Sith Empire Enemy Template by Tylerman2400

Species
Enemies
Career
Troops
Specializations
Sith Empire Faction
System
Force and Destiny

0
Threshold 0
Current 0
Threshold 0
Current 0
Ranged 0
Melee 0

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Characteristics

1
1
1
1
1
1

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) 0
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) 0
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) 0
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) 0
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Weapons & Armor

Personal Gear

Assets & Resources

Critical Injuries & Conditions

Background

Motivation

Morality

Description

Other Notes

TROOPS

Tamed Klorslugs(minion): Brawn 3, Agility 2, Intellect 1, Cunning 2, Willpower 3, Presence 1; Soak 3, Wound Threshold 5, Defense: Range 12-Melee 13
Stats- Brawl 3, Vigilance 2, Cool 2, Resilience 4
Attacks:
*Claws and Fangs: Dmg 5 CRIT 3 (Pierce 2, venom inflicts 1 damage each round [bypasses soak])


Tamed Klorslug Adult(Rival): Brawn 3, Agility 3, Intellect 1, Cunning 2, Willpower 3, Presence 1; Soak 4, Wound Threshold 12, Defense: Range 15-Melee 16
Stats- Brawl 3, Ranged Light 3, Vigilance 2, Cool 2, Resilience 4
Attacks:
*Claws and Fangs: Dmg 6 CRIT 2 (Pierce 3, venom inflict 1 damage each round[bypasses soak])
*Spitting Poison For 3 rounds the poison inflicts damage with each round increasing in damage starting from 1 to a maximum of 3 (bypasses soak)
ABIITIES:
-Improved Defenses(Once per encounter at the brink of death the creature retreats into a molting state for 1 round it remains unusable but when it hatches half it's wounds and strain are recovered)
-Fortified Exoskeleton +1 soak

Sith Cultist(Rival): Brawn 2, Agility 2, Intellect 3, Cunning 2, Willpower 3, Presence 3; Soak 4, Wound Threshold 12, Strain Threshold 10, Defense: Range 13-Melee 14
Stats- Leadership 3, Melee 3, Vigilance 3, Cool 3,
Attacks:
*Shockprod Staff Dmg 7 CRIT 2(stun setting, disorient 2)
ABILITIES:
-Command(rank 2) +2 modifier when directing Klorslug Troops
-Field Commander(Improved)- Take the Field Commander action and make an average leadership check a number of allies equal to double presence make take one free maneuver if a Triumph takes place one ally may suffer 1 strain to take one free action instead
-Natural Instructor Once per session may reroll any one discipline or leadership check

Sith Acolyte(Nemesis): Adversary 1, Brawn 3, Agility 3, Intellect 3, Willpower 4, Cunning 3, Presence 2; Soak 5, Wound Threshold 16, Strain Threshold 15, Defense: Range 14-Melee 15, Force Rating 3
Stats- Melee 3, Ranged Light 3, Vigilance 3, Cool 3, Athletics 3
Attacks:
*Sith Shield(Cortosis, Defensive 1, Deflection 1, Vicious 1, When hit commit 1 force die to a maximum of force rating then as an action may uncomit all force die roll them and spend force points to deal 1 wound and 1 strain [Ignoring soak] to all characters in short range)
*Force Pike: Dmg +3, CRIT 2 (Pierce 2, Stun Setting),
ABILITIES:
Bind- Basic Power
Move- Basic Power

MANDALORIAN CLAN NECRIS-

Mandalorian Warrior(Rival) Adversary 1, Brawn 3, Agility 3, Intellect 2, Willpower 3, Cunning 3, Presence 2; Soak 6, Wound Threshold 15, Strain Threshold 14, Defense: Range 16-Melee 15
Stats- Ranged Light 4, Ranged Heavy 2, Brawl 3, Melee 3, Vigilance 4, Cool 3, Gunnery 2, Athletics 2
Attacks:
*Nova Viper Pistol x 2 Dmg 7 CRIT 3(dual wield, accurate 2, pierce 2, stun setting)

Mandalorian Heavy Artillery(Nemesis) Adversary 1, Brawn 5, Agility 4, Intellect 2, Willpower 3, Cunning 2, Presence 1; Soak 8, Wound Threshold 17, Strain Threshold 16, Defense: Range 18-Melee 16
Stats- Brawl 3, Melee 3, Ranged Heavy 3, Ranged Light 2, Vigilance 3, Cool 3, Gunnery 4, Athletics 5
Attacks:
*Verpine Heavy Shatter Rifle Dmg 15 CRIT 2(Accurate 2, Knockdown, Pierce 6)
*Double Bladed Vibrosword Dmg +2 CRIT 2(Defensive 1, Linked 1, Pierce 2, Vicious 1, Unwieldy 3)
ABILITIES:
-Enduring +1 soak

Klorslug Queen(Nemesis): Adversary 2, Brawn 4, Agility 4, Intellect 2, Willpower 4, Cunning 3, Presence 1; Soak 6, Wound Threshold 18, Strain Threshold 17 Defense: Range 18-Melee 18
Stats- Brawl 4, Athletics 2, Vigilance 4, Cool 3, Coercion 3, Ranged Light 4, Resilience 4, Discipline 3
Attacks:
*Claws and Fangs: Dmg 8 CRIT 1(Pierce 4, Venom inflicts 2 damage each round)
*Spitting Poison: For 3 rounds poison inflicts damage with each round increasing in damage to a maximum of 3
ABILITIES:
-Fearsome(rank 3): All characters must make a hard fear check at the beginning of the encounter
-Queen Protection: As a maneuver the queen may emit a pheromone that summon 5 Klorslugs to come to her aid
-Improved Defenses(Once per encounter at the brink of death the creature retreats into a molting state for 1 round it remains unusable but when it hatches half it's wounds and strain are recovered)
-Screech: When the queen drops to 5 wounds or lower she emits a screech in doing so every character up to medium range receives 3 strain
-Fortified exoskeleton: +1 Soak

Sith Apprentice(Nemesis) Adversary 2, Brawn 4, Agility 3, Intellect 3, Willpower 4, Cunning 3, Presence 3; Soak 6, Wound Threshold 18, Strain Threshold 18, Defense: Range 17-Melee 18, Force Rating 4
Stats- Coercion 3, Athletics 2, Discipline 3, Leadership 4, Perception 2, Piloting(Planetary) 3, Piloting(Space) 3, Resilience 3, Survival 3, Brawl 2, Melee 3, Lightsaber 4, Vigilance 4, Cool 3
Attacks:
*Basic Lightsaber: Dmg 6 CRIT 2(Breach 1 Defensive 1, Deflection 1, Sunder)
ABILITIES:
-Access to all force powers at the basic level
-Command(rank 2) Boosts to all leadership checks
-Fearsome(rank 2) Everyone must perform an average fear check
-When inflicting damage may spend an advantage to add +20 to a critical injury
-(Power of the dark side) When The Apprentice inflicts damage on an opponent The Apprentice immediately heals 3 strain or 1 wound

Sith Master(Nemesis) Adversary 3, Brawn 4, Agility 4, Intellect 3, Willpower 4, Cunning 3, Presence 4; Soak 7, Wound Threshold 20, Strain Threshold 19, Defense: Range 18-Melee 19, Force Rating 5
Stats- Coercion 4, Athletics 2, Discipline 4, Leadership 5, Perception 3, Piloting(Planetary) 4, Piloting(Space) 4, Resilience 4, Survival 4, Brawl 2, Melee 4, Lightsaber 5, Vigilance 5, Cool 5
Attacks:
*Lightsaber: Dmg 8 CRIT 2(Breach 1, Defensive 2, Deflection 1, Sunder)
ABILITIES:
-Access to force powers at the basic level
-Force choke(May spend force points to immobilize a target within short range until the end of The Sith Masters next turn. The Sith Master may then spend force points to inflict 1 wound on the target [bypasses soak] and may do so multiple times. The Sith Master may also roll an opposed discipline vs discipline check against the target and if the check succeeds the target suffers a critical injury with a +10 to the roll per force point spent on the check)
-Command(rank 3) Boosts to all leadership checks
-Fearsome(rank 3) Everyone must perform a hard fear check
-When inflicting damage may spend an advantage to add +30 to a critical injury
-(Power of the dark side) When The Sith Master inflicts damage on an opponent The Sith Master immediately heals 4 strain or 2 wounds

Terentatek Mauler- Adversary 3, Brawn 6, Agility 2, Intellect 1, Cunning 4, Willpower 4, Presence 1; Soak 15, Wound Threshold 75, Strain Threshold 40, Defense: Range 15-Melee 16
Stats- Athletics 5, Brawl 5, Coercion 3, Cool 3, Discipline 4, Perception 4, Survival 3, Vigilance 5
*Goring Tusks: DMG 10 CRIT 2(Pierce 5, Vicious 2)
*Massive Claws: Dmg 13, CRIT 3(Pierce 2, Ensnare, Knockdown)
ABILITIES:
-Fearsome(rank 4): Everyone must make a daunting fear check
-Dark Venom: At the GM’s discretion a terentatek may have dark venom. If a character suffers unsoaked wounds from the terentatek’s claws or tusks, then that character is affected as per synthetic neurotoxin to resist would be an average check with a -2 modifier
-Force Resistance: When targeted by Force powers count the relevant skill to resist as having 5 ranks
-Silhouette 3: The difficulty of an attack made against a character 2 silhouettes larger than the attacker is decreased by 1. The difficulty of an attack made against a character 2 or more silhouettes smaller than the attacker is increased by 1
-Sweep Attack: The Terentatek can spend Triumph's on a successful Brawl check using its massive claws to hit the target as well as anyone engaged with the target.

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