Crewman Guy and Crewman Bim

Guy.jpg (261140 bytes)

Imperial Experimental T.I.E. Pilots

 

Vital Statistics:

Dex: 3D+1

Blaster 5D
Dodge 4D+2
Missile Weapons 5D

Knowledge 2D+1

Alien Species 4D
Planetary Systems 5D+2
Survival 8D

Mechanical 4D

Astrogation 6D+1
Starfighter Piloting: TIE fighter 12D
Starship gunnery 8D+2
Starship Shields 7D

Perception 3D

Command 7D+1
Gambling 6D

Strength 3D

Technical 2D+2

Computer Programming/Repair 4D+2
First Aid 6D+2
StarFighter Repair 8D+2
StarFighter Weapon Repair 8D+2

Move: 10 
Force Points: 1
Dark Side Points: 6
Character Points: 31

Equipment: 
Navigational Computer Linkup Helmet with Internal Comlink, +2D sensors. High Gravity Stress Flight Suit with Internal Life Support Equipment, Emergency Suit Sealant Pack, MedPak, Heavy Blaster Pistol, Survival Pack, State of the Art TIE Interceptor.

Notes by Emperor Palpadave:
Crewman Guy and Crewman Bimm are not standard Imperial TIE pilots. At first they were thought to be standard pilots, but then they ran a foul of Thunder Team, and their true combat abilities were brought to the test. They both have become one of the Team’s most feared enemies. They are both experimental clones of Baron Sontir Fel, an Imperial Master Ace TIE pilot. The Emperor wanted to make entire squadrons of these clones, and Guy and Bimm are some of the first prototypes. With their continued success, the Emperor is sure to make many, many more of them. Crewman Guy and Crewman Bimm are always given the latest training and they fly only the most state-of-the-art TIE fighters. They are the bane of Thunder Team, two wild and crazy guys, having fun in the Empire.

Notes by Abek (Webmaster):
I heartily disapprove of these characters. Guy and Bimm were created by virtue of a streak of luck on the part of Palpadave's dice. Out of a wave of 8 TIEs, 6 were destroyed in the first couple rounds. We were ready to make our escape, when these two "mysteriously" managed to roll astronomical attacks, bypassing the shields and critically damaging the ship. Fine, I can understand that as part of an adventure the GM is required to ensure that certain events transpire. HOWEVER, I want to see, in a sourcebook, where TIE fighter PILOTS have starfighter repair skills equal to their gunnery skills. 8D+2 or more in both weapon and ship repair?! and piloting?! and Shields?! AND COMMAND?!!! 

COMMAND, PALPADAVE?! 

These guys have more character dice than Boba Fett, for pete's sake. (52, for you folks counting.)

Ah well, I guess even the GM is not immune to the Thunder Team influence... <grin>