Author Topic: A GM's Gallery of Rogues  (Read 4081 times)

Tai Dai Cultist

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A GM's Gallery of Rogues
« on: 27 January 2013, 01:34:08 »
I thought the idea of a thread where NPCs/Archetypes could be collected and reviewed for ATOW campaigns seemed like a wonderful idea.

So I started one.   I particularly like NPCs with unusual life paths and/or being something unique yet useful to the setting.. especially for a GM to present them to his players as either enemies or allies in a memorable adventure.
« Last Edit: 27 January 2013, 02:02:52 by Tai Dai Cultist »

Tai Dai Cultist

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Re: A GM's Gallery of Rogues
« Reply #1 on: 27 January 2013, 01:36:50 »
Canopian Pleasure Circus Carnie
"Step right up! Wonders the likes of which you've never imagined lie just beyond this hatchway.."

(5000 pt life module: blue collar, spacer family, ne'er do well)

STR 400
BOD 400
RFL 400
DEX 500
INT 300
WIL 500
CHA 600
EDG 600

Traits: Equipped -1, Extra Income 1, Gregarious, Reputation/Scamp -2

Skills:
Language/English +3, Language/Canopian Gypsy +1, Language/Mandarin +0, Perception +2
Acting +4
Appraisal +1
Art/Cooking +1
Career/Carnie +2
Career/Ship's Crew +1
Comms/Conventional +0
Computers +0
Disguise +2
Escape Artist +1
Gunnery/Spacecraft +0
Interest/Recreational Drugs +2
Interest/Gambling +1
Martial Arts +0
MedTech +0
Navigation/Space +0
Negotiation +2
Piloting/Spacecraft +0
Prestidigitation +2
Running +1
Sensor Operations +0
Streetwise/Confederation +2
Streetwise/FedSuns +0
Streetwise/Free Worlds +1
Streetwise/Magistracy +2
Survival/Woodland +1
Small Arms +0
Technician/Aeronautics +1
Technician/Electronics +1
Technician/Mechanics +1
Thrown Weapons +3
Training +2
Zero-G Ops +2


Notes:  For every Ringmaster or 'exotic performer' in the (in)famous Canopian Pleasure Circuses, there are dozens of Carnies.  Not only does the operation need barkers, ride operators, peddlers and numerous other jobs done, the circus is a vagabond 'family' that has only itself to rely upon for upkeep of their interstellar caravans.

Tai Dai Cultist

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Re: A GM's Gallery of Rogues
« Reply #2 on: 27 January 2013, 01:39:47 »
Investigative Reporter
"Do you have any comment on the pending litigation against your outfit?"

(5000pt Life Module: farm, highschool, tradeschool, combat correspondent)

STR 300
BOD 400
RFL 300
DEX 300
INT 500
WIL 600
CHA 600
EDG 400

Traits: Connections 1, Equipped 2, Enemy/Merc Major -3, Reputation/Nosy -1, Toughness, Wealth 1

Skills: Language/English +4, Language/Romanian +3, Language/Italian +2, Language/Greek +1, Perception +4
Acting +3
Arts/Writing +3
Appraisal +1
Career/Journalist +4
Comms/Conventional +2
Computer +4
Interest/Classical Literature +2
Interest/Mercenaries +1
Interest/Political Scandals +2
Investigation +4
Martial Arts +0
Navigation/Ground +0
Negotiation +3
Protocol/Free Worlds +3
Streetwise/Free Worlds +2
Survival/Irradiated Zones +1
Small Arms +1
Swimming +0
Technician/Electronics +1


Notes- For a typical ATOW campaign populated by dangerous warriors, a nosey reporter digging into their business makes for a great non-battlefield roleplaying challenge.  How best to prevent any shady practices being exposed to their detriment?
« Last Edit: 27 January 2013, 02:00:28 by Tai Dai Cultist »

Tai Dai Cultist

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Re: A GM's Gallery of Rogues
« Reply #3 on: 27 January 2013, 01:41:52 »
Courtesan
"Why yes, diamonds *are* a girl's best friend.."

(5000xp Life Module: Nobility, Prep School, Trade School, Ne'er Do Well)

STR 200
BOD 300
RFL 400
DEX 400
INT 400
WIL 400
CHA 700
EDG 300

Traits: Attractive, Combat Paralysis, Enemy/Wary older sibling -2, Equipped +3, Extra Income +1, Glass Jaw, Gregarious, Reputation/Artist +1, Wealth +5

Skills: Language/German +3, Language/English +3, Perception +2
Acting +5
Appraisal +1
Art/Dancing +4
Art/Music +3
Art/Singing +3
Career/Courtesan +3
Computers +2
Interest/Cheerleading +1
Interest/Heraldry +2
Interest/Erotica +3
Martial Arts +0
MedTech +0
Negotiation +4
Prestidigitation +1
Protocol/Lyran +4
Running +1
Stealth +1
Streetwise/Lyran +0


Notes- Whether called courtesan or geisha, this path to the halls of power is sometimes the only one available to those highborn not born quite high enough.  However only a fool would dismiss these members of court as mere decorations- powerful lords since time immemorial have employed skilled courtesans to not only entertain his guests, but elicit secrets as well.
« Last Edit: 27 January 2013, 02:10:06 by Tai Dai Cultist »

Tai Dai Cultist

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Re: A GM's Gallery of Rogues
« Reply #4 on: 27 January 2013, 01:45:32 »
Typical FedSuns MechWarrior
"It puts the lotion on its skin or it gets the MYOMER BUNDLE again!"

(5000xp Pointbuy)

STR 500
BOD 400
RFL 400
DEX 400
INT 100
WIL 300
CHA 100
EDG 1000

Traits: Exceptional Edge, Dependent/Kidnap Victim -2, Property/Secluded Farm +1, Rank +5, Vehicle/Heavy Mech +6, Unattractive

Skills: Language/English +0, Perception +0
Academic/Entymology +2
Arts/Tailoring +2
Career/Dressmaker +0
Career/Soldier +1
Gunnery/Mech +4
Interest/Serial Killers +2
Martial Arts +1
MedTech +1
Navigation/Ground +1
Piloting/Mech +3
Sensor Operations +1
Small Arms +2
Tactics/Land +1


Notes- This mechwarrior is typical of the FedSuns in every way:  A brutish villain in possession of nearly no redeeming qualities other than inexplicably effective Plot Armor.  As such this NPC is a good villain to frustrate players with the ability to defeat even the best laid plans by pure luck and enjoying equally seemingly miraculous escapes from their justice.  200xp for additional skills can be obtained by taking Enemy/Everyone Good and Honorable -2.

Tai Dai Cultist

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Re: A GM's Gallery of Rogues
« Reply #5 on: 27 January 2013, 01:49:22 »
Friendly Persuader
"Papers, please."

(5000xp Life Module: Blue Collar, High School, Police Academy, To 'Protect' and 'Serve')

STR 600
BOD 500
RFL 500
DEX 400
INT 300
WIL 500
CHA 300
EDG 200

Traits: Compulsion/Xenophobia -1, Enemy/Underworld Lt -2, Equipped +2, Dependent/Spouse -1, Fit, Good Vision, Rank +3

Skills: Language/Japanese +2, Language/English +0, Perception +3
Acting +1
Administration +1
Arts/Oral Tradition +0
Career/Police +3
Computers +2
Driving/Ground +2
Interest/Dictum Honorium +3
Interest/Combine History +1
Interrogation +3
Investigation +1
Martial Arts +3
MedTech +2
Melee Weapons +4
Navigation/Ground +1
Negotiation +0
Protocol/Combine +2
Small Arms +3
Streetwise/Combine +5
Support Weapons +0
Swimming +0
Tactics/Infantry +1


Notes- An archetype such as the Friendly Persuader or a Jade Falcon Paramilitary could easily double as a Military Policeman.. which in turn should be regularly encountered in your typical military-centered ATOW campaign.  For a Police Officer from a 'freer' society where citizens have something similar to Miranda Rights, swap the skill modifiers for Melee Weapons with Investigation and replace Interest/(State Dogma) with Interest/Law.
« Last Edit: 27 January 2013, 02:16:53 by Tai Dai Cultist »

Labyr

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Re: A GM's Gallery of Rogues
« Reply #6 on: 27 January 2013, 16:42:43 »
One thing I'd suggest is to not make all your NPCs 5000xp. The PCs are supposed to be special, so I'd imagine most people they come in contact with will have less than 5000xp. Consequently any important enemy of the PCs should have more to make them a challenge. Also I wouldn't get hung up on the minutia, you don't have to write down every non-consequential skill out.

BirdofPrey

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Re: A GM's Gallery of Rogues
« Reply #7 on: 27 January 2013, 20:44:59 »
NPCs aren't generally made like PCs, so doing life paths seems odd, as does the 5k XP.
You don't need to go overboard on irrelevant traits or skills either.  Main antagonists sure, but general NPCs you just run into like the bartender or customs official is fine being a flat character.

Tai Dai Cultist

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Re: A GM's Gallery of Rogues
« Reply #8 on: 28 January 2013, 14:46:35 »
Thanks for the thoughts, but I think I may have a different view on NPCs and GMing in general than you two.  Who knows, possibly I'm not on the same page as the playerbase at large whereas you are.

I always thought that the PCs are made special enough solely by the fact that the campaign universe actually revolves DOES revolve around their lives & exploits.  They don't need to ALSO be more powerful than everyone they meet, with the occaisonal super-villain exception.  That's a general RPG assumption.. factor in this is the ATOW system where the players are presumably going to have access to fantastically powerful military hardware, there's little NPCs can do to interfere with PCs who for whatever reason want to begin their opus, Terms of Rampagement.  Think about that.  Having the ability to just wontonly destroy things virtually at will is a TON of special-ness, even if that option is never used.  Sure, sure, there's obviously going to be repurcussions of levelling the local Police Department because you're angry at a cop who gave you a speeding ticket.. but there's pretty much zilch that NPCs can do to STOP you from doing it in the first place.

So, sure, there's something to be said about not needing to create an entire character sheet for every nameless body that a PC encounters.  Neither is there any particular reason that every man woman and child in the universe also have something near the 5000xp that characters are built with.  However, I DO believe that any NPC important enough to actualy have been given a name ahead of time should also be fleshed out to SOME degree, especially with 'superfluous' skills such as Interest and Career.   

I did a bad job of expressing this, but I was posting archetypes of recurring NPCs, not people you bump into once and never, ever, ever see again.  Those sorts of NPCs, in my opinion, definately need to be fleshed out as three-dimensional characters.  And I also believe that there's no reason they have to be built as inferior to PCs.

Anyway, just wanted to clarify since I did a terrible job of it in the initial post.  If it turns out that I'm on my own island here, I can just as happily do my own thing without needing to use the BBoards to crow about it :)

And of course, the last reason I started the thread and shared the NPCs was that I think it'd be fun to discuss the niches in the BattleTech universe that don't get all the coverage that MechWarriors, Battle Armor, Tankers, etc enjoy... since 99.99% of the people your PCs meet are NOT MechWarriors, etc.

« Last Edit: 28 January 2013, 15:05:49 by Tai Dai Cultist »

Ian Sharpe

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Re: A GM's Gallery of Rogues
« Reply #9 on: 28 January 2013, 15:07:38 »
I always liked the shady arms dealer, personally.  It explains away his private army, access to heavy weaponry, and general paranoia.  He's got permits, forged and legit, in 3 of 5 Great Houses, knows a guy who knows a guy who doesnt want to know the PCs/has a distant relative in high places with financial difficulties.  Think Nick Cage from Lord of War IN SPACE.

Bedwyr

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Re: A GM's Gallery of Rogues
« Reply #10 on: 10 February 2013, 13:44:29 »
Very good stuff in here, I'll see if sometime soon I can add to it.
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Nav_Alpha

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Re: A GM's Gallery of Rogues
« Reply #11 on: 10 February 2013, 17:41:36 »
Very good stuff in here, I'll see if sometime soon I can add to it.

Seconded - some good stuff here


"Hold your position, conserve ammo... and wait for the Dragoons to go Feral"
- last words of unknown merc, Harlech, 3067

Tai Dai Cultist

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Re: A GM's Gallery of Rogues
« Reply #12 on: 13 February 2013, 18:06:15 »
Shady Arms Dealer  (White Collar, Clan Apprenticeship, Trade School, Merchant)

"No, I'm not lowballing you.  I just know you'd rather negotiate a trade with me than negotiate a batchall with my friends here.."

STR   300
BOD   400
RFL   400
DEX   400
INT   500
WIL   400
CHA   500
EDG   400

Traits: Compulsion/Arrogance -1, Connections 3, Enemy/Trellshire Heavy Industries -4, Equipped 1, Glass Jaw, Gregarious, Reputation/Weasel -2, Wealth 3

Skills: Language/English +2, Language/German +2, Language/Japanese +2, Perception +2
Acting +2
Administration +3
Appraisal +4
Art/Piano +2
Career/Merchant +3
Communications/Conventional +0
Computers +3
Forgery +4
Interest/Cigars +2
Interest/Clan History +3
Interest/Clan Remembrance +0
Interest/Gambling +3
Negotiation +5
Martial Arts +0
Prestidigitation +1
Protocol/Clan +2
Protocol/Diamond Shark +3
Protocol/Draconis Combine +2
Protocol/Lyran Commonwealth +2
Small Arms +2
Streetwise/Clan +3
Technician/Aeronautics +1
Technician/Weapons +1
Zero-G Operations +1

While private ownership of military hardware is legal in almost every corner of the Inner Sphere, there's a role for a greasy weasel of a merchant who seeks to circumvent arms control export regulations, or one who sells to unsavory customers that legit weapons manufacturers won't do business with.  The Diamond Sharks have long thumbed their institutional noses at prohibitations on exporting high-tech gear to the Inner Sphere,  so a non-clan arms dealer should replace interest/clan history with interest/trade laws.
« Last Edit: 13 February 2013, 18:17:45 by Tai Dai Cultist »

Tai Dai Cultist

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Re: A GM's Gallery of Rogues
« Reply #13 on: 26 February 2013, 01:07:21 »
FOBbit
"Yeah, I can release this ammo crate to you, if you have a backdated JS-2911 form.  Oh, I can get you one of those too, but it'll cost ya..."

(5000xp Life Path: War Orphan, Farm, Military Enlistment, Tour of Duty)

STR 300
BOD 400
RFL 400
DEX 300
INT 500
WIL 400
CHA 400
EDG 400

Traits: Citizenship, Compulsion/Addiction to Cigarettes -1, Connections +2, Equipped +3, Introvert, Rank +4, Reputation/Malingerer -1

Skills: Language/Mandarin +2, Language/English +2, Language/Russian +1, Perception +2
Administration +4
Animal Handling/Riding +1
Career/Agriculture +2
Career/Soldier +3
Communications/Conventional +2
Driving/Ground Vehicles +2
Interest/Historical Wargaming +3
Martial Arts +2 MedTech +2
Navigation/Ground +3
Negotiation +2
Protocol/Capellan +3
Small Arms +2
Streetwise/Capellan +2
Swimming +0

Notes- For every warrior there are hundreds of support personnel in the armies of the 31st century.  MechWarriors and infantrymen may derisively refer to such soldiers that never face combat patrols as 'FOBbits', the fact remains that having a friend (or enemy) in supply can have profound impact.

Tai Dai Cultist

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Re: A GM's Gallery of Rogues
« Reply #14 on: 26 February 2013, 01:08:43 »
Dropship Pilot
(Spacer affiliation: Blue Collar, Spacer Family, Tech School, Civilian Job)

"So if you see my space-hauler "Alexa"
And if you work with the lanes deep in space
Tell my wife I'm thrusting for Arcturus
And I still think upon her sweet face."*

Traits: G-Tolerance, Dependent/Spouse -1, In For Life/Mortgage -3, Rank/Dropship Captain +5, Reputation/Vagabond -1, Property/Dropship +3

Skills: Language/English +2, Language/Spacer's Lingo +1, Perception +1
Administration +3
Career/Dropship Pilot +3
Career/Ship's Crew +2
Comms/Conventional +2
Computers +2
Gunnery/Spacecraft +3
Interest/Opera +3
Interest/Trading Ports +3
Leadership +3
Melee Weapons +1
Navigation/Space +3
Negotiation +1
Piloting/Spacecraft +4
Protocol/Draconis Combine +0
Protocol/FedSuns +1
Protocol/Free Worlds +2
Protocol/Lyran Commonwealth +2
Sensor Operations +3
Technician/Aeronautics +0
Technician/Electronics +0
Training +2
Zero-G Operations +3

*= With apologies to Billy Joel.

Tai Dai Cultist

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Re: A GM's Gallery of Rogues
« Reply #15 on: 26 February 2013, 01:11:09 »
Dissatisfied MechWarrior
(Affiliation: Draconis Combine/Benjamin & FedSuns/Draconis March. Stage 1 Fugitives, Stage 2 High School, Stage 3 Military Academy, Stage 4 Ne-er Do Well)

"Only sixteen more months 'till I muster out.  Then I'm going to head to the Mercenary's Star and find a real job..."

STR 400
BOD 500
RFL 600
DEX 500
INT 400
WIL 400
CHA 400
EDG 300

Traits: Compulsion/Paranoid of Combine Government -3, Connections +3, Dark Secret/Sold Data to ISF -2, Equipped +1, Rank +5 (enlisted Mechwarrior), Reputation/Defector -2, Vehicle/Light Battlemech +2, Wealth -1

Skills: Language/English +2, Language/French +2, Language/Japanese +0, Perception +1
Acting +1
Appraisal +1
Arts/Cooking +1
Career/Soldier +2
Computer +0
Escape Artist +1
Gunnery/Mech +3
Interest/Conspiracy Theories +3
Interest/Military History +2
Interest/Trideo Starlets +1
Martial Arts +2
MedTech +1
Navigation/Ground +1
Negotiation +1
Piloting/Mech +4
Prestidigitation +0
Protocol/FedSuns +1
Running +2
Sensor Operations +2
Small Arms +2
Streetwise/Draconis Combine +0
Survival/Jungle +1
Swimming +1
Tactics/Land +3
Technician/Electronics +1
« Last Edit: 26 February 2013, 01:15:16 by Tai Dai Cultist »

Siden Pryde

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Re: A GM's Gallery of Rogues
« Reply #16 on: 26 February 2013, 01:25:05 »
Good stuff.  :)

Nav_Alpha

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Re: A GM's Gallery of Rogues
« Reply #17 on: 26 February 2013, 02:34:26 »
Dissatisfied MechWarrior



Is he a Fedrat who sold out to Kurita or the other way around?


Got to say - really enjoying these guys!
How about some spies and sneaky scouts? Or someone on the technical side - be it simple technicians or the engineers who design and build battle technology?


"Hold your position, conserve ammo... and wait for the Dragoons to go Feral"
- last words of unknown merc, Harlech, 3067

Tai Dai Cultist

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Re: A GM's Gallery of Rogues
« Reply #18 on: 26 February 2013, 10:50:16 »
Is he a Fedrat who sold out to Kurita or the other way around?

I didn't give him a writeup since each defector would have a unique story rather than an archetypical one.  Plus I wanted my 'archetype' to apply to a mechwarrior who's just unhappy in general about not having had the opportunities he thought he should have/could have- suspicious about circumstances of defection is just one reason to end up dissatisfied!

But this particular NPC's background goes a little like this: Like so many other things I create for RPGs, this one borrows from pop culture.  His parents 'fled' the Combine for a new life in the FedSuns when he was young.  He found out far too late that they might not have defected after all, but by then the ISF's insidious plot to plant a mole in the AFFS was already WELL underway.  Only, the counter-intelligence services sniffed him out before he even knew about it himself and the only opportunities afforded him are do-nothing jobs.


Quote
Got to say - really enjoying these guys!
How about some spies and sneaky scouts? Or someone on the technical side - be it simple technicians or the engineers who design and build battle technology?

Thanks :)  The next one was gonna be a Han Solo/Smuggler adaptation on the Dropship Pilot.  I'll see what I can do with those other ideas, too!
« Last Edit: 26 February 2013, 10:54:21 by Tai Dai Cultist »

Tai Dai Cultist

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Re: A GM's Gallery of Rogues
« Reply #19 on: 27 February 2013, 01:30:23 »
How about some spies and sneaky scouts? Or someone on the technical side - be it simple technicians or the engineers who design and build battle technology?

Here's one who's BOTH.


'Harmless' Astech
"I have no idea how a crack could have gotten into the heat shield of the late Major's drop cocoon..."

(Affiliation General/Comstar.  Street, Street, Intelligence Operative Training, Covert Operations)

STR 400
BOD 400
RFL 400
DEX 400
INT 400
WIL 500
CHA 300
EDG 300

Traits: Bloodmark -2, Connections +2, Enemy/Mole-Hunter -3, Equipped +2, In For Life/ROM, Rank/Adept +1

Alternate ID (Astech Plebe): Enemy/Suspicious Supervisor -1, Rank/Enlisted +3, Reputation/Slacker -1

Skills: Language/English +2, Language/Mandarin +0, Language/Russian +1, Perception +3
Acting +4
Administration +3
Career/Spy +3
Career/Technician +2
Comms/Conventional +3
Computers +4
Cryptography +3
Disguise +2
Escape Artist +2
Forgery +2
Interest/Psychology +1
Interest/Writings of Jerome Blake +0
Interrogation +3
Martial Arts +4
MedTech +1
Melee Weapons +1
Navigation/Ground +1
Prestidigitation +2
Protocol/ComStar +3
Running +1
Small Arms +4
Stealth +3
Strategy +1
Streetwise/Mercenary +2
Streetwise/Tikonov +1
Survival/Woodlands +2
Tactics/Land +2
Technician/Electronics +2
Technician/Mechanics +1
Technician/Nuclear +0
Technician/Weapons +2
Tracking/Urban +1

While I feel that 'uber spies' such as Loki agents or Maskirovka assassins should be reserved as terrifying antagonists built with far more than 5000xp, there are far more low level operatives with similar levels of training as a typical PC.  And there's little better place for gathering military intelligence than among the support personnel who accompany a fighting force everywhere it goes... What are the odds that a technician who takes too long to do a mediocre job is really using that time to conduct espionage?
« Last Edit: 27 February 2013, 01:35:53 by Tai Dai Cultist »

Tai Dai Cultist

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Re: A GM's Gallery of Rogues
« Reply #20 on: 28 February 2013, 16:10:25 »
Research Director
"No, no no! If you route the power supply through there, you'll reverse polarity on the flux capacitor!"

(5000xp life path: White Collar, Prep School, University)

STR 300
BOD 400
RFL 400
DEX 300
INT 700
WIL 500
CHA 300
EDG 200

Traits: Compulsion/Greedy -1, Connections +3, Enemy/Academic Rival -1, Equipped +2, Extra Income +2, Glass Jaw, Handicap/Blood Disorder -3, Patient, Tech Empathy, Wealth +2

Skills: Language/English +3, Language/Italian +1, Perception +3
Administration +3
Appraisal +0
Career/Engineer +1
Career/Scientist +2
Computers +3
Interest/BattleMech Design +3
Interest/Condottieri +2
Interest/Audio-visual Equipment +1
Investigation +1
Martial Arts +1
MedTech +1
Negotiation +1
Protocol/Lyran +3
Science/High Energy Physics +4
Small Arms +0
Technician/Electronics +3
Technician/Mechanical +2
Technician/Myomer +2
Technician/Nuclear +4
Technician/Weapons +4
Training +1

The battletech rules allow for simple customization of mechs.  What's not so simple is the actual engineering involved in-universe.  A mind such as this one can work with the regular technical personnel to push the envelope of your unit's hardware.  Without one, you likely can't even swap a heatsink for a medium laser.

 

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