First off, I doubt my players read this forum, but if you are a member of Lantern Outpost, or enjoy the soap opera "Can't Help Falleen In Love" go away! This thread is classified!
With that out of the way, I've been working on formalizing the creation of Imperial Officers. I felt the last big nemesis the PCs faced off against didn't really do much out of the ordinary. She was an effective antagonist, and her arrival generally signaled to the PCs that it was time to go, but in creating a successor, I don't want them to just feel life more of the same. I've also outsourced the ISB to a friend of mine. I wanted his choice for a successor to feel meaningful, and have a real impact on how future sessions played out.
I'd appreciate any feedback, and suggestions on how to extend these rules to higher ranks, or even different branches of the Imperial war machine (Currently, these rules are rather focused on the ISB).
At the moment, these rules just apply to the lowest tier of Big Boss Officers, whom I term "Captains".
A Captain has:
A capital ship (or ships): Either a versatile Silhouette 6 ship, like the Nebulon-B, or three to four ships of Silhouette 5, such as CR90 Corvettes, or Arquitens-class Light Cruisers.
Troop Transports and Fighters (optional): As a baseline, I assume that a ships complement consists solely of basic TIE/ln Fighters. If the ship has a hangar bay, I also assume it can stock enough troop transports (Usually Sentinel-class landers, though other configurations are possible) to deploy the ship's full troop complement.
Troops: Again, I stock these according to the vehicle profiles, with the general rule that 75% are basic minions (Imperial army troopers, Navy Troopers, COMPFORCE, etc), and 25% are stormtroopers. For every 8 minions, there is a rival-level squad-leader (Stormtrooper Sergeant, Imperial Army Officer, etc).
This is the baseline setup for any "Captain." However, each Captain should have their own unique Flair. Each Captain is given unique custom rules as follows:
Focus: This isn't so much a rule, as a broad strokes statement of what this officer is good at, and their particular priorities in the field. For example, "Riot Suppression", "Traffic Analysis", "Black Ops". This provides guidelines for the other unique elements
Unique Move or Rule: Here, I use "Move" in the style of Dungeon World - a narrative response the officer has to certain circumstances. For example, one officer might have, "The Wire" - After each mission, the Captain may choose to monitor a known Rebel contact, giving the ISB director greater knowledge of the Rebels' network, or deploy a SWAT Team to capture that contact and interrogate them. Other Captains might have a more direct influence on the rules - for example, "Urban Combat Training" - The Captain's forces gain 2 boost dice to any combat checks when operating within a city or space station.
Unique Asset: The Captain gains specific equipment or forces tailored to their focus. A Captain focused on countering Rebel Starfighter Raids may have his TIE Fighters upgraded to Interceptors. A Captain focused on "Riot Suppression" might provide their troops with shock prods and powerful stun guns (giving a convenient narrative reason to hit the Wookiee in the strain threshold).
A Lieutenant: This is a Nemesis character, who handles a particular part of the Officer's forces. This might be the leader of the Starfighter squadron, a personal enforcer, or even just a cunning slicer or analyst. I also draw on the various lieutenants as potential candidates for promotion, should a Captain need to be replaced.
To give a full example, if I were to rework the Captain my players just dealt with, she might look like this:
Name: Captain Shanri Lataea
Ship: Grey Maiden (Nebulon-B Frigate)
Troops/Transports/Fighters: Standard complement
Focus: Slicing and Traffic Analysis.
Unique Rule: Once per session, once Rebel activity is exposed, Lataea may make a computers check to crack the team's commlinks. Despair may be spent at any time to allow her to reattempt this check.
Unique Asset: Storm Commando squad. A 5-man team of elite stormtroopers, specialized for black ops missions. (My PCs hate these guys.)
Lieutenant: Judro Gyll, leader of the Storm Commando squad. On promotion, Gyll would gain the Focus: Black Ops. His custom move might involve abduction or assassination of key targets.
So, that's my general framework. As a said, feedback, ways of extrapolating these rules up the chain of command, or applying them to other branches of the Imperial military, even just suggestions for particular special moves or assets, it's all appreciated.