Friday, August 14, 2020

First Foray into Solo Play Open Alpha

 My sons and I played a cooperative game against the X-Wing Solo Play rules developed by FFG. Here is a link to the Open Alpha version of the rules.

***

Tierfon Black Squadron sent three X-wings on a mission to harass a TIE squadron based on Geedon II. Rebel units on the ground required a distraction, and nothing gets the Imps attention like attacking X-wings!

Chosen for the mission were Flying Officers Athin Finn (human male, played by Nels), Satry Rudemo (human male, played by me), and Mowha Lokar (Duros male, played by Archer). 

The three heroes entered from the far side of the map, facing off against three TIEs, initially. In later turns, more TIEs and a pair of TIE Interceptors arrived to join the fray.

When all was said and done, the pilots from Black Squadron provided the distraction the Rebels needed, and then some. FO Finn shot down 2 TIE fighters and 1 TIE interceptor. FO Rudemo accounted for 2 more TIE fighter kills. FO Lokar killed a TIE interceptor, but was himself shot down by a different TIE interceptor.

Flying starfighters is a complicated profession, is it not?

Taking out six enemy fighters is a good thing; but losing a precious T-65B X-wing in the process stings. We assumed FO Lokar ejected into space and was retrieved by the clean up crew aboard the YT-1300. He suffered the usual bumps and bruises associated with such a rough outing, but will be returned to duty after some down time.









Monday, April 13, 2020

Tierfon Mission: Illumination

This short scenario takes the PCs to Yavin, to explore a Massassi pyramid that holds a strange puzzle, and introduces an ongoing enemy for them.

-Nate



Star Wars: Age of Rebellion: Illumination
The jungles of Yavin IV are home to many secrets, ones long since hidden by the rapid growth of plant life. Although many of the moon's giant stone temples have already been explored—the Rebel Alliance even used one as its base until it was attacked by the Death Star—there are others that have not yet been discovered. This mission involves one such, along with the lost relics and lore that it still conceals, and various parties trying to claim them.

Adventure Summary
This mission begins as the PCs arrive in orbit of Yavin IV. From there they can land close to the cluster of Massassi temples, where the explorers' starship is landed—and there is no sign of them. Tracks lead to a small, vine-covered temple. As they approach, they're attacked by a probe droid. Inside the temple are the missing Rebels, along with a pair of gundarks. There's also an old puzzle mechanism that, if activated correctly, opens a hidden cache. The PCs don't have much time to study what they find inside it, however, because a member of the Imperial Inquisitorius comes looking to steal their prize.


Planning and Preparation
The PCs should have a chance retroactively to requisition appropriate gear, such as jungle camouflage fatigues, survival packs, a medkit, sensor pack and the like.


Involving the Player Characters
Once they've acquired the equipment that they need, the action begins with the PCs in their transport arriving in orbit of the fourth moon of Yavin.

Mission Objectives and PC Duty
Presented below are some of the ways in which this assignment can tie into different characters' objectives.
  • Combat Victory: As expected, there's plenty of chances to do battle with the Empire—and this time with one of its ranking agents.
  • Counter-Intelligence: Keeping the Empire from discovering the temple's contents is a priority.
  • Intelligence: In the same vein, gaining those secrets for the Alliance is also a victory.
  • Internal Security: As always, it's important to make sure that everyone adheres to the mission.
  • Personnel: Similarly, it's crucial to make sure that all team members are well protected.
  • Political Support: Discovering the lore hidden in the temple, and thus helping a Force-sensitive character develop abilities—could be a means of winning popular support for the Alliance.
  • Recruiting: In the same way, having such a paragon might win others to the cause.
  • Resource Acquisition: The lore that can be acquired here is an important resource, indeed.
  • Sabotage: This is also a good chance to damage the Imperial war machine.
  • Space Superiority: Once the Inquisitor arrives, there's a chance to fight aboard the party's ship.
  • Support: Given the wide variety of tasks involved in conducting this mission, there are ample opportunities to support fellows Rebels.
  • Tech Procurement: The technological insight available from this mission could be a real coup.
Massassi Temples
For a good map of the area around the Massassi temples on Yavin IV, please refer to Wookieepedia.






Episode 1: In the Thick of Things
Refer to the map mentioned in the sidebar above for a layout of the Great Temple and its surroundings. The space in front of that structure is the only open ground for landing a starship, but clever PCs may think to land their vessel inside the temple so that it is harder for ships in orbit to detect it (as detailed below).
The explorers' vessel, a Ghtroc-720 freighter, is parked at the edge of the cleared area, and covered with camouflage netting. While the ship is locked up tightly and the explorers are not here, there are several ways in which the PCs can learn more about what has happened here.
  • An average Perception check reveals two different sets of tracks in the area; both are humanoid and wearing boots, and one is slightly larger than the other.
  • From there, an average Survival check can follow those tracks northwest into the jungle.
  • A hard Survival check, after entering the jungle, reveals tracks from medium-sized reptavian creatures; these are the chokus, detailed below.
  • At the temple itself, another average Perception check reveals impact marks from blaster bolts, but the source of them is not yet apparent.
  • Finally, a hard Computers check and the use of a scanner pack reveals an occasional burst of encrypted transmission, which an average Warfare check can identify as coming from an Imperial probe droid.

Chokus
En route to the temple, the PCs are attacked by a trio of chokus that are looking for easy prey. If two of them are incapacitated, then the third one flees.

Chokus: Refer to page 59 in Strongholds of Resistance for stats.


Episode 2: The Temple
Refer to the map below for the following location descriptions. The temple is a smallish step pyramid; it sits on a small island in the middle of a river. The grey stone is covered with moss and vines, making it blend in with the surrounding terrain. Interested parties must make a hard Perception check to find the removable slab at the top of this pyramid. From there, it's a ten-meter drop to the floor of the main chamber (see below for details). The center of this temple (1) is filled by a single chamber, one that itself is dominated by a broad ring cut from the stone, along with a structure in the middle that resembles an altar. It is two meters in diameter, with a small hole in the center and a series of twenty-four holes in the surrounding edge. What is more, around the outside of the room there is another circular structure, this one perforated by 201 holes. Surrounding the orrery chamber there are twenty-four smaller rooms (2), each six meters square. They once provided space for meditation when the Massassi still worshiped here. Now they are filled with floodwater that has seeped into them.




Gundarks
One of the flooded cells is now home to a couple of aquatic gundarks, who have built a nest here.

Gundarks: Refer to page 432 of the core rulebook for stats.

The gundarks' nest also holds the three gem-topped keys needed to open the hidden niche, as detailed below.

Solving the Puzzle
The PCs can gain access to this room as long as they manage to solve the aforementioned puzzle. The three keys are topped with gems that are green, yellow and red; they represent the planet Yavin, this moon, and the primary star. The latter needs to be inserted in the center slot, while the red one goes into a middle slot and the yellow one on the outside edge (representing how these bodies appear in the sky). 

When that happens, a circular staircase opens around the base of the central altar, descending into the darkness below. At the bottom is a round chamber ten meters in diameter. It contains an old codex of bound paper, one that details the techniques for building and repairing lightsabers, along with how different types of crystals can be used in them. There is also a Jedi meditation focus; refer to the Force and Destiny core rulebook to find rules for those items.


Episode 3: The Inquisitor
Just how much warning the PCs have of the Inquisitor's arrival depends on what kinds of precautions they've taken while exploring Yavin IV. If, for example, they left a droid aboard their own vessel to operate the sensors and monitor comm traffic, then they can be given ample notice. On the other hand, if they haven't made any such preparations, then they could emerge from the jungle to find the landing area occupied by a Lambda-class shuttle, the Inquisitor, and two squads of stormtroopers.

Third Brother, the Inquisitor: Refer to the Appendix below for stats.

Stormtroopers: Refer to page 420 in the core rulebook for stats.

Stormtrooper Sergeants: Refer to page 420 for stats.

Lambda-class Shuttle: Refer to page 273 for stats.

Shuttle Pilot: Use the stats for a TIE Ace from pag 423.

Development
This should be a challenging fight for the PCs and one that they don't necessarily fight to the finish. That is because Third Brother is meant to be an ongoing opponent for the PCs, and as such should not be killed off during their first encounter with him. In fact, the Inquisitor has already called for backup, in the form of an Imperial-class Star Destroyer and its full compliment of Imperial forces.

TIE Fighters: Refer to page 270 of the core rulebook for stats.

TIE Pilots: Refer to page 423.

Victory-Class Star Destroyer: Refer to pages 281-2.

Imperial Gunnery Corps: Refer to page 418.


Epilogue
In addition to pulling the Rebel explorers out of harm's way, success in this mission allows the PCs to discover a valuable Jedi relic and some very useful lore. Of course, it also earns them a dangerous enemy, one who is likely to hound their activities in the future.

Rewards for Risks
The PCs should earn 10 experience points each for success, or 5 if they fought the good fight but were unsuccessful. Additionally, those who played to their motivations could earn an extra 5 experience points.


Appendix 1: NPCs
Presented below are stats for some of the NPCs in this scenario.

Imik Suum
Brawn 1 Agility 2 Intellect 2

Cunning 2 Willpower 3 Presence 2

Soak: 1 Wound Threshold: 11
Strain Threshold: 13 M/R Defense: 0 / 0

Skills: Astrogation 2, Computers 3, Cool 1, Core Worlds 2, Lore 1, Mechanics 2, Outer Rim 2, Perception 2, Piloting—Planetary 2, Piloting—Space 2, Ranged—Light 1, Vigilance 1

Talents: Solid Repairs, Tinkerer

Abilities: None

Equipment: Datapad, Comlink, Blaster Pistol (Ranged—Light; Damage 6; Critical 3; Range [Medium]; Stun setting), 200 credits.

Imik Suum is a Sullustan who once worked for the SoroSuub Corporation on the planet Genarius. He grew dissatisfied with being just a cog in a company that produced material for the Galactic Empire, however, and thus left his job. While not so rough-and-tumble as his Human friend Seng Windrunner, he has good business sense and is skilled at working with computers and fixing machinery, both abilities that the Rebel Alliance has put to good use.

Seng Windrunner
Brawn 2 Agility 3 Intellect 2

Cunning 2 Willpower 1 Presence 3

Soak: 2 Wound Threshold: 12
Strain Threshold: 11 M/R Defense: 0 / 0

Skills: Athletics 2, Brawl 2, Charm 1, Cool 2, Coordination 1, Gunnery 1, Leadership 2, Mechanics 2, Medicine 1, Perception 1, Piloting—Planetary 3, Piloting—Space 3, Resilience 1, Stealth 1, Streetwise 2, Survival 2, Vigilance 2

Talents: Full Throttle, Skilled Jockey

Abilities: None

Equipment: Comlink, Blaster Pistol (Ranged—Light; Damage 6; Critical 3; Range [Medium]; Stun setting), 200 credits.

Seng Windrunner was once a member of a swoop gang on the planet Cularin. He raced in local competitions, and found means of getting into trouble when he wasn't racing. A run-in with the Jedi—and some bloodthirsty pirates—showed him the error of his ways. Now he works on behalf of the Rebel Alliance, undertaking odd jobs in which his piloting skills prove useful. He is fast friends with Imik Suum, who shares his outlook regarding the New Order.




Third Brother, the Inquisitor
Brawn 3 Agility 3 Intellect 2 Cunning 3 Willpower 3 Presence 2

Soak: 4 Wound Threshold: 17 Strain Threshold: 15 M/R Defense: 1 / 1

Skills: Athletics 2, Brawl 2, Coercion 1, Cool 3, Coordination 2, Discipline 2, Lightsaber 3, Lore 3, Melee 2, Perception 3, Ranged—Light 1, Resilience 2, Stealth 2, Vigilance 3

Talents: Grit x2, Insight, Sense Danger, Touch of Fate, Toughened x2, Uncanny Reactions, Uncanny Senses

Abilities: Adversary 1; Force Powers [Move—Magnitude, Range and Strength Upgrades], [Enhance—Control Upgrade], [Foresee—Control Upgrade]

Equipment: Armored clothing, comlink, datapd, lightsaber (Lightsaber; Damage 10; Critical 1; Range [Engaged]; Breach 1, Sunder, Vicious 2).

Third Brother lives for one purpose—identifying and eliminating any Force-users who might pose a threat to Emperor Palpatine's New Order. To that end, he is a relentless foe, but will not throw away his life in a situation that cannot be won. Although he is Human, he has a pale complexion, is shaved bald, and bears numerous visible scars; it is not known if they come from damage suffered in combat, some kind of punishment, or another means.



Appendix 2: Opening Crawl
Presented below is an opening crawl in the style of the Star Wars movies for use with this scenario.

STAR WARS
AGE OF REBELLION
ILLUMINATION
It is a time of civil war.
Seeking any weapon that it can use to fight the Galactic Empire,
the Rebel Alliance has sent a team to salvage material on the fourth moon
of Yavin. They have found a previously unknown Massassi temple, however,
and requested assistance in discovering its secrets...


Friday, April 10, 2020

Tierfon Mission: Overgrown

Here's a short scenario that takes the heroes to the Wookiee homeworld of Kashyyyk.

-Nate



Star Wars: Age of Rebellion: Overgrown
For almost twenty years now the Wookiees of Kashyyyk have suffered under the iron grip of the New Order, having been subjugated by the Imperials and even sold into slavery by the Trandoshans. Even so, they continually struggle to resist such domination in whatever ways they can, such as by helping their fellows escape to safety on Kashyyyk or even offplanet. Indeed, some escapees have even gone on to serve in the Rebel Alliance. That is why High Command wants to send a shipment of vital supplies—medical equipment, foodstuffs, weapons and other gear—to support them.

Adventure Summary
This mission begins with the PCs delivering their cargo to a Wookiee safehouse on the planet Kashyyyk. Once there they learn that a patrol has been captured by Trandoshan slavers, who can still be found down in the lower levels of the forest. If they are willing to help some more, then the PCs can set out riding sureggi to find the ones who are lost. Recognizing an opportunity to learn where the other slaves have been taken, the Wookiees ask the PCs to plant a tracker on the Trandoshans and force them to flee, thereby gaining valuable information.


Planning and Preparation
This adventure begins as the PCs are making their approach to Kashyyyk aboard their freighter. Even so, since they've been briefed about making a cargo run to that world, they should have a chance to purchase or requisition any equipment—such as climbing gear, forest camouflage and the like—that the players deem necessary and the GM allows.


Involving the Player Characters
Once they are suitably outfitted for this mission, the action can commence with the PCs plotting a short hyperspace jump from the edge of the Kashyyyk System into the planet's orbit.

Mission Objectives and PC Duty
Detailed below are some of the ways in which this mission can tie into different characters' objectives.
  • Combat Victory: There's a good chance here to fight enemies of the Wookiees, if not necessarily the Empire itself.
  • Counter-Intelligence: With the Imperial presence here, it's vital that this mission be kept secret.
  • Intelligence: Learning where the enslaved Wookiees are taken is an important discovery.
  • Internal Security: Keeping this mission secret also means keeping a close eye on all involved.
  • Personnel: This mission provides plenty of opportunities to make sure that the agents involved stay safe from harm.
  • Political Support: Although the faction of Wookiees who can be won to the Alliance cause may be small in number, they are huge in stature and ability.
  • Recruiting: Any Wookiees who can be recruited are a tremendous asset.
  • Resource Acquisition: While they can't provide much in the way or manufactured goods, the Wookiees are a good source for raw materials.
  • Sabotage: This is an excellent chance to sabotage the slavers' operations, if not the Empire.
  • Space Superiority: Although opportunities for piloting are not so likely on this mission, riding should be more important.
  • Support: Teamwork should be crucial to the success of this mission.
  • Tech Procurement: The Wookiees possess some unique technology—especially weapon—that could be valuable to the Rebel Alliance.

Episode 1: Special Delivery
The action begins with the PCs aboard their vessel on the edge of the Kashyyyk System, ready to make a short hyperspace jump closer to the planet. To that end, they can perform a few different operations.
  • The sensor operator can start by making an easy Computers check; success reveals the presence of a Victory-class Star Destroyer in orbit of the planet.
  • Whoever is at the comm station can make an average Computers check to monitor comm traffic, which is currently of a mundane nature.
  • Next, the pilot should make an average Astrogation check to plot the jump; success means that the PCs reach the edge of Kashyyyk's atmosphere without attracting Imperial attention, while failure means that those aboard the Star Destroyer notice them and scramble fighters.
  • If spotted, the situation develops into a chase; the best option for the PCs is to head for the trees, requiring Piloting—Space checks opposed by those of the TIE Fighter pilots. Each time the Imperials are more successful, they narrow the range one band, from starting at Long; success for the PCs means that they increase the range one band, and can escape if it goes past Extreme.
  • The TIE pilots open fire as long as they manage to close within short range, turning the situation into a more typical dogfight.
  • They do not pursue a vessel below the tops of the trees, but do begin patrols that could present a challenge to the PCs later (see below for details).

The Trees
Once they enter the trees, the PCs receive a narrow-band broadcast with coordinates for where they should land; it is one of the many wroshyr trees on the planet, as depicted in the map above. There is a broad landing platform on one of the flatter limbs, requiring an average Piloting—Space check to land safely. Once they're down, a group of Wookiees meet the PCs, help unload their cargo, and move it to the nearby safehouse.


The Safehouse
A typical Wookiee dwelling is surrounded by a covered walkway, allowing the inhabitants to enter or exit from various directions (A). There is often a common room (B), where members of the family or friends can relax and enjoy each other's company. In the center of the structure a spiral staircase (C) provides access to the upper level. A utility room (D) could feature storage space, work tables and the home's refresher units. Meals are taken in the dining room (E), and prepared in the kitchen (F), which boasts dry and cold storage areas. Bedrooms are located on the upper level (G). 

The Wookiees give the PCs a hearty greeting, insisting that they come in for a meal including barbecued trakrrnnn ribs, forest honey cakes, and a salad of local greens, with thikkiian brandy as an apertif. They thank the PCs for their help, and ask to hear tales of their actions against the Empire. This can be a good chance for some roleplaying, or kept short, depending on the desires of the players and the needs of the campaign.

Troubling News
Once they had enough time to interact, they are interrupted by the arrival of Harutecrall, a Wookiee scout who was just out on an expedition. He is injured by blasterfire and nearly exhausted, but able to relate the following information.
  • He and five other Wookiees were out scouting on sureggi mounts when a team of Trandoshan slavers attacked.
  • Harutecrall managed to escape, although his sureggi died. The others were captured.
  • The slavers were traveling in an Ubrikkian cargo skiff and were well armed.
  • He believes they have a starship located somewhere in the vicinity, and that they are probably operating with permission from the Imperials.
Armed with this information, the Wookiees prepare to set out; they ask the PCs to join them on the recovery mission.

Harrutecrall (Rival)
Brawn 4 Cunning 2 Presence 2 Agility 2 Intellect 2 Willpower 1

Soak: 4 Wound Threshold: 17 Strain Threshold: 9 M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 2, Melee 2, Resilience 1, Survival 1, Vigilance 2

Talents: Feral Strength, Heroic Fortitude, Knockdown, Toughened

Abilities: Free rank in Brawl; Wookiee Rage

Equipment: Brass knuckles

Harutecrall was one a slave and pit fighter under the sway of Madon Ani, a Chevin slaver. He was able to attain freedom, however, due to intervention by a band of heroes. Now he tries to return the favor by helping subjugated Wookiees on his homeworld make their way toward freedom, too.


Episode 2: Going Out on a Limb
Once they set out from the safehouse, the PCs can experience any or all of the following encounters, depending on the desires of the players and the needs of the campaign.
  • Each of the PCs should make Survival checks to ride the sureggi. While failure doesn't cause any real problems, a Despair result means that one runs wild, while success reflects skillful riding and can impress the Wookiees.
  • A blastail attacks, hitting an unsuspecting traveler with its tail bulb; this provokes the need for another riding check, as detailed above.
  • A young katarn is caught in a wyyyschokk's web, and its mother is lurking nearby. The PCs can ride on past if they wish, but should they want to help, then they need to cut the poor creature free—something that takes
  • Finally, the PCs should make Perception checks to notice the slavers as they draw close. Success means that someone recognizes the sound of the cargo skiff, while failure means that they stumble into the encounter unprepared.
Refer to the appendix, below, to find stats for the blastail, katarn, sureggi and wyyyschokk, and use the map below for a layout of the terrain for each of the encounters.


Episode 3: Bad Business
Once the PCs are ready to approach the Trandoshans, Harutecrall make a suggestion. If they can plant a homing beacon on the hunters—for example, on their cargo skiff—then the PCs can track them back to wherever they've taken their slaves. For that reason, he suggests that they should try to defeat these enemies, but allow them to escape. To do so, the PCs need to accomplish the following tasks.
  • Somebody needs to jury-rig a tracking device, which requires a hard Mechanics check, with bonuses or penalties applied depending on the gear that the PCs have available.
  • Once that has been done, someone else needs to plant it aboard the Trandoshans' cargo skiff, which requires moving aboard (or at least close to) it and then making a Skulduggery check, opposed by the pilot's Perception effort, to place it.
  • Alternately, a character who devises an alternate means of placing device—for example, using a grapple launcher to project it onto the skiff—could do so, with the relevant skill checks left up to the GM's adjudication.
Refer to the Appendices, below, to find stats for the Trandoshans and a deck plan for the cargo skiff. Should it become important to know, they have a battered YT-1300 transport, the Dominant, nearby.

The Imperial Presence?
As mentioned above, there could also still be the matter of the Imperial forces in orbit around Kashyyyk, especially if the PCs were spotted while making their approach to the planet. Should that be the case, then there are TIE fighters patrolling inside the atmosphere above the treeline, and a Victory-class Star Destroyer ready to provide support.

TIE Fighters: Refer to page 270 of the core rulebook for stats.

TIE Pilots: Refer to page 423.

Victory-Class Star Destroyer: Refer to pages 283-4.

Imperial Gunnery Corps: Refer to page 418.

Epilogue
As long as they manage to prepare and plant the device, and force the Trandoshans to flee, then the PCs have achieved considerable success. While it might not feel like a complete victory, they have gained information that could allow the Rebel Alliance to strike a blow against slavery in the galaxy—but that is business for another mission.

Rewards for Risks
The PCs should earn 10 experience points each for success, or 5 if they fought the good fight but were unsuccessful. Additionally, those who played to their motivations could earn an extra 5 experience points.


Appendix 1: Opening Crawl
Presented below is an opening crawl in the style of the Star Wars movies for use with this scenario.

STAR WARS
AGE OF REBELLION
OVERGROWN
It is a time of civil war.
In an effort to support the Wookiees of Kashyyk, the Rebel Alliance
sends a Special Operations team to deliver badly needed supplies.
They are soon to learn, however, that the Galactic Empire
is not the only threat that they and their allies face...

Appendix 2: Skiff Deck Plan
Included here is a deck plan for the Ubrikkian Bantha-II cargo skiff.





Appendix 3: Creatures of Kashyyyk


Blastail (Rival)
Brawn 2 Agility 4 Intellect 1

Cunning 2 Willpower 1 Presence 1

Soak: 2 Wound Threshold: 12
M/R Defense: 0 / 0

Skills: Athletics 2, Brawl 1, Coordination 2, Perception 2, Ranged—Light 2, Stealth 2, Survival 2

Talents: None

Abilities: Tail Bulb (make a Ranged—Light attack to strike the target, which must then make a hard Resilience check to avoid being Staggered; if failed, the victim can attempt the check again once per round)

Equipment: Bite (Brawl; Damage 3; Critical 4)

The blastail is a felinoid quadruped with a bulb at the end of its tail that connects pollen, spores and other allergens, and which it can use as a weapon.


Katarn
Brawn 4 Agility 3 Intellect 1

Cunning 2 Willpower 1 Presence 2

Soak: 5 Wound Threshold: 15
M/R Defense: 0 / 0

Skills: Athletics 3, Brawl 2, Perception 2, Stealth 2, Survival 2

Talents: None

Abilities: None

Equipment: Claws (Brawl; Damage 5; Critical 3), Bite (Brawl; Damage 3; Critical 3).

The katarn is a quadrupedal predator with an angular snout, a crest of horns atop its head, a whip-like tail and large, sharp, a thick hide that protects it from damage and prehensile claws that help it to be an excellent climber.






Sureggi
Brawn 5 Agility 2 Intellect 1
Cunning 1 Willpower 2 Presence 1

Soak: 7 Wound Threshold: 17
M/R Defense: 0 / 0

Skills: Athletics 3, Brawl 1, Perception 2, Survival 3

Talents: None

Abilities: Aquatic (the sureggi can breathe normally underwater as well as on land)

Equipment: Bite (Brawl; Damage 5; Critical 4).

The sureggi has a long body with dozens of legs and claw-tipped feet, make it a sure-footed mount for the Wookiees.
starwars.fandom.com/wiki/Wyyyschokk/Legends


Wyyyschokk
Brawn 4 Agility 2 Intellect 1
Cunning 3 Willpower 1 Presence 3

Soak: 6 Wound Threshold: 16
M/R Defense: 0 / 0

Skills: Athletics 3, Brawl 3, Coordination 3, Perception 2, Stealth 1, Survival 3

Talents: None

Abilities: Web-weaving (create a web between two solid objects; victims must make hard Perception checks to notice it, and hard Coordination checks to avoid becoming ensnared, and hard Athletics checks to break free).

Equipment: Bite (Brawl; Damage 3; Critical 4).

This red and black arachnoid is a feared predator in the forests of Kashyyyk.

Appendix 4: The Trandoshans
Presented here are stats for the Trandoshan hunters operating on Kashyyyk.

Zissik, Trandoshan Pilot (Rival)
Brawn 3 Cunning 2 Presence 2
Agility 2 Intellect 2 Willpower 2

Soak: 3
Wound Threshold: 15
Strain Threshold: 11
M/R Defense: 0 / 0

Skills: Astrogation 1, Gunnery 2, Mechanics 1, Perception 2, Piloting—Planetary 1, Piloting—Space 2, Ranged—Light 1, Streetwise 1, Underworld 1, Vigilance 1

Talents: Dead to Rights, Full Throttle, Skilled Jockey

Abilities: One free rank in Perception; Regeneration; Claws (see the EotE core rulebook for details)

Equipment: Flightsuit, blaster pistol

Narra, Trandoshan Sharpshooter (Rival)
Brawn 3 Cunning 2 Presence 2
Agility 2 Intellect 2 Willpower 2

Soak: 5
Wound Threshold: 15
Strain Threshold: 11
M/R Defense: 0 / 0

Skills: Athletics 1, Cool 1, Gunnery 2, Leadership, Lore, Mechanics 1, Melee 1, Perception 2, Ranged—Heavy 2, Ranged—Light 2, Vigilance 2

Talents: Point Blank, Side Step

Abilities: One free rank in Perception; Regeneration; Claws (see the EotE core rulebook for details)

Equipment: Flightsuit, blaster pistol, blaster rifle, padded armor


Nissal, Trandoshan Stalker (Rival)
Brawn 3 Cunning 2 Presence 2
Agility 2 Intellect 2 Willpower 2

Soak: 4
Wound Threshold: 15
Strain Threshold: 11
M/R Defense: 0 / 0

Skills: Athletics 1, Melee 1, Perception 2, Ranged—Heavy 2, Ranged—Light 2, Resilience 1, Stealth 1, Survival 1, Vigilance 1

Talents: Expert Tracker, Hunter, Outdoorsman, Stalker

Abilities: One free rank in Perception; Regeneration; Claws (see the EotE core rulebook for details)

Equipment: Heavy clothing, blaster pistol, blaster rifle, crash survival kit

Trill, Trandoshan Brawler (Rival)
Brawn 3 Cunning 2 Presence 2
Agility 1 Intellect 2 Willpower 2

Soak: 4
Wound Threshold: 15
Strain Threshold: 11
M/R Defense: 0 / 0

Skills: Athletics 2, Brawl 2, Cool 2, Melee 2, Perception 2, Stealth 1, Vigilance 2

Talents: Jump Up, Lethal Blows, Quick Strike

Abilities: One free rank in Perception; Regeneration; Claws (see the EotE core rulebook for details)

Equipment: Heavy clothing, vibroblade, blaster pistol, comlink