Imperial Ace Rigger

By Rakaydos, in Star Wars: Age of Rebellion RPG

So, I'm starting to throw together a character for a 1-shot imperial navy game, and I wanted to run a justification past the forum before trying it on my GM.

We already know that there's going to be a Neb B with ties, ad I want to run a Tie pilot Ace Rigger. The imperium, of course isnt particularly known for letting people other than vader modify their craft.

However, my character found the Sienar factory peformance limiter, the one that keeps you from burning out your engines by running them too hot, and the like. With a bit of technical knowlege, he's put together a black box that he can plug into any imperial standard Tie-LN tie fighter that overrides the limiters- it is treated as his Signature vehical. The mechanics hate his guts, of course, but since his tie is almost burnt out every mission, and he has such a good record, he simply requisitions a new imperial standard tie fighter and plugs his box in the next tie he needs an unfair advantage, leaving others to clean up his mess.

In theory, he could make a box for another imperial craft- this would be like changng his signature vehical talent. but I expect him to be flying a Tie-LN for the 1-shot game.

Do you think this is reasonable houserule?

Speaking from my own perspective if one of my players would come to me as a GM I wouldnt allow it.

A riggers signature vehicle should be a loved and prized possession that you work on and improve over time. I wouldnt let a player just switch it up every session and still get all the bonuses. Also I dont think the empire would be super happy if you constantly broke their fighers every time your out. Ties do not grow on Wroshyrs after all.

As a GM I would counter with letting an Ace Rigger in an Imperial game to mod his own tie, maybe with the justification that its a privilege hes earned from his captain by being a fantastic pilot and having a great track record.

For a one-shot, I think it's fine. For long term play, I'd probably end up promoting the characters to a group like the 181st.

For a one-shot, I think it's fine. For long term play, I'd probably end up promoting the characters to a group like the 181st.

Very much this.

It sounds like a lot of good fun.

Baron Soontir Fel of the 181st had kill markers painted on the side of his ship. This suggests that certain pilots are granted some measure of ownership in the form of personalization over a specific spacecraft. If he is the wing commander, I'd allow it. I'd also say you can justify it by having him be part of a test pilot unit that combat tests/field tests new ships/ship mods for the empire in the field. This can allow for him to tweak the design to perform as he sees fit, since he's part engineer and part test pilot. Look at Juno Eclipse, she had her own unique craft that she shuttled around Vader's Apprentice in, presumably tweaking it to get just type of performance she wanted.

The black box idea is cool, but the way you describe it, it's also that pilot trying to bend or break the rules. This is a great starting point if the campaign concept is to eventually have them go over to the Rebellion, since that kind of independent thinker isn't likely to flourish amongst the rank and file. Still, it sounds like it'd work just fine to me!