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Saga Edition RPG Omnibus

Thug (archetypes): Difference between revisions

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Line 438: Line 438:
|possessions=combat jumpsuit, heavy blaster pistol, vibroblade
|possessions=combat jumpsuit, heavy blaster pistol, vibroblade
|asterixnote='''H''' ''Human bonus feat or trained skill''
|asterixnote='''H''' ''Human bonus feat or trained skill''
}}</div>
<div id="berserker" class="arch">
<h3 class="headline arch">Wookiee Berserker</h3>
<p class="single nomargin">After the Empire blockaded Kashyyyk and began enslaving Wookiees, renegade Wookiees formed small bands of berserker units to fight Imperial forces, with the ultimate goal of liberating their homeworld. Some units are made up of individuals far from Kashyyyk who manage to escape Imperial imprisonment. Others suffer under captivity in penal labor colonies before escaping and fighting their way to freedom. All fuel their fighting fervor with rage at what the Empire has done to them, their homeworld, and their people. Many harbor mistrust of all Humans, even those who seek to aid them, thanks to the Empire&rsquo;s policy promoting Human High Culture and its brutal persecution of many alien species. Since most law-abiding citizens recognize Wookiees as dangerous enslaved aliens, berserker groups remain in hiding, their mobility limited to clandestine transportation methods.</p>
{{NPC
|name=Wookiee Berserker
|challenge=2
|npclevel=[[Allies_and_Opponents#nonheroics|nonheroic]]&nbsp;8
|playable=NPC
|refbook=Force Unleashed Campaign Guide
|refpage=224
|size=Medium
|species=[[Wookiee (species)|Wookiee]]
|init=&#43;15
|perception=&#43;5
|languages=Basic (cannot speak), Shyriiwook
|ref=11
|flatfoot=10
|fort=12
|will=11
|hp=36
|threshold=12
|speed=6 squares
|melee1=unarmed &#43;9 (1d6&#43;3)
|ranged1=bowcaster &#43;7 (3d10)
|bab=6
|grapple=&#43;9
|specialactions=[[Wookiee_(species)#Rage|rage]]
|str=16
|dex=13
|con=14
|int=13
|wis=12
|cha=8
|feats=[[Dreadful&nbsp;Rage (feat)|Dreadful&nbsp;Rage]], [[Extra&nbsp;Rage (feat)|Extra&nbsp;Rage]], [[Skill&nbsp;Focus (feat)|Skill&nbsp;Focus]]&nbsp;(Initiative), [[Weapon&nbsp;Proficiency (feat)|Weapon&nbsp;Proficiency]]&nbsp;(rifles, simple)
|skills=[[Endurance]]&nbsp;&#43;11, [[Initiative]]&nbsp;&#43;15
|possessions=bowcaster, satchel, 40&nbsp;credits
}}</div>
}}</div>



Latest revision as of 01:15, 15 August 2024

Thug

Thugs are basic bruisers. They are street toughs aspiring to become swoop champions, grunts working for a local crime lord, security guards, or law enforcers prone to breaking heads and taking bribes.

Thug           (CL 1)

     Saga Edition Core Rulebook, page 284.

Medium Human nonheroic 4 NPC

Dark Side: 3

Initiative: +6; Senses: Perception +5

Languages: Basic

Defenses: Ref 10 (flat-footed 10), Fort 11, Will 9

Hit Points: 9; Damage Threshold: 11

Speed: 6 squares

Melee: vibro-ax +2 (2d10+2)

Ranged: blaster pistol +1 (3d6)

Base Attack: +1; Grapple: 2

Attack Options: CleaveH

Abilities: Str 13, Dex 11, Con 12, Int 8, Wis 9, Cha 10

Feats: CleaveH, Toughness, Weapon Proficiency (adv. melee, pistols, simple)

Skills: Initiative +6, Perception +5H

Possessions: blaster pistol, vibro-ax

H Human bonus feat or trained skill

Ambusher

The ambushers are trained veterans who have been sent out to perform a job—kill the enemy—and they do their best to complete the mission. However, they are not supersoldiers or heartless fanatics.

     See the mini-adventure That Which Does Not Kill Me in the Galaxy at War sourcebook.

Ambusher           (CL 2)

     Galaxy at War, page 182.

Medium Human nonheroic 6 NPC

Initiative: +4; Senses: Perception +8

Languages: Basic

Defenses: Ref 13 (flat-footed 12), Fort 11, Will 10

Hit Points: 21; Damage Threshold: 11

Speed: 6 squares

Melee: unarmed +4 (1d4)

Ranged: blaster rifle +5 (3d8) or

Ranged: frag grenade +5 (4d6, 2-square burst)

Base Attack: +4; Grapple: +4

Attack Options: autofire (blaster rifle), Point Blank Shot, Precise Shot

Abilities: Str 10, Dex 13, Con 12, Int 10, Wis 11, Cha 8

Feats: Armor Proficiency (light), Point Blank Shot, Precise Shot, Skill Training (Stealth), Weapon Proficiency (pistols, rifles, simple)

Skills: Perception +8, Stealth +14, Survival +8

Possessions: blast helmet and vest (+2 armor) with integrated comlink, camouflage poncho, blaster pistol, blaster rifle, frag grenade, utility belt with medpac


Ambusher Officer

Like his troops, the ambusher officer is a trained soldier who has survived many engagements. He is older than the other ambushers and carries an air of command.

     See the mini-adventure That Which Does Not Kill Me in the Galaxy at War sourcebook.

Ambusher Officer           (CL 1)

     Galaxy at War, page 183.

Medium Human nonheroic 4 / noble 3 / officer 1 NPC

Force: 2

Initiative: +8; Senses: Perception +10

Languages: Basic

Defenses: Ref 16 (flat-footed 16), Fort 15, Will 20

Hit Points: 33; Damage Threshold: 14

Speed: 6 squares

Melee: unarmed +6 (1d4+2)

Ranged: blaster carbine +5 (3d8+2)

Base Attack: +6; Grapple: +6

Attack Options: autofire, Point Blank Shot

Special Actions: Born Leader, Coordinate, Trust

Abilities: Str 10, Dex 8, Con 10, Int 13, Wis 12, Cha 14

Talents: Born Leader, Coordinate, Trust

Feats: Improved Damage Threshold, Point Blank Shot, Precise Shot, Skill Focus (Persuasion), Skill Training (Perception), Skill Training (Stealth), Toughness, Weapon Proficiency (rifles, simple)

Skills: Initiative +8, Knowledge [tactics] +10, Perception +10, Persuasion +16, Stealth +13

Possessions: comlink (encrypted), blaster carbine, camouflage poncho, uniform, datapad with geographic data

Anjiliac Clan Thug

Hutt clans, including the Desilijic kajidic, employ Gamorreans as thugs, but the Anjiliac clan has a preference for using Houks. Given the Houks’ sinister reputation for foul tempers and raw physical strength, their presence on behalf of Zietta the Hutt in Point Nadir often ends a confrontation before it can begin. This suits the Anjiliacs just fine, but it has an undesirable effect on the Houks, who take out their aggressions on less-deserving targets in their spare time.

     Houks can be found nearly everywhere in Point Nadir, with at least eighty of them on the Anjiliac payroll. They wander the shadowport in groups of two to five, looking for trouble. If they are unable to find conflict, they are always willing to generate some of their own.

     The typical Anjiliac Houk wears a pair of well-worn combat gloves, and carries a vibro-ax and a blaster carbine, as well as a blaster pistol “just in case.”

Anjiliac Clan Thug           (CL 3)

     Scum and Villainy, page 141.

Medium Houk nonheroic 3 + soldier 2 NPC

Force: 2; Dark Side: 2

Initiative: +8; Senses: Perception +2

Languages: Basic

Defenses: Ref 16 (flat-footed 15), Fort 17, Will 12

Hit Points: 33; Damage Threshold: 17

Speed: 6 squares

Melee: unarmed +9 (1d4+8) or

Melee: unarmed +9 (2d4+8) with Mighty Swing or

Melee: vibro-ax +9 (2d10+7) or

Melee: vibro-ax +9 (3d10+7) with Mighty Swing

Ranged: blaster pistol +5 (3d6+1) or

Ranged: blaster carbine +5 (3d8+1)

Base Attack: +4; Grapple: +9

Attack Options: Cleave, Mighty Swing, Power Attack

Abilities: Str 20, Dex 12, Con 16, Int 8, Wis 10, Cha 4

Special Qualities: physical intimidation

Talents: Melee Smash

Feats: Cleave, Mighty Swing, Power Attack, Weapon Proficiency (advanced melee, pistols, rifles, simple)

Skills: Initiative +8, Persuasion −1 (+7 when intimidtating)

Possessions: vibro‑ax, blaster carbine, blaster pistol, combat gloves

Brute

Brutes are ubiquitous members of galactic society and can be found anywhere, even on the most peaceful of planets. Brutes are typically crude and unsubtle, regardless of whether they work for some crime lord or act independently. Most are motivated by a simple agenda— greed, power, fear of superiors, or even, on occasion, loyalty. They are rarely well armed or armored, making do with whatever they can find, although they constantly look to find something better (or rob someone who has superior equipment). Brutes strive to gain more status and wealth and will do almost anything to get it, up to and including murder. In turn, brutes typically despise authority figures, especially police officers, military figures, and Jedi.

     The brute presented here could be a gun-toting gang member or an organized crime soldier. Alternatively, the statistics could also represent a militia member or a raw conscript who has little training (in which case, remove the Dark Side Score).

Brute Encounters

By their very nature, brutes can be found almost anywhere. They serve as nameless antagonists in every situation—from the high streets of Coruscant to the lowly slums of Tatooine. Brutes commonly travel in pairs or larger groups, each group rep resenting a street gang, a crime syndicate hit squad, or a tribe of warriors. By their very nature, brutes typicallly respond to threats or opposition with muscle and violence, but they can be swayed by intimidation, persuasion, or bribes. However, not all brutes are antagonistic—they can also be used as nameless allies and warriors on the side of the heroes. The brute works fine as a generic spearholder, cannon fodder to be used in the background, or an ordinary (if tough) nonplayer character for the GM to use throughout adventures.

     Encounters involving brutes typically occur at lower levels, where they are a threat to the heroes. When the heroes have advanced to 6th level or beyond, the number of brutes required to make a credible threat runs over a dozen making them difficult to coordinate in combat. Thus, individual brutes should be scaled up to represent stronger threats, or another archetype should be chosen. Alternatively, a group of brutes could be paired up with much powerful leaders (often with heroic levels) or droids equipped with serious firepower.

Brute           (CL 1)

     Threats of the Galaxy, page 20.

Medium nonheroic 3 NPC

Dark Side: 4

Initiative: +7; Senses: Perception +0

Languages: Basic

Defenses: Ref 11 (flat-footed 10), Fort 11, Will 9

Hit Points: 9; Damage Threshold: 11

Speed: 6 squares

Melee: unarmed +2 (1d4)

Ranged: blaster carbine +4 (3d6)

Base Attack: +2; Grapple: 3

Attack Options: autofire (blaster carbine)

Abilities: Str 11, Dex 13, Con 12, Int 8, Wis 9, Cha 10

Feats: Toughness, Weapon Focus (rifles), weapon Proficiency (pistols, rifles, simple)

Skills: Initiative +7

Possessions: blaster carbine, tough-looking clothes

Cult Acolyte

See the mini-adventure The Finding of Lost Souls in the Unknown Regions sourcebook.

6 Cult Acolytes           (CL 2)

     Unknown Regions, page 202.

Medium Human nonheroic 8 NPC

Dark Side: 1

Initiative: +10; Senses: low-light vision;Perception +10

Languages: Basic

Defenses: Ref 18 (flat-footed 17), Fort 13, Will 10

Hit Points: 20; Damage Threshold: 13

Speed: 6 squares

Melee: vibroblade +9 (2d6+2)

Base Attack: +6; Grapple: +8

Abilities: Str 15, Dex 12, Con 10, Int 12, Wis 9, Cha 9

Feats: Armor Proficiency (light), Improved Defenses, Rapid Strike, Weapon Focus (advanced melee), Weapon Proficiency (advanced melee, rifles, simple)

Skills: Endurance +9, Mechanics +10l, Perception +10

Possessions: comlink, vibroblade, light acolyte ceremonial armor (+6 armor, +2 equipment)


Master Cult Adept

See the mini-adventure The Finding of Lost Souls in the Unknown Regions sourcebook.

Master Cult Adept           (CL 5)

     Unknown Regions, page 202.

Medium Human nonheroic 3 / noble 4 NPC

Force: 4; Dark Side: 10

Initiative: +9; Senses: Perception +8

Languages: Basic

Defenses: Ref 17 (flat-footed 16), Fort 17, Will 17

Hit Points: 35; Damage Threshold: 17

Speed: 6 squares

Melee: knife +5 (1d4+2)

Ranged: heavy slugthrower pistol +6 (2d8+2)

Base Attack: +5; Grapple: +6

Attack Options: Point Blank Shot, Precise Shot

Special Actions: Inspire Confidence, Presence

Abilities: Str 10, Dex 12, Con 14, Int 12, Wis 10, Cha 14

Talents: Inspire Confidence, Presence

Feats: Improved Defenses, Instinctive Attack, Intimidator, Point Blank Shot, Precise Shot, Skill Focus (Persuasion), Skill Training (Deception, Initiative), Weapon Proficiency (pistols, simple)

Skills: Deception +10, Initiative +9, Knowledge &galactic lore] +9, Perception +8, Persuasion +15

Possessions: heavy slugthrower pistol, knife, blood‑spattered robes

Sando’s Boys

Most of Sando's Boys, the long-term members of the band, are Humans from Outer Rim worlds who have joined up with the Rodian for the promise of plunder and violence. Sando makes sure her men train in hand-to-hand combat as well as ranged combat, and most of her crew carry vibroblades and know how to use them.

     See the mini-adventure The Mask of Darth Nihilus in the Unknown Regions sourcebook.

4 Sando’s Boys           (CL 8)

     Unknown Regions, page 222.

Medium Human nonheroic 9 / noble 5 NPC

Force: 1; Dark Side: 4

Initiative: +15; Senses: Perception +7

Languages: Basic

Defenses: Ref 23 (flat-footed 20), Fort 20, Will 18; Dodge

Hit Points: 68; Damage Threshold: 20

Speed: 6 squares

Melee: vibroblade +13 (2d6+3)

Ranged: blaster pistol +12 (3d6+2)

Base Attack: +9; Grapple: +12

Attack Options: Leading Feint, Personal Affront

Abilities: Str 12, Dex 16, Con 141, Int 10, Wis 10, Cha 16

Talents: Leading Feint, Noble Fencing Style, Personal Affront

Feats: Armor Proficiency (light), Dodge, Improved Defenses, Martial Arts (I, II, III), Skill Focus (Deception), Skill Training (Initiative), Weapon Focus (advanced melee), Weapon Proficiency (advanced melee, simple, pistols)

Skills: Deception +20, Initiative +15, Persuasion +15

Possessions: vibroblade, blaster pistol, armored flight suit, comlink

Verinos’ Thugs

See the mini-adventure Pursuing Verinos in the Unknown Regions sourcebook.

5 Verinos’ Thugs           (CL 1)

     Unknown Regions, page 210.

Medium Human nonheroic 6 NPC

Force: 5; Dark Side: 3

Initiative: +5; Senses: low-light vision;Perception +10

Languages: Basic

Defenses: Ref 21 (flat-footed 19), Fort 21, Will 16

Hit Points: 64; Damage Threshold: 21

Speed: 6 squares

Melee: unarmed +7 (1d4+4)

Ranged: heavy blaster pistol +8 (3d8+3) or

Ranged: heavy repeating blaster +4 (3d10+3) or

Ranged: heavy repeating blaster +4 (5d10+3) with Burst Fire or

Ranged: grenade launcher +9 (frag grenade 4d6+3) or

Ranged: mounted heavy repeating blaster +9* (3d10+3) or

Ranged: mounted heavy repeating blaster +9* (5d10+3) with Burst Fire

Base Attack: +6; Grapple: +8

Attack Options: Careful Shot, Devastating Attack, Point Blank Shot, Precise Shot

Special Actions: Indomitable

Abilities: Str 13, Dex 15, Con 13, Int 10, Wis 10, Cha 8

Talents: Armored Defense, Devastating Attack, Indomitable

Feats: Armor Proficiency (light, medium), Burst Fire, Careful Shot, Point Blank Shot, Precise Shot, Weapon Focus (heavy), Weapon Proficiency (heavy, pistols, rifles, simple)

Skills: Climb +9, Mechanics +8, Perception +10

Possessions: battle armor (+8 armor) with helmet package, heavy blaster pistol, heavy repeating blaster with mounted grenade launcher (4 frag grenades)

* Includes +2 Intelligence bonus to attack rolls due to targeting system

Wheel Thug

The Wheel’s popularity among underworld figures and fringe society also makes it a prime target for petty criminals. In a station as massive as The Wheel, small gangs can exert some control and carry out petty crimes in less secure zones without attracting undue attention.

Wheel Thug           (CL 4)

     Legacy Era Campaign Guide, page 207.

Medium Human nonheroic 3 / soldier 3 NPC

Force: 1; Dark Side: 3

Initiative: +9; Senses: Perception +7

Languages: Basic

Defenses: Ref 18 (flat-footed 15), Fort 17, Will 12

Hit Points: 36; Damage Threshold: 17

Speed: 6 squares

Melee: unarmed +6 (1d8+2) or

Melee: vibroblade +6 (2d6+2)

Ranged: heavy blaster pistol +6 (3d8+1)

Base Attack: +5; Grapple: +6

Attack Options: Point Blank Shot, Squad Superiority

Special Actions: Pin, Squad Fighter[1]

Abilities: Str 13, Dex 13, Con 14, Int 8, Wis 9, Cha 8

Talents: Squad Fighter[1], Squad Superiority

Feats: Martial Arts (I, II), Pin, Point Blank  ShotH, Weapon Proficiency (advanced melee, pistols, rifles, simple)

Skills: Initiative +9, Perception +7H

Possessions: combat jumpsuit, heavy blaster pistol, vibroblade

H Human bonus feat or trained skill

Wookiee Berserker

After the Empire blockaded Kashyyyk and began enslaving Wookiees, renegade Wookiees formed small bands of berserker units to fight Imperial forces, with the ultimate goal of liberating their homeworld. Some units are made up of individuals far from Kashyyyk who manage to escape Imperial imprisonment. Others suffer under captivity in penal labor colonies before escaping and fighting their way to freedom. All fuel their fighting fervor with rage at what the Empire has done to them, their homeworld, and their people. Many harbor mistrust of all Humans, even those who seek to aid them, thanks to the Empire’s policy promoting Human High Culture and its brutal persecution of many alien species. Since most law-abiding citizens recognize Wookiees as dangerous enslaved aliens, berserker groups remain in hiding, their mobility limited to clandestine transportation methods.

Wookiee Berserker           (CL 2)

     Force Unleashed Campaign Guide, page 224.

Medium Wookiee nonheroic 8 NPC

Initiative: +15; Senses: Perception +5

Languages: Basic (cannot speak), Shyriiwook

Defenses: Ref 11 (flat-footed 10), Fort 12, Will 11

Hit Points: 36; Damage Threshold: 12

Speed: 6 squares

Melee: unarmed +9 (1d6+3)

Ranged: bowcaster +7 (3d10)

Base Attack: +6; Grapple: +9

Special Actions: rage

Abilities: Str 16, Dex 13, Con 14, Int 13, Wis 12, Cha 8

Feats: Dreadful Rage, Extra Rage, Skill Focus (Initiative), Weapon Proficiency (rifles, simple)

Skills: Endurance +11, Initiative +15

Possessions: bowcaster, satchel, 40 credits

 

Footnotes and References
Please see the following pages or sites for further information:

  1. 1.0 1.1 This talent does not exist. As there is no official errata, it is up to the GM to select another soldier talent. Given the name resemblance, It is likely that the intended talent should be Squad Brutality.