Allies & Adversaries: Threats of the Wastes

BANTHA
Tusken raiders prize banthas almost as much as water. Although they can be found on numerous worlds, these large pack animals are most notable for the nearly symbiotic relationship they have with their savage riders on the deserts of Tatooine, even going so far as to perishing if the rider is slain.

Bantha
Abilities (Focuses)
1 Accuracy (Stamp)
0 Communication
4 Constitution (Stamina)
0 Dexterity
2 Fighting (Ram)
0 Intelligence
2 Perception (Hearing, Smelling)
5 Strength (Might)
2 Willpower
Speed Health Defense Armor Rating
6 50 10 4
Weapon Attack Damage Range
Ram +4 2d6+5 Melee
Stamp +3 1d6+5 Melee
Special Qualities
Favored Stunts: Knock Prone, Trample (2 SP)

Heavy: A bantha is immune to Force Push and similar Force Powers that have restrictions on weight.

Large and Stable: Banthas are sturdy beasts of burden. It is immune to the combat stunts skirmish and knock prone, except by other large creatures or vehicles.

Tough Hide: A bantha’s tough hide gives it a natural AR of 4.

Trample (SP 2): A bantha can move up to 4 spaces and makes Stamp attacks against all prone creatures it passes over.

Equipment: Bridle and harness.

Threat: Moderate (Low End)

DEWBACK
Smaller, faster, and not nearly as temperamental as banthas, dewbacks are common among the more settled species of Tatooine. Scout Troopers often utilize dewbacks as mounts, especially on search missions to utlize their tracking abilities.

Dewback
Abilities (Focuses)
3 Accuracy (Bite)
0 Communication
2 Constitution (Running)
0 Dexterity
1 Fighting
0 Intelligence
2 Perception (Tasting, Tracking)
4 Strength
0 Willpower
Speed Health Defense Armor Rating
7 30 10 3
Weapon Attack Damage Range
Bite +5 1d6+5 Melee
Stamp +3 1d6+4 Melee
Special Qualities
Favored Stunts: Pierce Armor, Trample (SP 2)

Heavy: A dewback is immune to Force Push and similar Force Powers that have restrictions on weight.

Trample (SP 2): A dewback can move up to 4 spaces and makes Stamp attacks against all prone creatures it passes over.

Tough Hide: A dewback’s tough hide gives it a natural AR of 3.

Equipment: Bridle and harness.

Threat: Minor (Mid-Range)

SARLACC
These sunken behemoths wait with gaping maws for anything unfortunate to fall within their grasps. Often the pits they create have such steep slopes that they are incredibly difficult to climb out of without aid.

Sarlacc
Abilities (Focuses)
4 Accuracy (Bite)
–1 Communication
7 Constitution (Stamina)
–3 Dexterity
3 Fighting (Tentacles)
0 Intelligence
2 Perception (Tasting)
6 Strength (Might)
1 Willpower
Speed Health Defense Armor Rating
0 180 7 9
Weapon Attack Damage Range
Bite +6 1d6+6 Melee
Tentacle +5 2d6+6 Melee w/ Reach
Special Qualities
Favored Stunts: Dual Strike, Grab (SP 2)

Grab: A sarlacc makes an opposed ability test with Strength (Might) vs. the target’s Strength (Might) or Dexterity (Acrobatics). If the target fails, it is restrained. A restrained creature is unable to move and can make another opposed ability test as a Minor action to break free. A sarlacc can move a restrained creature 1 space as a minor action.

Reach: A sarlacc can reach up to 2 spaces (3 meters).

Flurry of Tentacles: A sarlacc makes two tentacle attacks on its turn.

Immovable: Sarlaccs are tremendously large with bodies buried deep underground. It is immune to the combat stunts skirmish and knock prone.

Ingest: Creatures that enter the sarlacc’s mouth take 1d6+3 penetrating damage at the start of it’s turn. A creature can make attacks while in the sarlacc’s mouth and ignore AR.

Threat: Dire (Low End)

TUSKEN RAIDER
Scourge of the sands, tusken raiders or sand people believe that all water is sacred and belongs to them. This belief puts them in near constant conflict with settlements and moisture farmers.

Tusken Raider
Abilities (Focuses)
2 Accuracy (Exotic, Staves)
0 Communication
3 Constitution (Stamina)
2 Dexterity (Riding, Stealth)
2 Fighting
0 Intelligence
1 Perception (Seeing)
2 Strength
0 Willpower
Speed Health Defense Armor Rating
6 20 12 0
Weapon Attack Damage Range
Blaster staff +4 2d6+3 Melee/S
Club +4 1d6+2 Melee
Special Qualities
Favored Stunts: Skirmish, Taunt

Talents: Scouting (Novice)

Equipment: Blaster staff, club (gaderffi stick), waterskin.

Threat: Minor (Low End)

TUSKEN CHIEFTAIN
Sometimes, the sand people will rally under a particularly forceful leader. Although he or she would never abandon a trusty gaderffi stick, he or she often also sees the value of other species’ technology.

Tusken Chieftain
Abilities (Focuses)
2 Accuracy (Blasters, Exotic, Staves)
1 Communication (Leadership)
4 Constitution (Stamina)
2 Dexterity (Riding, Stealth)
2 Fighting
0 Intelligence
2 Perception (Seeing)
2 Strength (Intimidation)
1 Willpower
Speed Health Defense Armor Rating
6 45 13 4
Weapon Attack Damage Range
Blaster staff +4 2d6+4 Melee/S
Club +4 1d6+2 Melee
Heavy blaster +4 2d6+4 S
Special Qualities
Favored Stunts: Mighty Blow, Threaten

Talents: Armor Training (Novice), Scouting (Novice)

Equipment: Blaster staff, club (gaderffi stick), electrobinoculars, heavy blaster, mercenary armor, waterskin, and a credstick with 13 credits.

Threat: Moderate (Low End)

 

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