol Cybemetic implants are extremely popular among
injected, as an overdose can cause coma and per- intelligence agents. Implants allow a Spy to carry and
manent cognitive impairment. Courts frown on law store important equipment in the most secure and
enforcement agencies using Skirtopanol due to the closely guarded place imaginable: their own body.
suggestibility of individuals under its influence, and While many sentients consider cybernetics highly
confessions extracted from subjects under its effects invasive and look askance at even necessary medical
are often ruled as inadmissible. use,intelligence agents consider them simply another
part of their tradecraft.
TOOLS OF TRADECRAFT
CYPHERS AND MASKS
TABLE 2-5: CYBERNETICS to set the disguise. A cyber disguise cannot change a
being’s general shape or size, add or subtract limbs,
Item ita a laag or allow an individual to impersonate a member of
Cortex Bomb (R) 1,200 = 6 another species. At the Game Master’s discretion,
a cyber disguise could be used to impersonate spe-
Cyber Disguise (R) 18,000 - 8
cies that are very similar to the user's; a human could
Lockbreaker Hand (R) 2,200. = 6 impersonate a Chiss or Pantoran, for example.
TOOLS OF TRADECRAFT
CYPHERS AND MASKS
PAIN DAMPER VOCAL EMULATOR IMPLANT
Pain dampers are a series of nerve implants that allow Known also as a voxscrambler, a vocal emulator
an individual to tune out extreme pain and fatigue. implant connects to individuals’ vocal cords and allows
They were designed to help beings in physically tax- them to change the tone and tenor of their voice and
ing positions that require long hours of keen atten- even impersonate specific individuals. With a thought,
tion to stay functional on the job.Initial users included users can change their voice to sound like any age,
asteroid miners, disaster response technicians, and sex, or even species, within reason. Like a cyber dis-
aerospace traffic controllers. Spies have discovered guise, a vocal emulator implant allows a user to mimic
that pain dampersalso allow individuals to withstand specific individuals, given enough study and practice.
incredible amounts of interrogation or torture. As a
Changing or disguising a character’s natural voice
result, their use has spread throughout many of the takes one round. To mimic the voice of a specific indi-
galaxy’s intelligence communities.
vidual, a voxscrambler user must make a thorough
Pain dampers upgrade the ability of all checks study of the subject—listen to recordings, hear the
made to resist pain or physical torture once. individual deliver a long speech, etc.—and then make
a Hard (@ @ @) Deception check to nail down the
RETINAL IMPLANT individual's voice, speech patterns, and intonation.
TOOLS OF TRADECRAFT
CYPHERS AND MASKS
HOLOGRAPHIC IMAGE DISGUISER TABLE 2-6: ELECTRONICS
Also known as holoshrouds, holographic image dis- ei Price ay
guisers (HIDs) use a small, self-contained holopro- Dataspike (R) 100 1 S
jector to create a holographic disguise for a single
person or object. They project a high-resolution, pre- Earbud Comlink 715 0 5)
rendered image that completely covers a target. The
holographic images areincredibly lifelike: they move, eee 1,100 2 °
breathe, blink, twitch, etc. They are good enough to
nearly always fool the unaided eye without a thor- Mem-Stik 30 0 2
ough inspection
Surveillance Scanner 750 2 S
HIDs are not perfect, however, and they are often
Toxin Detector 125. | 4
not as useful as a regular or cybernetic disguise kit.
Having an extremely low memory capacity, they can Vid-Vox Scrambler 2,400 2 8
only store one prerendered image, which must be
loaded in advance and cannot be changed on the fly. can detect and locate comms signals, electromagnetic
In addition, while an HID can fool a casual observer fields, power fluctuations, and more, depending on the
with ease, many droids, cameras, and other scanners model. Some advanced scanners have thermal imag-
can see through the disguise, thanks to the veryfaint ing, ultrasonic, ultraviolet, motion, and other highly
flicker inherent in even the best hologram. They also sensitive sensors that can also detect individuals
consume an enormous amount of energy. Due to their attempting to use or plant surveillance devices.
small on-board energy cells, HIDs can only operate
for a few minutes at a time unless they are plugged Surveillance scanners have a range of close on the
into an external power supply. They also do not emu- planetary scale or long on the personal scale. Using
late vocal patterns, like the uniquely personalized a surveillance scanner upgrades the ability of any
holographic disguise matrix that the Snivvian bounty checks made to locate bugs, sweep rooms for hidden
hunter/technician Sinrich designed during the Clone cameras, pick up data streams, or engage in any other
Wars. This means users must apply their own skills in counter-surveillance activities once.
verbal deception to complete a disguise.
TOXIN DETECTOR
A holographic disguise needs to be the same size as
the target or larger. Detecting an HID with the naked Toxin detectors are simple handheld devices that can
eye requires a Daunting (®@ @ @ @) Perception detect traces of toxins and poisons. Typically used to
check. Droids and anyone viewing the target through mitigate the threat of assassination, these devices can
a scanner, electrobinoculars, or other technological detect poisons, toxins, and spoilage in food and drink.
optical device require only an Average (@ @) Per- They can alsosniff out toxins in the environment, such
ception check. as poison gas or a contact poison spread on a data-
pad. Toxin detectors use simple red/green indicators
MEM-STIK or a subtle vibration to alert a user to the presence of
dangerous substances. Manyare built into a bracelet
Produced in a variety of styles and sizes, mem-stiks or other piece of jewelry for maximum subtlety.
are simple, unpowered data storage devices. The typi-
cal mem-stik is the size of an average human’slittle VID-VOX SCRAMBLER
finger and is designed to plug into a datapad or com-
puter system to upload or download data. They can Vid-vox scramblers are small personal signal-jamming
be secured via a number of encryption methods and generators prized by intelligence agents, corporate
are a handy way to transport sensitive data. Espio- officers, military brass, powerful crime bosses, and
nage agents commonly use mem-stiks in dead drops anyone else interested in keeping their private con-
due to their small size and commonplace appearance. versations private. When activated, a vid-vox scram-
Couriers tend to carry a handful of them at all times. bler generates a low-intensity comms-jamming field
that disruptsall audio, video, and holographic record-
SURVEILLANCE SCANNER ing within its area of effect while leaving conversation
unaffected. While they are not perfect—a particularly
Surveillance scanners are handheld devices used to powerful recording device or dedicated eavesdropper
detect active and passive surveillance systems. Typi- may pick up some snippets of a protected conversa-
cally used to check rooms for bugs or search for hidden tion—vid-vox scramblers are still an excellent protec-
observers or electronic surveillance, these scanners tion against spying.
TOOLS OF TRADECRAFT
CYPHERS AND MASKS
Vid-vox scramblersaffectall electronic audio, video, can conceal things like credit chips, hard currency,
and holographic recording devices within a four-meter throwing knives, micro-scanners, listening bugs, min-
radius. A Daunting (@ © @ @) Perception check iature holorecorders, and other tools an active agent
can be made to attempt to overhear a pertinent part might need in the field. Some bags are shielded
of the conversation from within the jamming bubble. against sensors and scanners, some are equipped
Using a recording device tolisten in requires a Daunt- with powerful stun fields in case the bag is stolen,
ing (@ @ © @) Computers check; even if the check and some are even rigged to explode when opened
is successful, any information recorded is incomplete improperly or without entering a combination.
and spotty at best. Recording devices used outside
The exact specifications of an agent bag vary by
the area of effect cannot detect anything at all.
agency and agent, and are left to the Game Mas-
ter’s discretion. The Gear Attachmentssection, on
TOOLS page 58, has many possible items for inclusion in
a customized agent’s bag, and players and GMs are
Members of the galaxy’s many intelligence commu- encouraged to create new attachments as well.
nities have at their disposal a dizzying array of spe-
cialized tools designed to help them carry out their CONCEALED ESCAPE KIT
clandestine work.
Concealed escape kits have everything an individual
AGENT'S BAG needs to escape most temporary and short-term
internments. Hidden in a false heel of a shoe, boot,
This is a catchall term for the various confidential or other suitably bulky footwear, a concealed escape
packets, courier bags, and attaché cases that intel- kit includes a number of miniature tools designed to
ligence agents have modified for missions in the field. help an agent open locks and escape holding cells.
Agent bags are produced in a vast number of styles A typical kit includes a small pair of wire cutters, a
and types. Some are created for specific tasks, but durasteel file, a length of slicewire, a miniature mem-
most are geared toward general survival and work in stik containing maps of the area in which the agent is
the field. A typical agent’s bag is a workaday, hide- operating and other important information about the
covered attaché case used to carry important docu- region, and a tiny, single-use laser cutter. Most kits
ments. It has reinforced hardware and a light armor- also include a thin, flexible monoknife hidden length-
weave that is good against slugthrower and light wise in the footwear’s sole.
blaster fire. Secret compartments sewn into the liner
ZAI}
WM
TOOLS OF TRADECRAFT
CYPHERS AND MASKS
The gear hidden in a concealed escapekit upgrades GARROTE CHRONO
the ability of all Mechanics and Skulduggery checks
made to escape confinement once. The laser cutter Garrote chronos are one of a number of specialized
worksfor a single round before its energy cell burns concealed weapons designed for use byfield agents.
out, which is usually just enough time to destroy a At first glance, a garrote chrono looks like any com-
mechanical lock or cut a metal bar out of a window mon wrist chrono found throughout the galaxy. Hid-
or cell door. The flexible monoknife included in the kit den inside the chrono is a retractable garrote made
has the following profile: (Melee; Damage 1; Critical of spun durasteel, with a sturdy ring on the end. This
3; Range [Engaged]; Pierce 1). Upgrade the difficulty gives agents constant access to a weapon, even when
of checks to detect a concealed escapekit twice. they have been searched and ostensibly disarmed.
Garrote chronos are very popular among deadly
EXPLOSIVES BELT assassins and deceptive undercover agents.
This item provides the wearer with a retractable gar-
A tool of Saboteurs and Infiltrators, the explosives
rote (see page 40 for details on garrotes) hidden
belt is a small and convenient concealed demolitions
within a standard chrono. Upgrade the difficulty of
kit. Produced in a wide variety of styles by various
checks to detect the concealed garotte twice.
intelligence agencies throughout the galaxy, a typical
explosives belt is a broad hide or synthetic belt with a
LOCKPICK SET
sturdy buckle. Hidden within the belt strap is a length
of detonite tape; a remote detonator cap anda length A lockpick set is a collection of probes, picks, ten-
of wire are concealed in the buckle. Once placed, the sion spanners, and other arcane tools used to open
detonator can be triggered by a comlink or a dedi- mechanical locks. While there are some commercially
cated remote device. Explosives belts are typically available lockpick sets sold in the galaxy, typically
used for sabotage, but they can also blast a door or to hobbyists and locksmiths, dedicated Infiltrators
hatch open for a quick escape in a pinch. and lockbreakers put together their own personal-
Setting the explosive charge hidden in the belt ized sets, often with custom tools and devices to help
requires an Average (@ @) Mechanics check. The bypass basic electronic locks like number pads and
charge detonates with the following profile: (Damage keycard readers.
15; Critical 3; Range [Engaged]; Blast 5, Breach 1, A lockpick set counts as a tool kit for the purposes
Limited Ammo 1). Upgrade the difficulty of checks to of opening mechanical and simple electrical locks.
detect the belt's true nature twice.
TOOLS OF TRADECRAFT
CYPHERS AND MASKS
SHADOWCLOAK DROIDS
Individuals who view anonymity as paramount, even
As in most other fields, droids are ubiquitous among
in personal meetings, employ shadowcloaks to ensure intelligence agencies across the galaxy. Put to work
their identities remain unknown. Typically built into a
as analysts, data couriers, espionage support, scouts,
chair, desk, or other heavy piece of furniture, shad- and even assassins, droids work side by side with their
owcloaks use holographic and stealth technologies to
organic counterparts in covert operations of all kinds.
create a dense field of inky darkness around the sub-
ject. They completely conceal a single individual; not
even the brightest natural or artificial light can pen-
AC1-SERIES SURVEILLANCE
etrate the heavy shadows. Along with obscuring the
DROID [MINION]
user’s person, shadowcloaks baffle most sensors and Cybot Galactica’s AC1-series surveillance droids are
scanners,distort the user’s voice, and provide various among the most ubiquitous droids in the galaxy. Also
other identity-masking effects. known as “Spy Eyes,” AC1-series droids are spheri-
A shadowcloak field works best when keptstatic, cal droids just under a meter across, equipped with
hence the common integration into furniture or vehi- a low-output repulsorlift generator and packedfull of
cles. A user must stand or sit fairly still while in the sophisticated imaging and observation systems. Stan-
field to achieve the best results. The field generator dard units carry a 360-degree holocam with a power-
uses a great deal of energy; a shadowcloak can only ful holotransceiver designed to stream live footage to a
operate for about an hour before it needs to shut remote operator's holodisplay. They also carry a multi-
downand cool off, which takes four hours. optic imaging package with passive low-light, thermal
imaging, infrared, ultrasonic, digital optical, X-ray, and
Discerning noticeable features of a someone wear- various other sensors. Further, they are equipped with
ing a shadowcloak requires a Daunting (@ @ @ @) a turret-mountedlight blaster pistol for defensive and
Perception check. If the wearer has performed a
security purposes.
Move maneuver in that round (or was moved by some
other means), the check is reduced to Hard (@ @ @). These droids are quite unintelligent and are pro-
grammed with little personality or initiative. A secu-
SLICEWIRE rity officer who is in charge of patrol groups of AC1
droids usually pilots them remotely via a control board
Slicewire is a multipurpose cutting tool and makeshift and voice commands. When left to their own devices,
weapon in common use among the galaxy’s intelli- Spy Eyes patrol their given routes and make regular
gence services. A standard-issue slicewire is a meter- reportsto their controller. If an AC1 detectsintruders,
long monofilament cable contained within a carbonite it alerts its controller and then follows the intruders at
rod. With a twist, the rod splits in half and releases a distance, recording and observing their movements
the monofilament, with the rod halves serving as until a security team can arrive. The Imperial military
handles. Thanks to the unique properties of monofila- makes heavy use of these droids, which can be found
ment, a slicewire can cut through nearly any material, in nearly every base, camp, installation, and space sta-
from flesh and bone to duranium and plasteel. Also tion under Imperial control. Recently, Alliance intelli-
available on spools in lengths of up to one hundred gence agents discovered that, thanks to a previously
meters, slicewire can be used to create deadly traps unknownexploit in their programming, AC1 droids can
and snares and may be strung across corridors or be sliced into and taken control of remarkably easily.
IQ
alleys at neck height to catch pursuers unaware. Slice-
wire is typically only issued to the most experienced
agents, as its use poses as much of a threat to the
user as it does to the target.
t
TOOLS OF TRADECRAFT
CYPHERS AND MASKS
E522 ASSASSIN DROID [NEMESIS]
ARAKYD MODEL 20
The E522 is one of the most feared droids operating LTT SY Val
in the galaxy today. These burly, hard-hitting droids
were originally designed during the buildup to the
ounted to the E522 back, the Arakyd
Clone Wars by Techno Union member corporation
Model 20 is a light, compact, box-style
Baktoid Combat Automata (BCA). Initially part of missile launcher designed to provide the
BCA‘s successful B-series battle droid line, the E522
droid with anti-vehicle and light anti-armor
was envisioned as a light anti-armor and anti-aircraft
capabilities. Loaded with eight tiny guided
unit that would provide heavy support to platoons of missiles, the Model 20 fires its ordnance in
Bl and B2 units. They were seen as too expensive
volleys of four and relies more on numbers
and complex to serve as disposable droid soldiers,
than accuracy to hit its target. The standard
however, and the project was scrappedin favor of the
load for the Model 20 consists of light con-
B2 and B3 battle droid units. cussion missiles, but any mini-missile can
When the Clone Wars finally ended with the be loaded into the launcher, which gives the
destruction of both the Republic and the Separat- E522 great flexibility.
ists, the Techno Union dissolved, and its member
The launcher’s Limited Ammo 2 quality rep-
corporations either struck out on their own or were
resents the two four-missile salvos it can fire
brought under direct Imperial control. BCA was one
ele) Kem aU lVA IN cael AVA
of the companies nationalized by the Empire, and it
was immediately slated for breakup. Through the pro-
cess of BCA’s breakup and the selling off of its vari- There are currently fewer than one hundred E522
ous assets,all data from the E522 projectfell into the droids operating in the galaxy. Most of these are in
hands of Sienar Intelligence Systems. SIS had been active service with Imperial Army Intelligence and the
working on plans for its own line of combat and assas- Imperial Security Bureau as assassins and support
sin droids, and the acquisition of the E522 R&D data units for various Imperial black ops. These droids,
was a huge boon toits project. SIS quickly scrapped with their regular memory wipes and maintenance,
its in-house project and poured an immense amount retain the silent and intimidating personalities that
of time and moneyinto bringing the E522 project their Sienar programmers gave them. A handful have
to fruition. Within a year, the first E522s rolled out fallen into the hands of the Alliance, mostly as bat-
of SIS’s assembly line and straight into the growing tlefield salvage. They are serving the Alliance well in
unrest leading up to the Galactic Civil War. roles similar to those in which they served the Empire.
E522s in the Alliance have developed gruff, demand-
As much a front-line combat droid as an assassin ing, cynical personalities that agents who work with
unit, the E522 is a massive, hulking construct fes- them describe as “like everyone'sleast favorite Mas-
tooned with heavy weapons and covered in thick, ter Sergeant.” Despite this, Alliance E522s are well
military-grade armor. It has a rounded, diamond- liked and respected for their bravery and competence
shaped torso with no discernible head, an extremely in the field.
narrow waist that rotates 360 degrees, and two heavy
tank treads covered in armoredskirts in place of legs.
Two long, multi-jointed arms sprout from armored
shoulders and are equipped with a heavy repeating En AGILITY
blaster, heavy ion blaster, and rapid-fire needler gun
in place of hands. Three smaller arms with highly dex-
terous hands are mounted low on the droid’s torso
to take care of fine work, and a mini-missile launcher Skills: Brawl 3, Coercion 4, Computers 2, Gunnery 3,
is mounted to the droid’s back. Scattered about the Mechanics 2, Melee 3, Ranged (Light) 4, Vigilance 4.
droid’s body is an array of sensors, antennae, and Talents: Adversary 2 (upgrade the difficulty of all
photoreceptors that grant the E522 360-degreefull- combat checks against this target twice), Barrage 2
spectrum vision. The vision system, combined with a (add 2 to the damageof all Gunnery, Ranged [Light],
powerful on-board combat computer and targeting and Ranged [Heavy] attacks made at medium or long
system, makes thesedroids a terror on the battlefield. range), Brace 2 (as a maneuver, remove up to Hi
added due to environmental conditions from next
skill check), Point Blank (add 4 to the damageof all
Ranged [Light] and Ranged [Heavy] attacks made at
engaged or short range).
TOOLS OF TRADECRAFT
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TABLE 2-8: DROIDS LSx-series droids are humanoid-shaped constructs
just under two meters tall, with spindly limbs and a
et att Rarity long, animal-like head reminiscent of Baktoid’s old B1
AC1-series Surveillance Droid 1,100 ce battle droids. They are equipped with cutting-edge
slicer gear and powerful programming and data anal-
E522 Assassin Droid (R) 61,000 8 ysis firmware easily rivaling that of most intelligence
LSx-series Slicer Droid (R) 19,000 8 agencies and criminal organizations. Packed into their
hands and bulky forearms is an array of fine manipu-
M4-series MessengerDroid 6,500 6 lators, computer probes, scomp links, circuit chasers,
and other electronics and computer repair tools that
Q-Signal Messenger Drone 50,500 6
allow the droids to access anything from a datapad
RA-7 Protocol Droid (R) 12,000 6 to a military-grade mainframe. Mounted between the
knuckles of their right hand, they even carry a scomp-
ce (43000) 7 spiker, a highly illegal piece of industrial espionage
and sabotage equipment that pours a devastating
TS-series Interrogation Droid (R) 58,000 gi high-voltage charge through a computer system to
destroy both hardware and software. Although they
Abilities: Droid (does not need to breathe, eat, or are not programmed for combat, LSx-series droids
drink and can survive in vacuum and underwater; can defend themselves if necessary, and the scomp-
immune to poisons and toxins), Combat Computer spiker makes for an extremely nasty weapon against
(add [JD to all combat checks). both organics and droids.
Equipment: Heavy repeating blaster (Gunnery; Dam- These droids rarely speak, and when they do it is
age 15; Critical 2; Range [Long]; Auto-fire, Cumber- in a nearly indecipherable patois of technical jargon,
some 5, Pierce 2, Vicious 1), ion blaster (Ranged acronyms, and academic pedantry. However, LSx-
{Light]; Damage 10; Critical 5; Range [Short]; Dis- series droids that have gone without regular main-
orient 5, lon), needler gun (Ranged [Light]; Damage tenance and memory wipes often learn to express
5; Critical -; Range [Short]; Pierce 3), mini-missile themselves in waysless likely to bore and drive away
pack—this weapon's profile uses planetary scale, not colleagues. Some develop obsessive and deeply sar-
personal scale (Gunnery; Damage 4; Critical 4; Range castic personalities. The Rebel Alliance currently uses
{Short]; Blast 2, Breach 2, Guided 3, Limited Ammo the majority of LSx-series droids that have been pro-
2, Slow-Firing 1). duced, typically assigning them to base duty where
they work endless hours attempting to crack Imperial
LSX-SERIES SLICER DROID [RIVAL] military network security.
One of the very few dedicated slicer droids on the
market, the LSx-series packs an immense amount of
computing power into a small package. A product of
the notoriously corrupt and rapacious Loronar Corpo-
ration, the LSx was introduced during the early years
of the Galactic Empire as a “programming and com-
puter sciences” droid, marketed toward educational Skills: Computers 4, Cool 3, Deception 3, Discipline 2,
institutions and technology companies. Loronar being Mechanics 2, Perception 4, Skulduggery 3, Stealth 2.
Loronar, however, the droid was in fact a dedicated Talents: Adversary 1 (upgrade the difficulty of all
~”
slicer unit geared toward industrial espionage and mil- combat checks against this target once), Code-
itary intelligence. Along with the aboveboard market- breaker 2 (remove I Ml from checks made to decrypt
ing, Loronar used all of its corporate might to peddle codes or encrypted comms; reduce the difficulty of
these droids to any law enforcement or government Computers checks made to break codes or decrypt
intelligence agency that would take them, including comms by one), Defensive Slicing 2 (add HIM to any
the Empire and various factions within the Rebel Alli- attempts to slice into a computer or system con-
ance. While the ISB and Imperial military Intelligence trolled by this character).
agencies demurred, having already signed contracts Abilities: Droid (does not need to breathe, eat, or
with Arakyd and MerenData to purchase espionage drink and can survive in vacuum and underwater;
and slicer droids, the Alliance snapped LSx droids up immuneto poisons and toxins).
in bulk to bolster its small intelligence corps. Equipment: Scomp-spiker (Melee; Damage8; Critical
4; Range [Engaged]; Burn 3, Slow-Firing 3, Stun set-
ting), built-in slicer gear.
TOOLS OF TRADECRAFT
CYPHERS AND MASKS
M4-SERIES MESSENGER DROID [RIVAL]
TOOLS OF TRADECRAFT
CYPHERS AND MASKS
ubiquitous 3PO-series protocol droids. RA-7s are
gawky, awkward-looking droids just under two meters
tall, with spindly limbs, a head reminiscent of a Ver-
pine’s, and huge, bulbous photoreceptors that take
up the majority of their face. Their personalities are,
on the whole, dull and dry with an air of aloofness that
few ownersfind tolerable. RA-7s that have gone with-
Skills: Astrogation 1, Perception 2, Piloting (Space) 2,
out regular maintenance and memory wipes tend to
Stealth 2. be morose, pessimistic, and constantly exasperated
Talents: None. with everyone and everything around them.
Abilities: Droid (does not need to breathe, eat, or
drink and can survive in vacuum and underwater; The RA-7 line’s great failure, which ended Ara-
immune to poisons and toxins). kyd’s plans for further expansion in the protocol
Equipment: Messenger Drone Vehicle. droid market, is the fact that the droids offer noth-
ing unique to their buyers. Their etiquette
Q-SIGNAL MESSENGER and protocol programming is respect-
DRONE VEHICLE PROFILE able, and their ability to analyze and
collate data is actually quite remark-
The Q-Signal’s droid brain and its associated courier able, but there is nothing they do
systems are housed in a small, dagger-shaped vessel that Cybot Galactica’s 3POs can’t
roughly half the size of an average starfighter. Covered do cheaper, better, and more reli-
in sensor-absorbing stealth materials and painted in ably. After years of dwindling sales
dull matte colors, the Q-Signal is nearly impossible to and tens of thousands of unsold
see against a starfield with the naked eye and hard to units, Arakyd canceled the line
find with sensors. The vehicle carries no weapons, sen- and offered its entire back
sors, or comms array, and it has no propulsion system stock to the Imperial armed
save for its hyperdrive and a small set of ion thrusters forcesat fire-sale prices. Only
to slow its reentry into realspace and to keep its sta- the ISB took Arakyd up on
tion while awaiting pickup. its offer, and only. i
I)
through modification
reprogramming,did tl
RA-7s find purpose.
Man D = ‘errm
\ 10
TOOLS OF TRADECRAFT
CYPHERS AND MASKS
The ISB thoroughly overhauled the thousands of RM-SERIES MILITARY
RA-7s it purchased, installing new programming and INTELLIGENCE DROID [NEMESIS]
upgrading the droids’ sensor package. Each droid
received a sophisticated intelligence-gathering sys- The RM-series is a powerful, highly competent espio-
tem that included active and passivelistening devices nage droid from the powerful security firm Meren-
and multi-optic, high-resolution photoreceptors with Data. Until recently, MerenData was known for its
numerous vision modes and the ability to record line of espionage droids based on Cybot Galactica’s
and transmit audio, video, and holographic data. A 3PO protocol droids. The release of the RM-series
constant-on uplink to the ISB’s secure HoloNet was was MerenData’s first attempt at a droid designed
installed to give RA-7s constant access to the ISB’s in-house, and so far that attempt has been a rous-
expansive databases and to ensure the droids can ing success. Only recently introduced after years of
upload the information they collect as they go about research and development, RMs are small, squat, kite-
their business. All of these systems are cleverly hid- shaped droids about a meter tall, with an armored,
den in plain sight throughout the droid’s chassis, and flat-topped head. Their burly arms are tipped with
the espionage programming lookslike innocent eti- heavy weapons, and numerous dexterous manipula-
quette and protocol subroutines when examined. tors for grasping and fine-motor work hang from their
flat undercarriages. These droids move about via a
Once they were modified, the ISB deployed their
baffled repulsorlift engine that makeslittle noise and
RA-7 droids throughout the Imperial armed forces to
produce almost no energy signature or emissions.
keep tabs on Imperial personnel and root out crimi-
Their personalities are laconic and no-nonsense,
nals and traitors. Nearly all RA-7s currently active are
although those droids that go without their regular
in Imperial service. Very few have defected to or been
maintenance and memory wipes develop strange
stolen by the Alliance; those that have are considered
philosophical or artistic streaks.
to be nearly priceless thanks to their espionage and
intelligence-gathering equipment and their knowledge RM-series droids specialize in military intelligence,
of ISB protocols. Some models found other roles to specifically post-battle analytics and the study of
play in the Rebellion. One RA-7, for example, escaped enemy tactics and strategy. They are commonly
ISB reprogramming and served as an inventory spe- dispatched to war zones to gather battlefield data
GOQ8Go
cialist in one of the more infamous Rebel cells. and to observe how clashing forces fight in various
galactic conditions. As this is an exceedingly danger-
ous task, these droids are well armored and carry an
array of heavy anti-personnel and anti-droid weap-
onry. They are equipped with a sophisticated suite of
™) Com) Ctr)
intelligence-gathering and data analysis systems and
come packed with optical, audio, chemical, energy,
and other sensors. RMs also possess respectable
Skills: Deception 2, Knowledge (Education) 3, Knowl- engineering and infiltration programming that allows
edge (Xenology) 3, Negotiation 3, Perception 4, Skul- them to act as combat engineers and saboteurs when
duggery 3, Stealth 2, Vigilance 3. needed. Many Imperial camps have been flattened by
Talents: Adversary 1 (upgrade the difficulty of all an RM-series droid’s homemade explosives and cun-
combat checks against this target once), Plausible ning trickery.
Deniability 2 (remove IM from Coercion and Decep-
tion checks). In Alliance and Imperial espionagecircles, RM-series
Abilities: Droid (does not need to breathe, eat, or drink droids have gained a reputation as highly competent
and can survive in vacuum and underwater; immune to units that can be relied upon in the field. This is more
poisons and toxins), Etiquette and Protocol (protocol so in the Alliance, where these droids are often part of
droids allow allies to add [J to all Negotiation checks infiltration and sabotage teams, in which their knowl-
and other checks made to negotiate or mediate). edge and offensive capabilities can be used to their
Equipment: None. fullest potential.
TOOLS OF TRADECRAFT
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Q2l2282
Marketed as “medical droids,” TS-series droids
are small, innhuman-looking constructs just over two
meterstall. They have a thin, flat, curving torso similar
oT
to a droideka’s and twolong, spindly arms equipped
with a frightening array of blades, injectors, cutting
lasers, and other vicious-looking medical apparatus.
Their flat, cowled head sports four bright-red pho-
Skills: Computers 3, Cool 2, Deception 3, Knowl-
toreceptors all in a horizontal line. The base of their
edge (Warfare) 4, Mechanics 4, Perception 4, Ranged body is a flattened triangle that acts as a counter-
(Heavy) 4, Skulduggery 3, Stealth 3, Vigilance 2. weight and the hub of a low-profile, solid rubber
Talents: Adversary 2 (upgrade the difficulty of all wheel used for locomotion. While they can talk, and
combat checksagainst this target twice). are often effusive when reporting information or dis-
Abilities: Droid (does not need to breathe, eat, or
cussing interrogation techniques with their handlers
drink and can survive in vacuum and underwater; or other droids, TS-series interrogators are relatively
immune to poisons and toxins), Improvised Explo- quiet when performing actual interrogations. They
sive Device (once per session, can make an Average
tend to ask simple, uncomplicated questions in a
(@ @) Mechanics check to build an explosive device straightforward and often cheerful manner, apply pain
out of available materials that deals 11 damage plus
as needed, and repeat the sequence until they get the
1 for every 3* on the Mechanics check; can spend
information they require.
@® to increase damage by 2; the GM can spend W
to have the explosive device detonate immediately in Very few of these ghastly droids exist currently, and
the user's face). all of them are in service with the Imperial Military
Equipment: Heavy blaster rifle (Ranged [Heavy]; Intelligence services. Word of their introduction has
Damage 10; Critical 3; Range [Long]; Auto-fire, Cum- recently begun circulating throughout the Alliance,
bersome 3), ion blaster (Ranged [Light]; Damage 10; primarily from Rebel moleswithin the ISB. The rumors
Critical 5; Range [Short]; Disorient 5, lon), built-in of the TS-series’ capabilities grow more and more out-
demolitions kit (acts as a tool kit), built-in sensory and rageous with every telling, and there is currently a
recording equipment. large reward for any Rebel cell that can capture one
and returnit intact for study.
OF Oj}Oj Oj OsO:
TS-SERIES INTERROGATION
DROID [RIVAL]
C= Ge) Gh
The construction and use of interrogation droids is
looked down upon in the morecivilized areas of the
galaxy. That being said, the widespread ethical con-
cerns surrounding these frightening droids has never
Skills: Coercion 4, Knowledge (Education) 3, Knowl-
stopped droid manufacturers from building them,
edge (Xenology) 4, Mechanics 3, Medicine 4, Percep-
nor has it stopped government agencies and criminal
tion 4, Skulduggery 3.
enterprises from purchasing as many as they can. For
Talents: Adversary 1 (upgrade the difficulty of all
the main branches of Imperial Military Intelligence,
combat checks against this target once).
Arakyd Industries has been the provider of choice
Abilities: Droid (does not need to breathe, eat, or
for droids. The notorious and frightening IT-O series
drink and can survive in vacuum and underwater;
started out as an Arakyd design before being retooled
immune to poisons and toxins), Interrogation Subrou-
by the Department of Military Research, and Arakyd’s
tine (once per session, can reroll a Coercion or Medi-
Viper probe droid is also a common Imperial Navy
cine check while interrogating or torturing subjects).
standby. Arakyd’s new TS-series interrogation droids
Equipment: Medical tool hands (Brawl; Damage
are the latest addition to the Empire's roster.
4; Critical 2; Range [Engaged]; Burn 1, Disorient 1,
Pierce 2, Vicious 2), chem injector hypo, two high-
intensity miniature spotlights, on-board medical scan-
ner, built-in medpac (see pages 192-193 of the Ace
oF REBELLION Core Rulebook), 4 stimpacks (see page
193 of the Ace or REBELLION Core Rulebook).
TOOLS OF TRADECRAFT
CYPHERS AND MASKS
NEW ATTACHMENTS
Ee espionage mission is unique, so Spies should COMPONENTIZATION
always ensure their weaponry and armor is cus-
tomized for optimal efficiency. Even when the mission This mod allows a weapon to be broken down into a
might radically change in the midst of an operation, or number of innocuous-looking pieces so that it can be
pursuit of a secret leads them to an unexpected loca- smuggled into and out of places where weapons”are not
tion, good Spies always prepare for such eventualities allowed or are highly regulated. When broken down, a
with suitably clever upgrades. componentized weapon lookslike a collection of basic
tools, comlinks, glow rods, datapad styluses, and other
items any individual might be expected to carry. Each
part also functions as that item as well. It takes two
Membersof the galaxy’s various intelligence commu- maneuvers to assemble or disassemble a weapon with
nities personalize their weapons and equipment as this mod. Loss of or damage to a component ruins
much as their colleagues in other branches of service the weapon, and another will have to be acquired
do. Mods and attachmentsthat Spies favor tend to be and modified. This attachment can be applied to any
subtle; such items are often hidden within an innocu- weapon with an encumbrance of 2 or less.
Ous piece of equipment or disguised in such a way as Models Include: Various models.
to appear completely innocent. The following mods Base Modifiers: Allows a weapon to be broken into
are a sampling of those that agents throughout the pieces and disguised as other items. A character must
galaxy might use in their secretive missions. make a Formidable (@ @ @@@) Mechanics or Skul-
duggery check to deduce the items are weapon parts.
Modification Options: None.
Hard Points Required: 2.
Price: 1,150 credits.
LIGHTWEIGHT FRAME
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CYPHERS AND MASKS
TABLE 2-10: ARMOR ATTACHMENTS SCANNERWEAVE
tii ai Ta ELON Scannerweave is a passive stealth system consisting
ArmorInsert 450 = 0 5 of an advanced sensor-blocking textile. Armor modi-
fied with scannerweave tends to be quieter thanks
Boot Blade 100 a 0 5 to the nature of the soft, flexible fabric. More impor-
tantly, its inherent qualities make the wearer nearly
Jump Boots 1,200 Se 6
invisible to the various scanners and security sensors
found in security vaults and data facilities. This attach-
Rete (R) 3,500 Nee 7
Adaptive Skin ment can be applied to any armor.
i 2 A Models Include: Ayelixe/Krongbing Passive Stealth
Scannerweave (R) 1,800
Cloth, Kamperdine KL-427 “StaticWeave” Sensor
Stealth Field 2 2 7 Spoofing Textiles.
Generator (R) 3,800 Base Modifiers: Upgradesthe ability of all opposed
Stealth checks made against sensor and scanner
Models Include: Various models. operators once.
Base Modifiers: Provides the wearer with a retract- Modification Options: None.
able fighting blade with the following profile: (Melee; HardPoints Required: 2.
Damage +1; Critical 3; Range [Engaged)]). Price: (R) 1,800 credits.
Modification Options: | Reduce the weapon'scriti-
cal rating by 1 to a minimum of 1 Mod, 2 Item Quality STEALTH FIELD GENERATOR
(Pierce + 1) Mods, 1 Item Quality (Vicious + 1) Mod.
Hard Points Required: 0. Produced by a number of stealth technology com-
Price: 100 credits. panies, stealth field generators are the final word in
personal active stealth technology. They use a com-
JUMP BOOTS bination of optical camouflage, low-output cloaking
technology, active electromagnetic dampers, elec-
Jump boots are, essentially, a single-use jetpack built tronic acoustic bafflers, and thermal shielding to
into a thick boots and allows a user to leap over tall make a user virtually invisible to both the naked eye
obstacles and even fly for a very limited time. This and to most scanners. These systems are not per-
attachment can be applied to any armor with an fect, however. Users still need to know how to move
encumbrance of4 or less. It is good for only one use stealthily and how to use cover and shadowstotheir
and cannot be used again until the rockets are refu- advantage. Users also cannot movefaster than a walk,
eled, which costs 100 credits and takes 30 minutes. or the stealth field will break down. This attachment
Models Include:Zim Systems LO-44.a micro-rockets. can be applied to any armor.
Base Modifiers: Reduces the difficulty of all Athlet- Models Include: Fabritech XO-A “Vanish |” Personal
ics checks made to jump up or over obstacles by 1. Stealth Generator, Kerner Corp. “Defel” Cloaking Belt.
Modification Options: | Reduce difficulty of all Ath- Base Modifiers: Upgrades the difficulty of all
letics checks to jump up or over obstacles by 1 Mod, opposed Perception checks to spot the wearer once.
1 Allow wearer to fly (see page 214 of the AcE oF Modification Options: 2 Add ll to opposed Percep-
REBELLION Core Rulebook) for a total of one minute or tion checksto notice the wearer Mod.
3 rounds Mod. Hard Points Required: 2.
Hard Points Required: |. Price: (R) 3,800 credits.
Price: 1,200 credits.
REFLEC ADAPTIVESKIN
GEAR ATTACHMENTS
Although they are rare among the general population,
Reflec is an advanced polymer that possesses adaptive
specialized equipment mods are quite common in
light-warping and sensor-damping properties. When
the galaxy’s various intelligence communities. Armor-
applied to armor, reflec acts as an optical camouflage
ers and technicians in labs across the galaxy work
even in fully illuminated areas. This attachment can be
tirelessly in an effort to cram as much hidden equip-
applied to any armor.
ment as possible into normal, workaday devices for
Models Include: CorChemCoReflec Treatment.
their agencies’ agents. Datapads equipped with hid-
Base Modifiers: Upgrade the ability of all Stealth
den dart launchers, blaster-proof diplomatic pouches,
checks once while wearing reflec-coated armor.
wrist chronoswith built-in cutting lasers, comlinks with
Modification Options: 2 Add [] to Stealth checks
tiny listening bugs: these are just a few of the clever
while wearing reflec-coated armor Mods.
piecesof kit issued to espionage agents in both Rebel
Hard Points Required: 2.
and Imperial intelligence services.
Price: (R) 3,500 credits.
TOOLS OF TRADECRAFT
CYPHERS AND MASKS
TABLE 2-11: GEAR ATTACHMENTS CONCEALED CLIMBING CORD
Tt eaCL This mod consists of a small retracting spool wrapped
Comlink Bug 150 = 0 4 with twenty-five meters of thin, high tensile strength
climbing line, connected to a small, spring-loaded
Concealed grappling hook. Typically built into a belt, sash, or
Climbing Cord oe 7 0 2
other load-bearing strap, a concealed climbing cord
Dart Gun 200 oa 0 4 can get an agent into and out of a lot of trouble in a
variety of mission settings.
Hidden Models Include: Various models.
Compartment 50 az 9 .
Base Modifiers: Grantsthe user a length of climbing
Holo Converter 600 = 0 6 cord with grappling hook. This counts as having the
Right Tool for the Job for climbing and repelling, as
Subminiature per the sidebar on page 186 of the Age of Rebellion
Holocam sue “ y 2
Core Rulebook.
Retractable Modification Options: None.
Garotte eS = C S HardPoints Required: 0.
Price: 100 credits.
Self-Destruct
System 550 = 0 5
DART GUN
The modsthat follow are a small selection designed
This is a simple device that uses springs or com-
for players and Game Masters who want to fashion
pressed air to fire a tiny alloy dart. While they do very
their own customized espionage equipment for spies
little damage, these darts can be coated with a num-
to use in the Galactic Civil War. To create such an item
ber of exotic substances, from sedatives to extremely
using a gear mod requires an Average (@ @) Skuldug-
lethal toxins. Dart guns are often concealed in com-
gery checkor Hard (@ @ @) Mechanicscheck, due
links, glow rods, cigarras, and other cylindrical items,
to the fact that the mods not only mustbe installed in
but they can be used anywherefor both offensive and
gear that is not typically or easily modified, but also
defensive purposes.
mustbe well concealed from suspicious eyes.
ModelsInclude: Various models.
Small items like datapads, comlinks, glow rods, Base Modifiers: Enables the item tofire a single dart
chronos, and boots can have only one mod or attach- with the following profile: (Ranged [Light]; Damage 2;
ment. Large items like travel cases, fusion lanterns, Critical 5; Range [Short]; Limited Ammo 1, Pierce 1).
and cloaks may have two or more, depending on the Modification Options: None.
nature of the mod and the discretion of the Game HardPoints Required: 0.
Master, but generally the number cannot exceed the Price: 200 credits.
item’s encumbrance value.
HIDDEN COMPARTMENT
COMLINK BUG
These are typically very small, easily concealed com-
Comlink bugs are tiny listening devices implanted into partments hidden in places such as the hollowed-
an otherwise normal comlink. When active, they allow out handle of a blaster pistol or the heel of a shoe.
an operator to listen in on whatever is being broad- Due to size constraints, they can typically only hold
cast over a specific comlink. These devices detect items with an encumbrance of 0, such as mem-stiks
both incoming and outgoing signals and can record and credit chips. Compartments that can hold items
entire conversations. As they are active listening with an encumbrance of 1 or 2 can be built into larger
devices, comlink bugs can be detected with proper items, such as a false bottom in a document case.
equipment, such as a surveillance scanner. Models Include: Various models.
Models Include: Various models. Base Modifiers: Adds a small hidden compartment
Base Modifiers: Broadcasts all incoming and out- to a personal item. Finding the compartment requires
going signals from a comlink to a remotelistener at a thorough once-over and a Hard (@ @ @) Percep-
medium range. tion check.
Modification Options: None. Modification Options: 1 Upgrade difficulty of Per-
Hard Points Required: 0. ception check required to discover compartment
Price: 150 credits. once Mod.
Hard Points Required: 0.
Price: 50 credits.
TOOLS OF TRADECRAFT
CYPHERS AND MASKS
HOLO CONVERTER Base Modifiers: Allows a user to takestill images
and record holos unobtrusively.
Holo converters are common holo scrambling devices Modification Options: None.
that allow users to alter a holoprojector’s outgoing Hard Points Required: 0.
signal. Using powerful alteration technologies, holo Price: 300 credits.
converters allow users to change their species, age,
gender, and any other identifying features on camera RETRACTABLE GARROTE
to hide their identity. This can be used with any holo-
graphic recording/projecting device, and the converter This simple mod adds a garrote to any suitable item,
can store four different alter egos in its database. typically a briefcase, comlink, bracelet, or shoe, but
Models Include: Various models. it can even be used on a stimpack or fusion lantern.
Base Modifiers: Allows a user to create disguises ModelsInclude: Various models.
within holographic recording/projecting systems. Base Modifiers: Equips the item with a retractable gar-
Modification Options: 2 Add one additional alter rote. See page 40 for more information on garrotes.
ego to the database Mods. Modification Options: None.
Hard Points Required: 0. Hard Points Required: 0.
Price: 600 credits. Price: 300 credits.
Subminiature holocams are small holorecorders Self-destruct systems are found on many pieces
equipped with a medium-sized fixed focal length lens. of espionage gear, especially bags, attaché cases,
Able to recordstill images and video in numerous for- and diplomatic pouches. They use small, low-yield,
mats, they are often hidden in datapads, eyeglasses, shaped-charge explosives to destroy the item in case
goggles, or jewelry. Due to their size and the nature of of theft, emergency, or improper usage. For exam-
the attached lens, they have relatively limited capa- ple, an attaché case could be equipped with a self-
bilities. The on-board storage can store only a hand- destruct system that activates when an incorrect lock
ful of still images or a few minutes of video, and the combination is entered. The explosions are usually
images are all low-resolution. Unless the suominia- very contained, but can be modified to deal damage
ture holocam is specifically built for the task, it can to others nearby when the device detonates.
only reliably record up to a range of three meters. In Models Include: Various models.
addition, miniature holocams rarely,if ever, have net- Base Modifiers: Equips the item with a single use
working capabilities; images and video footage must explosive self-destruct system thatinflicts 5 damage
be removed manually by connecting the device to a to all characters within engaged range.
datapad or computer. Modification Options: 3 Increase damage by 2
Models Include: Xonim Holotech VEF22 SubMinia- Mods,1 Increase range to short Mod.
ture Holocam. Hard Points Required: 0.
Price: 450 credits.
TOOLS OF TRADECRAFT
CYPHERS AND MASKS
ARLEN-DEMPLER C-B7 “INTERCEPTOR”
A boutique maker of luxury, high-performance land-
speeders, Arlen-Dempler is based on the rainswept
planet Iceni in the Corporate Sector.Its latest offering,
the C-B7 Interceptor, is sleek, fast, and extremely
well appointed. The Interceptor is a five-seat,
two-door vehicle designed primarily for
touring and long-range planetary trips.
Each of these luxurious speeders
comes standard with a high-end
passenger entertainment system,
high-performance handling pack-
age, environmental protection,
and numerous other safety and
comfort systems designed to pro-
tect and pamper the pilot and pas-
sengers. The C-B7 is highly modifiable,
something rarely mentioned
points but a valued factall i
agencies use to great advan
Despite all the luxury”
formance, these landspee
remarkably simple machines under
their attractive skins. They use
numerous off-the-shelf parts from
various vehicle manufacturers, par-
ticularly SoroSuub and Incom, and both
their design and construction are clean and
intelligently laid out. This makes for easily maintained
and modified vehicles with readily available parts. STARSHIPS
C-B7s are often issued to intelligence agents oper-
Intelligence agents and the agencies that employ
ating in classier parts of the Core Worlds and Mid
them favor starships that, like their preferred land-
Rim, where a certain amount of wealth and style is a
speeders, are easily modified for maximum flexibility.
requirement for a successful cover identity.
IE-440 “NIGHTHAWK”
MULTI-ROLE STARFIGHTER
Old and largely forgotten save by historians and
enthusiasts, Koensayr's IE-440 starfighter is now a
Vehicle Type/Model: Landspeeder/C-B7 Interceptor. mainstay of Alliance Intelligence. Introduced in the
Manufacturer: Arlen-Dempler Luxury Speeders. waning years of the Clone Wars, the Nighthawk was
Maximum Altitude: Two meters. intended to replace the Y-wing as the Grand Army
Sensor Range:Close. of the Republic's premier fighter/bomber. The final
Crew: One pilot. design resulted in a nimble, well-built ship that fea-
Encumbrance Capacity: 10. tured greater adaptability for wider mission profiles.
PassengerCapacity: 4. However, the Clone Wars came to an abrupt end while
Price/Rarity: 21,500 credits/5. the program was still in its prototype stage.
Customization Hard Points:5. After the fall of the Republic, Koensayr was con-
Weapons: None. fident enoughin its design to produce a handful of
Nighthawks and attemptto sell them to the growing
Imperial Navy. Unfortunately, Sienar Fleet Systems
had already won a massive contract to produce the
cheaper TIE-series of fighters for the Empire, and the
Koensayr sales reps were turned away. Over the next
few years, Koensayr produced the Nighthawk in lim-
ited numbersuntil eventually discontinuing the model
TOOLS OF TRADECRAFT
CYPHERS AND MASKS
around six years into the reign of the Emperor. Few of Customization Hard Points:4.
these forgotten fighters are in use today. Those ships Weapons: Concealed forward-mounted proton tor-
that are still around soldier on in the hands of back- pedo launcher (Fire Arc Forward; Damage8; Critical
water planetary defense forces and private military 2; Range [Short]; Blast 6, Breach 6, Guided 2, Limited
concerns. A handful were recently discovered moth- Ammo 2, Slow-Firing 1).
balled at an old Koensayr warehouse, and after a Forward-mounted twin light laser cannon (Fire Arc
thoroughrefit, they were offered on the open market. Forward; Damage 5; Critical 3; Range [Close]; Linked 1).
Alliance acquisition personnel immediately snapped
them up; the starships disappeared after purchase
and their whereabouts are currently unknown.
STARSHIP AND VEHICLE
ATTACHMENTS
PetTt Intelligence services are notorious for modifying the
ships and vehicles that their agents use. The following
mods are a small sampling of those that are employed
to better prepare vehicles for covert operations.
Hull Type/Class: Starfighter/IE-440 Nighthawk.
Manufacturer: Koensayr Corporation. CLOAKING DEVICE
Hyperdrive: Primary: Class 2, Backup: Class 12.
Navicomputer: Yes. Cloaking devices are exceedingly rare and typically
Sensor Range: Short. only fitted to starships employed in gathering intelli-
Ship’s Complement: One pilot. gence assignments. Fueled with either hibridium or sty-
Encumbrance Capacity: 5. gium, these power-hungry systems render a ship com-
PassengerCapacity: |. pletely invisible. Cloaking devicesareillegal to own for
Consumables: One week. non-military use, a fact that is largely lost on those few
Price/Rarity: 124,800 credits/7. criminals, smugglers, and espionage freelancers who
are wealthy enough to afford them. This attachment
can be applied to any starship of silhouette 3 or larger.
ModelsInclude: Sienar Fleet Systems Mk Ill Stygium
‘Cloaking Device, Kerner Corp Multi-Phase Hibridium
_ Stealth System.
_ Base Modifiers: Provides a star ship with a cloak-
ing device Which can be activated or deactivated by
ending a maneuver. A character must
; __make a Daunting (@ @
@) Perception or Vigi-
lance check to spot
a cloaked ship. Ships
with an active cloak-
ing device have their
speed reduced by half
(rounded up) and can-
not use active sensors,
comms, or weapons. The
cloaking device
Modification Options:
None.
Hard Points Required: 4.
Price: (R) 29,000 credits.
TOOLS OF TRADECRAFT
CYPHERS AND MASKS
TABLE 2-12: STARSHIP AND MOBILE LISTENING POST
VEHICLE ATTACHMENTS Mobile listening posts are a common modification to
ti ats CUS| vehicles used by law enforcement and intelligence agen-
cies. They pack everything an agent or small group of
Cloaking Device (R) 29,000. 4 S |
agents needs for a long stakeout. Models commonly
HolographicShell (R)5,500 2 | 7 include comms interceptors, various powerful sensors
and scanners, and of course a small but well stocked caf
HushKit 450 1 6 maker. This attachment can be applied to any enclosed
Mobile Listening Post 5,500 2 5 vehicle of silhouette 3 or larger.
ModelsInclude: Various models.
Retractable Base Modifiers: Increases a vehicle's passive and
Weapon System 1,000 | : active sensor range by one range band. Provides
Sensor Shunt (R) 3,200 | 1 8 extra audio, video, and holographic capabilities.
Modification Options: None.
HOLOGRAPHIC SHELL Hard Points Required: 2.
Price: 5,500 credits.
Holographic shells use a combination of optical cam-
ouflage and high-resolution holography to create RETRACTABLE WEAPON SYSTEM
a disguised exterior for a ship or vehicle. A disguise
must be programmed into the system’s memory in A staple of spies and infiltrators, this simple mechani-
cal apparatus deploys and retracts a weapon from a
advance, and the memory can hold only one dis-
guise. Once active, a disguise cannot be changed on hidden spot aboard a ship or vehicle. The does not
the fly. Holographic disguises are only effective at include the weapon, just the retractable mechanism
distances of several meters or more, however; touch- and the work done to make a concealed space for
ing or closely investigating the disguise ruins the illu- the weapon beneath duralloy or other hull plates. This
sion. This attachment can be applied to any starship attachment can be applied to anystarship orvehicle.
or vehicle. Models Include: Various models.
Models Include: Various models. Base Modifiers: Provides a vehicle with a hidden
Base Modifiers: Provides a ship or vehicle with a compartment and a device for deploying a weapon.
holographic disguise. A Daunting (® @ @ @) Per- Deploying or retracting a weapon requires a maneu-
ver. Discovering a retractable weapon system requires
ception check is required to see through the dis-
guise at a distance. Physical examination immediately a Hard (@ @) Perception check and a thorough
detects the disguise. search of the ship or vehicle in question. The GM has
Modification Options: 2 Add one additional dis- final say if a weapon is suitable for the retraction sys-
guise to the database Mods. tem based on the size of the ship or vehicle.
Hard Points Required: 2. Modification Options: None.
Price: (R) 5,500 credits. Hard Points Required: |.
Price: 1,000 credits.
HUSH KIT
SENSOR SHUNT
Hush kits were originally designed to muffle the sound
Sensor shunts are passive stealth systems fitted to
of ion and rocket engines around urban spaceports.
Installed on a starship’s engines, these devices dra- ships or vehicles to hide energy signatures. Unlike a
matically reduces the sound engines produce. Shortly scrambler, which draws attention to itself even as it
after their introduction, though, it became apparent fools sensors, shunts are quiet and unobtrusive. Ships
that hush kits also make it easier to sneak ships and
or vehicles with these upgrades are nearly invisible to
speeders into and out of places they don’t belong. passive sensors and are difficult to detect with even
They have since become common among criminals, active scanners. This attachment can be applied to any
scouts, and intelligence agents. This attachment can starship or vehicle.
be applied to any starship or vehicle. Models Include: Various models.
Models Include: Incom 44L2 “Whisperer” Hush Kit, Base Modifiers: Increase the difficulty of checks to
SoroSuub “Slipstream” StageIII Hush Kit. detect this vessel using passive sensors by two, and
Base Modifiers: Adds Il Ml to all checks made to the difficulty of checks to detect this vessel using
detectthis ship audibly while it is in atmosphere. active sensors by one, while it is travelling at speed
Modification Options: None. 3 or lower.
Hard Points Required: |. Modification Options: None.
Price: 450 credits. Hard Points Required: |.
Price: (R) 3,100 credits.
TOOLS OF TRADECRAFT
CYPHERS AND MASKS
“Mostof us, we've done terrible things on behalf of the
Rebellion. Were spies, Sabateurs. Assassins,”
—Captain Cassian Andor, Alliance Intelligence
LEADERSHIP ROLES
In rare cases, a Spy might need to assume responsibil- significantrisk
ity for a mission. This happens most commonly if that to a mission
character is the only one who has the full information that is already in
about a particular assignment and is unable to share progress. However,
it due to security compartmentalization. Alternatively, in some cases that —
intelligence operatives can accrue non-traditional change of focus is justifi-
debts in the course of their missions. A Spy who owes able or even necessary. Ide-
a source a favor may need to discreetly assemble ally, the Spy would confer with
the team to pay the contact back—without making a commanding officer before
full use of Rebellion assets. As another possibility, a adapting a plan to incorporate the
discovery of sensitive information could prompt the changes, but that is not always px
Spy to assemble the team for a mission that a com- sible. When a player decides to
manding officer has explicitly forbidden—a mission this way, the GM must be prepa
that must now be executed behind the officer's back. respond in an appropriate fashion. This often
In this case, part of the mission might involve secretly means adjusting the enemy response to match ~
assembling the assets necessary to completeit. the unexpected PCactions. At other times,it may
necessitate adding new scenes to an adventure. ~
A key element in the challenge of these scenarios
is the fact that the Spy is not ideally suited to the When a Spy changes approach, the other team
responsibilities of leadership. The Spy probably lacks members must be prepared to react as well. Changes
the necessary knowledge and skills to properly plan to part of a mission can have effects on all the other
out the mission. In order to be successful, the other elements.If the mission is tightly timed or if resources
heroes may need to contribute substantially at the are carefully allocated, a subtle change can throw
planning stage, particularly with regard to tactics and things off. Communications become critical, and the
logistics. Spies are far less likely to have experience trail of responsibility flows back to the Spy. If the team
with acceptable losses or with delegating responsi- manages to achieve its primary objective while still
bility. This can cause issues when the operative tries securing additional unexpected assets, then the intel-
to do too much or inadvertently interferes with the ligence operative is likely to earn accolades.If this
efforts of another member of the team. peripheral task causes the primary mission to fail,
however, the Spy could face serious consequences
IMPROVISING IN THE FIELD after the mission is completed. Ultimately, the suc-
cess of abruptly altered plans could depend as much
When a Spy discovers unexpected information or vul- upon the actions and skills of the supporting team
nerabilities, the operative may decide that it is nec- membersas it does upon the Spy’s decisions.
essary to act quickly to exploit them. This can add
Exceptional Performance: The character gets peak performancefrom the system currently being worked upon,
adding Eto or removing fl from a single subsequentrelated check of the player's choicelater this session.
OVor® Quick Access: The character creates a fast access point on the system currently being worked upon. Add
automatic € to Computers checksthe character makeson this same system during the current session.
Covering MyTracks: The character managesto disguise her currenteffort as a normal system function. Add ao
to any check made to detect the character's actions.
Familiar Code: The character is able to draw on familiarity with similar computer systems to plan a course of
action. Take any numberof additional 3 on the current check, remove them from theresults, and add that number
of ¥€ to the results of a single Computers or relevant Knowledgeskill check later in the same encounter.
1 Don’t Recall Ever Owning a Droid: A droid reprogramming attempt succeeds beyondthe character's
expectations. The droid rebootsentirely, wiping its previous memory, and now views the characterasits master.
The character adds automatic # to his Leadership checks to give orders to that droid.
1 Own This System: The character's mastery of the computeris elegant enough to downgrade thedifficulty of the
next check the character makesin this session involving this system once per spent this way.
Pre-Wipe Memories: Whenaccessing or upgrading a droid’s circuitry, the PC managestoalso pull data from the
droid’s earlier memories that were supposed to be wiped. The droid still does not recall these events, but the CM
providesone fact or otherinformation relevantto the character's current mission per @® spent this way.
High-Speed Connection: The characteris able to retrieve and download data from the system or droid more
quickly than usual. Reduce any associated time by 50%
Incomplete Data: Whenretrieving information, the character unknowingly missesa vital component,leading to a
false conclusion. The GM maychoosea single check the character makes when acting upon the informationlater in
8 or B this session and add ff to that pool.
That’s NotRight: An attempt to reprogram a droid has causeda glitch in its brain. For the remainder of the
encounter, the droid is only capable of moving in a small circle or spinningin place.
Critical Error: The character accidentally causes a deeperrorin a droid's or computer's system. For the remainder
of the encounter, add automatic %to all checks to operate that computerordirect that droid.
& 8 or W Overload: The computer or droid experiences a powersurge, and the characteris hit by the electrical feedback.
The character suffers 2 strain as a result; if applicable, the droid also suffers 1 strain. This result can be used on PC
droids as well as NPC droids.
Cascade Failure: The computer crashes and ceasesto function entirely for the duration of the encounter or
narrative scene,starting after the end of the character's current turn(orafter the results of the current checkif
this takes place in narrative time). With additional 48} or Y, the failure is far more serious, spreading beyond that
computer, which is certain to raise an alarm.
LostSkill: The effort to repair or upgrade a droid goesvery badly, and the droid loses someofits earlier
4 40% (97 capabilities. The GM selects oneskill that the droid possessesa rank in, and removesone rank in thatskill. This
oY result can be used on PC droids as well as NPC droids, but % YW mustbe spentthis way perskill rank removed.
Total Wipe: While attempting to detectresidual signsof previous users’efforts, the character accidentally wipes
a significant portion of the computer's data. This destroys notonly any trace ofclues, but also random blocks of
information. Add automatic 48 to future attempts to gain information from this computer system until it is repaired
with a Computers check(this is a moderate repair effort, as per page 172 of the AcE or REBELLION Core Rulebook).
GotIt! (I Think...): The character's effort succeeds, but it causes problemswithin the system that are not apparent
until further attemptsat use. For the rest of the encounter, any failed checks that involve the use of this computer
orelectronic system inflict 1 strain on the character. Additionally, the next time the GM spends ¢&toinflict strain
(successful on that character during this session, she suffers twice that amount.
check) Tripped Security: The character succeeded but has unknowingly tripped hidden security measuresin thefacility
and has left a very noticeable electronic trail. Add JH to any checks made to detect the intruders for the rest of
the session, and Ml to Stealth checks the PCs make to stay hidden in the facility.
Angry Droid: An attempt to reprogram a droid has failed spectacularly, and the droid goes quietly malicious. Soon
after the attempt, it comestolife and attacks the characterin the most destructive mannerpossible.
Y (failed
check) Hard Crash: The character's actions have caused a computer belonging to heror anallied character to crash and
componentsto burn and smoke. The device is now unusable, requiring a majorrepair to fix (see page 172 in the
AcE oF REBELLION Core Rulebook) with the difficulty of the repair check upgraded once per Y spent.
Deep Cover: The character's cover identity is extraordinarily well crafted. Add automatic £3 to social skill checks
the character makes while using this cover during this encounter.
GEor® The Grain of Truth: The character lies so convincingly that the target reveals additional, unexpectedinsight into
the situation at hand. This insight can be incorporatedinto the lie, decreasing the difficulty of future Deception
checks while using it by one, to a minimum of Simple (—).
Airtight Alibi: The character's false trail is flawless, appearing to place the character in anotherlocation entirely.
Take any numberof 3 on the current check, and add that number of automatic ¥¥ to a single Deception check the
character makeslater in the same session. Note that at least one 3 must remainin its dice pool.
Legendary Legend:The false background and otheritems introducedto reinforce her legend are so seamless that
others make them partof new historical records. Once before the end of the session as a maneuver, the PC may
introduce a newfact into the narrative without needing to spend a Destiny Point.
Played Them Like a Kloo Horn: Through deception, the character hascultivated a local contact whooffers
unexpectedaid in some form of the GM's choosing, such as information or supplies.
WordontheStreet: The character's contacts in the local area supply helpful information. For the remainder of the
session, upgrade the ability of any Streetwise checks the character makes while in this area once.
Person of Respect: The PC's false persona becomesperfectly ingrained into the local setting. Such is the respect
her character commandswithin the community, be it one oflow-life criminals or high-society wastrels, that she
beginsto influence rather than observe. The PC removes Ill from opposedsocial skill checks made against NPCs
also belonging to her false social strata
False-Flag Operation: The character's deception is so complete that the subject is entirely fooled and
unquestioningly believes the character's false identity. Deception checks she makes against the subject for the
remainder of the session do not require an opposed check; they are simply made at a baseline difficulty depending
on the natureofthelie.
Paranoia: The stress of the operation has the PC on edge. The character recovers 1 less strain when recovering
strain at the end of the encounter (to a minimum of 0)
& or Y A Crackin the Facade: The character makes an almost-unnoticeable error, such as misusing a local idiom orfailing
to observea little-knownbit of social etiquette. Increase the difficulty of the next social skill check she makes with
anyone whowitnessed the faux pas by one.
Other Players in the Game: The character's actions have attracted the attention of other interested parties. For
example,if the operation is against the Empire then she's roused the local criminal network, or vice versa.
& @ or G Crucial Flaw: The character's forgery contains a subtle error that cannot be removed without destroying the
document or code cylinder. For the remainder of the encounter, add automatic + to checks characters make that
involve using that fake item
Cover Blown:The character's efforts have been noticed by somebody whois aware that sheis using a false
identity. The NPC doesnot confront the character but quietly notifies the proper authorities.
Call the Bluff: The deceptive negotiation done as part of establishing a cover story or obtaining a crucial item goes
49} OF {0% badly. The targetrealizes the character lacks sufficient purchase funds or actual ownership of the item in question,
ow or even begins to question her real identity. Word spreads, meaning the character has to work harder to keep her
cover. For the remainderof the session, she mustsuffer 1 strain in order to makea social skill check.
High Alert: The local area has beenalerted to the possible presenceof criminals or hostile agents. The character
suffers automatic {8% on opposed socialskill checks against NPCsin this location.
Unexpected Complications: The character's Deception check is successful, but the subject has brought backup
( ful (bodyguards, for example, or security droids), who may cause difficulties.
(successful
check) Too Good to BeTrue: The PC's forged document or cover identity is far too perfect, which raises suspicion. For the
rest of the session, add automatic £2? £2 to social skill checks made toresist this character's deceptive manner.
Blackmail: The character's failure has revealed lies made to the subject or the nature ofillegal actions the
H character has madeearlier. Rather than notifying the proper authorities, the subject has decided instead to use the
wen knowledge asleverage to geta desired item orinformation from the character.
Shaken andStirred: The character's efforts end in disaster, the rusefailing in spectacular fashion. The utter loss of
confidence meansthatsimilar checks are upgraded in difficulty once until the end of the encounter.
Dead Drop:Thecharacter's intelligence network has provided information crucial to the mission. Add automatic
{3} to the next check the character or her allies make based on this information.
© @ or ®@ That Hunk of Junk?: The vehicle has been so well-disguised that few could discern its original styling; even its
original manufacturer or model might be uncertain. This adds IJ to the next Perception check made to follow or
track it.
Safe House:The character's operational planning included establishing a place for refuge during the mission. The
PC and her allies add [JL on anychecksto recover strain while in this location.
VEY Shift the Blame:As part of the successful escape, the character managesto plant evidence that she hadinside
help. This triggers reprisals and punishmentsfor the local security forces, decreasing morale and effectiveness. The
PC andherallies add automatic 3 on their next social skill check they make against these enemies.
Skeleton Key: While picking a lock, the character discovers a vulnerability that can be exploited onall similar locks.
Locks in the same location can be automatically opened for the remainderof the session.
A Reliable Asset: One of the most trusted membersof the Spy’sintelligence network knowsthis area well. For
the remainderofthe session, downgrade the difficulty ofall Streetwise and mission-related Knowledge checks the
character makes while in this area once.
® Nice Surprise: The stolen property contained something the target could notlegally possess, such as a Jedi relic
or criminal bookkeepingfiles. The PC adds automatic 3* on Coercion checksto force the target to do her bidding,
butif she fails such a check against the target this benefit is lost.
AsPlain As the Nose on Your Face: The character's operations planning has revealed a security vulnerability in
the target. Add [] to Deception and Stealth checks to exploit this vulnerability during this session.
Local Trouble: The character's operation has drawnthe attention oflocal law enforcement, who may complicate
the situation. The GM can decideif this results in heightened security screening, additional forces being deployed,
Bore or someother response appropriate for the setting.
ua Unforeseen Circumstances: The operation planning neglected to anticipate some factor, and the character’s effort
requires more meticulous work, taking longer than expected. The time required to complete the task increases by
25%. If the character does nottake the additional time, the character suffers 2 strain
It’s All in the Details: The character's disguise is imperfect in some respect, and it requires constant vigilance for
the PC to avoid detection (for example, an unfamiliar accent must be flawlessly maintained at all times). Unless the
ak charactersuffers 2 strain first, add automatic 48} to all disguise-dependent checks the character makesfor as long
BG or as the disguiseis in use.
Broken Lockpick: The character's attemptto pick a lock fails spectacularly, resulting in the pick breaking in such a
waythat the lock is jammedshut and the pick is destroyed.
I’ve Been Looking for You!: The character's disguise happens to unfortunately fit the description of an Imperial
intelligence agent's quarry (see page 419 of the AcE or REBELLION Core Rulebook). The ISB wantsthis personalive
for questioning, but the Imperial agent won't mind if there is some damageinvolvedin the capture, as there are
personal feelings involved.
4BS BS 4BS
i S or Not So Nice Surprise: The stolen item contains a hidden tracking device, alerting the target of the theft and the
current whereabouts of the item. The GM can set a guilded bounty hunter (see page 424 of the AcE oF REBELLION
Core Rulebook) after the PCs.
Muscling In: A major criminal organization mistakes the character's intelligence network for a rival gang trying to
movein onits territory. The criminals begin to take retaliatory (andlikely violent) measures.
Mistaken Identity: The character's personal or vehicle disguise is very successful, and now it has attracted
unwanted attention from someone whothinks the disguise is the genuine article. For example, a group of
stormtroopers think the PC is the officer they must report to, or a merchanttries to hire the character's freighter for
ec shippingillegal cargo.
checl
On the Edge: The PC'sefforts are working, but the stress has put the character on edge. Until the end of the
encounter, each time the GM spends48to inflict strain on the character, the characteralso addsI to her next check.
It’s a Trap!: Not only has the character's attemptfailed, but the failure has utterly blown the operation. The targets
9 (failed are now setting an elaborate trap to capture the PC and anyallies.
check) Double Agent: A memberof the character's intelligence network has been turned andis secretly working for the
enemy. This could result in false information being passed on; sabotage of the PC's weapons,gear, or vehicles; or
even an assassination attempt.
Ghosting: While piloting a vehicle, the characters manageto keep it near another ship orto follow a path on the
fringe of enemy sensors. Add IM to the next Perception check made to detecttheir vessel.
GoVor® Following from the Front: While tracking a target, the character usesreflections in windows, knowledge of
traffic patterns, and the layout of the local area to determine the subject's course. She doesthis while occupying
a position ahead of the subject, rather than behind. This clever shadowing adds I to the subject's Perception
checks to notice the tracking.
Going Grey: The character manages to be so unremarkable that the player may take any numberof additional 3
on the current check if it is successful, remove them from the results, and add that numberof #€ to the results of
the next Stealth, Skulduggery, or Deception skill check she makesin the same encounter. Note that at least one 3¢
must remain in the dice pool.
Useful Gossip: The PC successfully joins a small group ofworkers, tourists, or even dignitaries as part of her
attemptto avoid notice, and picks up someuseful information from the chatter. She downgradesthe difficulty of
Charm, Negotiation, and Deception checks made in this area once for the remainder of the encounter.
BrushPass:Aspartof the stealthy action, the PC is able to also surreptitiously hand an object with an encumbrance
value of 2 orless to an ally at engaged range. Add automatic ¥ to Perception checks madeto notice the pass.
Wretched Hives: Knowledgeof security systems allows the character to determine the best location for some
shady dealings. The PCs may downgrade the difficulty of Streetwise checks madein this area once for the
remainderof the session.
LearnTells: While shadowing an enemy target, the PC spots several particular habits and mannerisms. Should the
PC face that target in combat later in the session, the PC adds [J to her roll to determine Initiative.
Disappearing Target: The character becomesso unnoticeable that enemies cannot geta solid target bearing on
the character or her vehicle. The character or the character's vehicle (player's choice) gains +1 ranged defense for
the remainder of the encounter.
Quiet or Good, Pick One:The area through which the character is shadowing a target makesitdifficult to avoid
notice whilestill following. The player has a choice: increase the difficulty of the next Stealth checkto tail the
& or @ subject by one, or add [_] to the subject's Perception check to noticethe tail.
Stop, Thief!: The character's attempt at sleight of hand to hide an objectis spotted, and she is mistaken for a
pickpocket. Local law enforcement is summonedand is on the way.
Who’s Following Who?: The subjectbeing tailed is aware of the character's presence and is actually leading her
into an ambush.
The Madding Crowd: While attempting to follow a target, the characteris distracted by a loud and jostling throng.
For the remainderof the encounter, when making Cunning-orIntellect-based checks, upgrade the difficulty of the
character's check once.
Flag That: An attemptto avoid surveillance is so obvious and suspicious that the characteris singled out for
additional attention by the authorities, who start closely following the character's every move.For the rest of the
session, add automatic ‘8 {8 to the character's Stealth checks.
25s 25s 25S Alarm Activation: The PC accidentally activates a very loud alarm, emptying the area of everyone but the PC, her
NOP 3Or 827
allies, and anyone after the group such as security guards or enemyintelligence agents. All PCs immediately suffer
ore
2 strain, and when each makestheir next check they add Il to the dice pool.
Pll Never Forget That Face: An attempt to avoid notice tanks spectacularly. The characternotonly fails to blend
in, but also leaves quite an impression amongwitnesses. For the remainderof the session, add automatic 3 to
enemy Perception checks made toidentify or notice the character.
Spotted: The character successfully tracks the quarry but fails to notice that the target has been using counter-
surveillance tactics to spot any tails. Add automatic VW to the character's next Cool or Vigilance check to determine
Initiative order when this foe is part of the encounter.
(successful False Positive: The character's improvised security measures were successfully placed, but they lead to erroneous
check) conclusions. The measureswere trippedfor entirely benign reasons, but this gives the impression that the
character's security has been breached in some way. From nowuntil the end of the session, the character suffers
from stress and suffers 1 strain whenever she fails a check.
Evidence: In attempting to avoid notice, the character accidentally leaves behind evidence of passage that can be
(failed used by others to uncover details about her identity or mission.
check) Worst-Case Scenario:A failed attempt at avoiding surveillance has placed the character onthelocal authorities’
Most Wantedlist, and the character's face is appearing on holovids throughoutthe area.
IMPERIAL
INTELLIGENCE
ORGANIZATIONS
: The Galactic Empire has carefully divided
its intelligence and counterintelligence
efforts beneath two different umbrel-
las. Information that deals primarily
with military matters falls under the
authority of Imperial Intelligence,
a branch of the Imperial Military.
Information that deals with
potential insurrection and trea-
son falls under the purview of
the Imperial Security Bureau,
a part of COMPNOR.
In many cases, Alliance activities blur the lines
between military and civilian actions. When Rebels
SPIES AGAINST SPIES
deliver food to starving citizens on an Imperial world,
this sounds like a civilian action. However,if the vessel f a GM is considering an espionage-themed
breaks through a blockade maintained by the Impe- campaign, creating a highly skilled enemy
rial Navy, then it could be considered a military mat- agent can makefor a strong threat who binds
ter. Such issues with jurisdiction are common, which what might look like separated events into
has led to a strong rivalry between the two organi- a wide conspiracy of assassinations,slicing,
zations. In some cases, agents from both institutions and other Spy-related activities. As the PCs
attempt to keep their investigations secret or to with- unravel such efforts and discover one indi-
hold information from their counterparts in order to vidual is behind themall (possibly even one
prevent their current missions from being transferred of their own gone bad, like agent Eneb Ray
to the other organization. This internal competition who executed imprisoned Imperial officers),
provides a weak point for Rebel operatives to exploit. they will need to formulate their own counter-
espionage attacks. Even when defeated, such
IMPERIAL INTELLIGENCE enemy spies can later appear and be ready
for revenge. They might even now be acting on
Intelligence operatives serving in the Imperial Mili- the Rebel side, leading the PCs to wonder how
tary are members of Imperial Intelligence. This orga- muchto trust such enemies-turned-allies.
nization focuses specifically on information that has
direct relevance to military actions and strategic plan- ISB agents have law enforcement authority. While
ning. This includes traitors within the military as well most have had some military training, they do not
as attacks on Imperial facilities or contractors that always operate within the chain of command for the
have housed or supplied the military with necessary Imperial Military. They operate outside of it instead,
resources. Imperial Intelligence is also permitted to and many have discretionary authority. This gives
investigate leads on suspected military organizations them the ability to override both civilian and military
working in opposition to the Galactic Empire. This orders in extreme circumstances.
includes planetary garrisons or mercenary units that
have access to military-grade equipment. These operatives have broad-ranging powers to
identify and eliminate any perceivedthreats. This gives
Imperial Intelligence’s authority is constrained them the right to take subjects in for questioning and
regarding opposition groups that work without a mili- to hold them indefinitely with little need for strong evi-
tary framework. If leads reveal an organization that is dence. The slightest suggestion of treasonous thought
essentially a ragtag militia armed with hunting rifles, or action is sometimes enoughfor an ISB agent to take
then that investigation must be transferred to the prisoners. The fact that they can operate undercover
Imperial Security Bureau. Groups that concentrate for extended periods makes these agents particularly
on civilian targets—food depots, factories, or even effective at identifying and capturing Rebel agents.
government buildings—are treated similarly, as are
individuals who promote rebellious beliefs, even in a
public forum. Any such complications prevent Impe- PROBE DROIDS
rial Intelligence from acting upon its leads. Delays in
The Imperial Navy has access to a vast arsenal of
transferring investigations to the Imperial Security
probe droids, ranging in size from less than a half-
Bureau often give suspects opportunities to elude
meter in height to several meters tall. These units can
capture, much to the frustration of Imperial agents.
be dispersed across the galaxy to investigate targets
and report back. Almost all models have repulsorlift
IMPERIAL SECURITY BUREAU
technology that lets them quickly travel on a planet's
The Commission for the Preservation of the New surface; some even have hyperdrive capability to
Order (COMPNOR)is primarily a political organiza- travel between systems. Probe droids can operate
tion focused on propaganda and perpetuating Impe- independently, but have the ability to respond quickly
rial ideology. The Imperial Security Bureau (ISB) is a to directions when additional information is required.
subsidiary of COMPNOR devoted to identifying and They record all of their observations and can trans-
eliminating individuals who pose a clear and pres- mit that data back to their monitoring facility for fur-
ent threat to the Galactic Empire's core goals. Their ther analysis. Individually, these units do not pose a
targets include anyone who might take hostile action significant threat, but their sheer numbers have let
against the Empire’s non-military assets, as well as the Empire significantly broaden its sweep for Rebel
outspoken individuals who might promotereligious or installations. Further, when a probe droid goes miss-
philosophical ideas that are at odds with the Emper- ing, the Empire can follow up with additional droids or
or’s public stance. agents as appropriate.
gain access by using the Access System action, and DISABLE SECURITY PROGRAM
can lose accessin various ways, including being on the
Difficulty: Computers Check (Difficulty Varies)
receiving end of the Expel User action. Characters who
lose access must take the Access System action to par- Available To: Defender, Intruder
ticipate in the encounter again. Description: Typically, bringing down the security pro-
grams protecting a system is an intruding slicer’s first
job. If there is an administrator aware of the slicer and
SECURITY PROGRAMS actively managing the system, however, keepingthe sys-
tem security suppressedis likely to be an ongoing task.
Security programs are static defenses that keep users
from running amok on a computer system. The GM can As an action, a slicer may attempt to shut down a
configure a computer with any number of security pro- security program with a Computers check. The difficulty
grams, but only the most secure systems would have of this check is based on the quality of the security pro-
more than a few active at any given time. gram, for which the GM can consult the guidelines in
Table 3—5: System Security.
Note that while one or more security programs are
active on a system, an intruder cannot perform sev-
ENACT COMMAND
eral of the most useful Slicing Actions. The intruder
can use the Disable Security Program Slicing Action to Difficulty: Computers Check (Difficulty Varies)
remedy this problem, as per the Slicing Actions sec- Available To: Defender, Intruder (if no security pro-
tion that follows. grams are active)
Description: The slicer issues a single command to the
SLICING ACTIONS system he has sliced. Commands are single-purpose
requeststhatfall within the scope of the system. “Loop
Charactersin a slicing encounter can use the following the past ten seconds of footage on the cameras in this
special actions (in addition to normal actions, at the facility that are facing the alley to the north,” or “Access
GM's discretion). all information in this system on AgentTarret’s investi-
gations,” would be valid commands, assuming the sys-
ACCESS SYSTEM tem included control of those routines.
Difficulty: Simple (—) Computers Check The difficulty of the checks is up to the GM, and
Available To: Defender, Intruder depends how similar the slicers command is to the
Description: For a character to interact with a com- intended use of the system. Unlocking a computer-
puter system, that individual must be able to get it controlled door might require an Easy (?) Comput-
to recognize basic commands. For most computers, ers check, while getting a door’s locking mechanism
some sort of identity verification is required—a code, to physically jam might require a Daunting (9 @@@)
a key, or some other, more esoteric access token. Computers checkinstead, as the system is designed
to open and closethe door, not to break it.
Temporary Bypass(Intruder Only): The slicer creates a temporary bypass into the system that helps avoid a
specific element of the system's security. The slicer may add [][] toa single future check to slice this system. This
bonus may be savedfor any future check.
Coverthe Tracks(Intruder Only): A weakness in the system's defensesallowsthe slicer to leave minimal evidence,
adding ll to any checks by defensiveslicers to uncover his slicing signature in this system.
Signature Spotted (Defender Only): A portion of the intruder’sslicing signature is discovered in the system,
bestowing the advantages described on page 84.
Spread Decoys:Theslicer usesfalse data to misdirect foes. Add IM to the next check to use the Expel UserorTrace
Useraction againsttheslicer. If the slicer attempting the checkfails with 4or Y, it can be spentto causethatslicer to
acquire a piece offalse data (such as an erroneous location or a fake nameforthe targetedslicer).
Permanent Backdoor(Intruder Only): Theslicer sets up a permanent meansof accessing the system without
needing to deal withits verification protocols. The PC may perform the Access System action on this system as a
maneuver and without performing a check, so long as the character has accessto a hardline or a connected network.
Telltale Sign (Defender Only): The defender looks for a known user hidden amidstthe junk data. Downgrade
the difficulty of the character's next check to use the Expel User or Trace Useraction once for each portion ofthe
target's slicing signature the defender possesses.
Scripted Command(Intruder Only): The next time that the intruder successfully performs the Enact Command
action this encounter, the character may resolve two commands insteadofone.
e® Custom Encryption (Defender Only): The defender choosesan action that the intruder has already attempted.
Increase the difficulty of the intruder's Computers checksfor that action by twountil the end of the encounter.
Evidence of Presence: Careless accessresults in a trace of the slicer's signature being left in the system. Add [] to
checksto acquire the slicer’s signature
Authorized Access Only (Intruder Only): The slicer stumbles into a particularly secure subsystem and must take
4 or @ care to avoid triggering alarms. Add ff to the intruder’s next Computers check in this system.
DummySignatures (Defender Only): A false trail or leftover signature confuses efforts to identify the attacker. Add
Hl to the next Computers check made against the intruder.
Limited Access (Intruder Only): The defender choosesoneSlicing Action; the intruder cannotperform that action
2s 25S during the next round this encounter.
3) xr
or @ Accidental Backdoor (Defender Only): Moving quickly through the system to respond to a threat causes the
defenderto unknowingly leave important accessroutesinto the system. The intruder may add L]D to a single future
checkto slice this system. This bonus may be saved for any future check.
MajorAlert (Intruder Only): All users with full access to the system become awareofthe presence ofan intruder,
potentially alerting defensiveslicers or dispatching security teams to deal with the intruder.
255
48) 15) 5
18) 8
or @ Encryption (Defender Only): A muddle of encryption ruins any elements ofthe attacker's signature that have been
gathered. The defendingslicer losesall fragmentsof the intruder’sslicing signature (see page 84), along with all]
from possessing them.
Automatic Lockdown(Intruder Only): Emergency security measures are triggered across the whole system. The
entire system shuts down as if a slicer successfully performed the Lockdown action.
vy Key Vulnerability (Defender Only): Efforts to defend one area ofthe system leave another critically vulnerable. As
an out of turn incidental, the intruder may immediately resolve a command asif he had successfully performed the
Enact Command action (even if the system has active security programs).
Literal Footprints (Intruder Only): Theslicer concentrates too much onelectronic security and leaves behind
physical clues, such as personalized notes or bootprints with distinctive soil. Add [lJ to checks the PCs make to
conceal the base the slicer uses,or to hide their presenceif they are operating in enemyterritory.
(successful
check) Fried Gear: The actionis entirely too successful, and a large powersurge follows the data into theslicer’s gear. One
item (player's choice) used in the slicing effort becomes damagedone level(see page 172 of the Ace or REBELLION
Core Rulebook).
Closing the Door(Intruder Only): If the slicer was using a backdoorto gain entry,its presenceis detected and the
W (failed enemyslicer disablesit. That access is lost and the intruder mustfind anotherin order to use that approach.
check) Got the Full First Name: Theslicer used code that wasn’t fully scrubbed, and the opposing slicer gains two
fragments of the character'sslicing signature.
ONGOING OPERATIONS
The administration successfully petitions its superi- Using their resources, the PCs may ascertain whatis
ors for a CompForce military unit to bolster security in in some or all of the cargo ships. Each has goods and
the near term, as well as for an ISB special investigation materials useful to the Rebellion. The bulk freighters
team. The garrison commander is personally insulted have only a few crew members and droids aboard. They
by CompForce’s presence and taps Imperial Intelli- carry enough food, medical gear, and other itemsto sup-
gence to provide agents to secretly investigate Rebel ply a major Rebel starship or base for several months.
activities, CompForce’s actions, and the administration. The medium freighters are much smaller and have even
The PCs must cover their previous thefts and other fewer crew members. They carry electronic equipment,
activities as best they can. They might make scape- sensors, speeders, and similar small but expensive gear.
goats of others or find crafty ways to explain away The PCs must plan a mission to acquire some of the
the problems. It is easy to agitate the administrators supplies, if not an entire starship or two. If the latter,
and garrison by stoking the fires of distrust. If they the completion of the mission likely ends their opera-
are revealed, the PCs must escape. If they remain tions at the depot. The PCs can requestfairly sub-
undiscovered, they may continue their efforts under stantial Rebel help to pull off their plan. This includes
much greater scrutiny. However, the impending con- attacks by starfighters or even a small capital ship, if
voy assembly gives them reason to stay and prepare the PCs can convince Rebel leadership. The PCs can
to take advantageof it. also call in Infiltrator reinforcements to even the odds
against a larger crew. Losing Imperial munitions and
EPISODE V: THE MOTHER LODE supplies, let alone entire starships, is a major embar-
rassment for the depot. If the PCs are clever, they can
Despite the chaos in the depot, Convoy 8766 completely undermine the sector Moff’s confidence in
EI71NI (Trill) assembles a week after the primary both the administration and the garrison.
investigations end. Four bulk and six medium freight-
ers arrive over three days. An Imperial Victory-class However, when their operations or plans are
detected, the PCs must contend with Imperial might
Star Destroyer arrives on the second day to provide
protective escort for the convoy to a rumored secret The garrison, administration, Imperial Intelligence,
Imperial installation. and CompForce won't hesitate to swoop in and try
to stop the PCs by any means necessary. Of course,
each group wants the credit for defeating the PCs, so
once again, the PCs may have an opportunity to play
the groups against each other.
EBELLION
FANTASYFLIGHTGAMES.COM/SWREBELLION
©& ™Lucasfilm Ltd. The FFGlogois ® of Fantasy Flight Games.
Saa
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~ REBELLION
i, e eH
A long time agoin a galaxy far, far away....
The Galactic Civil War loudly rages on countless worlds. However, few know of
the quieter war between Rebel and Imperialintelligence agencies. It is a war
of duplicity and stealth, of stolen plans and false identities. The spies whofight
this warwill never get the glory, but without them the Alliance cannot win.
Join the hidden war of deception and espionage in CypHers AND Masks. This
sourcebook expands upon the AcE oF REBELLION ROLEPLAYING GAME, presenting
new options for Spy characters as well as any other characters interested
in covert operations. Disguise weapons, slice computers, infiltrate enemy
bases, and more in CypHERs AND Masks!
This supplemental rulebook includes:
e Expanded Player Character options including new Motivations, Duties,
species, and specializations.
e New signature abilities that allow Spies to conduct counterespionage
Clicolgese lATe Molcee) imiKolgoMelm-10|10121Le
© Newweapons, armor,gear, and vehicles designed for black ops missions.
e GM guidance for running Spy-themed campaignsand crafting Spy rewards, -
plus new rules for concealing weapons and vehicles from enemy detection.
4 9"781633" 443181! ||
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