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Old 13th July 2007, 11:51 PM   #12 (permalink)
Karl Green
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Next set of NPC write-ups... players please stay out for your own enjoyment

Spoiler:

These are the forces that the characters are going to be facing… on the Sith Moon Fortress on Cold Rock and again at Bogden along the Hydian Way HyperJump JumpBeacon Station when the move to destroy it.

Sith Troopers
Medium human nonheroic 4
Dark Side 6
Init +8; Senses low-light vision; Perception +8
Languages Basic
Defenses Ref 17 (flat-footed 16), Fort 13, Will 9
HP 14; Threshold 13
Speed 6 squares
Melee Unarmed +4 (1d4+1) or
Melee Vibroblade +4 (2d6+1)
Ranged Blaster Rifle +4 (3d8) or
Ranged blaster rifle -1 (3d8) autofire
Base Atk +3; Grp +4
Special Actions Coordinated Attack
Abilities Str 12, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Feats Armor Proficiency (light), Coordinated Attack, Weapon Proficiency (advanced melee weapons, pistols, rifles, simple weapons)
Skills Initiative +8, Perception +8
Possessions Blaster rifle, Sith trooper armor (+6 armor, +2 equipment, as stormtrooper armor), Utility belt with medpac, Vibroblade

One in ten will carry a Light Repeating Blaster Rifle and wear crimson colored armor. Replace ranged attack with the following…
Ranged Light Repeating Blaster Rifle +4 (3d10), autofire (this weapon holds two power batteries, each with 15 shots for a total of 30 rounds). Autofire attack -1, or if braced +2

Sith Commandos
Medium human nonheroic 4/soldier 5; CL 6
Dark Side 6
Init +11; Senses low-light vision; Perception +11
Languages Basic
Defenses Ref 20 (flat-footed 18), Fort 20, Will 14
HP 42; Threshold 20
Speed 6 squares
Melee vibrobayonet +8 (2d6+4) or
Melee vibrodagger +8 (2d4+3)
Ranged heavy blaster rifle +10 (3d10+2) or
Ranged heavy blaster rifle +5 (3d10+2) with autofire or
Ranged heavy blaster rifle +5 (5d10+2) with burst fire or
Ranged frag grenade +9 (4d6+2, 2-square burst)
Base Atk +7; Grp +9
Atk Options Burst fire
Special Actions Coordinated Attack
Abilities Str 12, Dex 14, Con 12, Int 10, Wis 10, Cha 8
Talents Armored Defense, Improved Armored Defense, Weapon Specialization (rifles)
Feats Armor Proficiency (light, medium), Burst Fire, Coordinated Attack, Skill Training (Endurance), Toughness, Weapon Focus (rifles), Weapon Proficiency (advanced melee weapons, pistols, rifles, simple weapons)
Skills Endurance +10, Initiative +11, Perception +11
Possessions heavy blaster rifle with vibrobayonet, Sith commando armor (+6 armor, +2 equipment, as stormtrooper armor), utility belt with medpac, 3 frag grenades

Sith Marauder
Medium human soldier 5
Destiny 0; Force 5; Dark Side 12
Init +8; Senses Perception +8
Languages Basic
Defenses[/b] Ref 18 (flat-footed 16), Fort 20, Will 16
HP 67; Threshold 20
Speed 6 squares
Melee Unarmed +8 (1d6+6) or
Melee sword +8 (1d8+6) or
Melee sword +3/+3 (1d8+6/1d8+6) dual swords
Ranged Blaster pistol +6 (3d6+2)
Base Atk +5; Grp +8
Atk Options Point Blank Shot
Special Actions Damage Reduction 10
Force Powers Known (Use the Force +7): Dark Rage (2)
Abilities Str 16, Dex 12, Con 16, Int 10, Wis 12, Cha 10
Talents Armored Defense, Damage Reduction 10, Melee Smash
Feats Armor Proficiency (light, medium), Force Training, Force Sensitivity, Dual Weapon Fighting I, Martial Arts I, Point Blank Shot, Weapon Proficiency (pistols, rifles, simple weapons)
Skills Initiative +8, Jump +10, Perception +8, Use the Force +7
Possessions Ancient battle armor (+5 armor, +2 equipment), two Board swords, Blaster pistol

Sith Acolyte Warrior or Fallen Jedi
Medium human Jedi 5, CL 5
Destiny 0; Force 5; Dark Side 18; Power of the Dark Side
Init +9; Senses Perception +9
Languages Basic, Sith
Defenses Ref 19 (flat-footed 17), Fort 20, Will 17
HP 54; Threshold 20
Speed 6 squares
Melee lightsaber +8 (2d8+6) or (2d8+8 if used two-handed)
Melee lightsaber +8 (3d8+8) two-handed Mighty Swing
Ranged by weapon +7
Base Atk +5; Grp +7
Atk Options Might Swing
Special Actions Equilibrium
Force Powers Known (Use the Force +14): Battle Strike, Surge
Abilities Str 14, Dex 14, Con 14, Int 12, Wis 12, Cha 14
Talents Equilibrium, Power of the Dark Side, Weapon Specialization (lightsabers)
Feats Armor Proficiency (light), Force Sensitivity, Force Training, Mighty Swing, Skill Focus (Use the Force), Weapon (lightsabers), Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics +9, Initiative +9, Perception +9, Use the Force +14
Possessions Advanced Sith Combat Armor (armor +7, fort +2), lightsaber (red)

Optional Acolyte Warriors
DUEL-WEAPON FIGHTER
For Feats, replace Mighty Swing with Dual Weapon Master I.
Carry either two lightsabers (red) or a double lightsaber. Replace the second Melee attack option with
Melee +3/+3 lightsaber (2d8+6)

OTHER FORCE POWERS
1. Known Force Powers - Dark Rage, Force Grip
2. Known Force Powers - Force Slam, Move Object
3. Known Force Powers - Battle Strike, Negate Energy


Vehicles
Sith Fighter
Huge Starfighter, CL7
Init +6 Senses Perception +6
Defense Ref 15 (flat-footed 11), Fort 22; +3 armor
HP 60; DR 10; Threshold 32
Speed fly 15 squares (max. velocity 1,100 km/h), fly 5 squares (space-scale)
Ranged laser cannons (pilot), Atk +6 (+1 autofire); Dmg 4d10x2
Fighting Squares 3x3 or 1 square (space-scale), Cover Total
Base Atk +2; Grp +24
Atk Options autofire (laser cannons)
Abilities Str 34, Dex 18, Con --, Int 14
Skills Initiative +8, Mechanics +6, Perception +6, Pilot +8 (+6)
Crew 1 (skilled); Passengers none
Cargo 65 kg; Consumables 2 days; Carried Craft none
Availability Military (Sith); Cost Not available

Sith Troop Transport and Attack Transport
Colossal lander and attack boat, CL14
Init +0, Senses Perception +8
Defense Ref 13 (flat-footed 12), Fort 32; +12 armor
HP 800; DR 15; SR 30, Threshold 100
Speed fly 10 squares (maximum speed 700 km/h), fly 3 squares (space-scale)
Ranged 2 turbolaser batteries (4 gunners) Atk +10* (-10 against targets smaller then Colossal); Dmg 5d10x5
Fighting Squares 6x6 or 1 square (space-scale), Cover Total
Base Atk +2; Grp +42
Abilities Str 50, Dex 12, Con --, Int 16
Skills Initiative +10, Mechanics +10, Perception +8, Pilot +10 (+0), Use Computers +10
Crew 40 (skilled); Passengers 100 troops
Cargo 1,000 tons; Consumables 6 months; Carried Craft none
Hyperdrive x10, no nav computer.
Availability military (Sith); Cost not available
*apply a -20 penalty on attacks against any target smaller then colossal


Now my last set will be the MAJOR badguys... some whom I don't expect the players to ever meet but...

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Last edited by Karl Green; 17th July 2007 at 08:34 PM..
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