Zygerrian Whip Stats?

By Psychomachia, in Game Masters

Hey, everyone.

So I'm doing a custom done colonization game on a fresh world. My players are 4 experienced, 1 newbie who caught on quick. Marshal, Doctor, Engineer (from AoR. I allowed a couple of the more civilian-esque careers for this), Heavy, and Trader. I'm introducing a new villain on Friday who will be the proverbial thorn in their side for a long time yet, I hope.

Being a Hutt, he has a retinue of baddies who aren't quite arch-nemesises (nemeses?) but aren't quite rivals. Namely a very brutal Zygerrian slave driver.

For those who have seen TCW, do you think it would be OP to stat a Zygerrian whip this way:

Zygerrian Vibrowhip (Melee)
Damage +0 or +1, haven't decided; Crit 5; Short (yeah, I know, but really it seems pretty "realistic" given the apparent reach in the cartoon); Ensnare X (not sure how hard to make it), other misc. special properties? As far as range difficulty, I would set Short at (DD) and Engaged at (DDD) since it's harder to his something that close with a whip. To my knowledge, at least.

Right now this Zygerrian is beast-moding a well-modded, well-crafted vibrosword in one hand and a stun baton (from FH) in the other. But I really want him to be able to ensnare my players and try and finish them off with his sword.

Any suggestions? I'm only asking because I want this villain set to be really awful for them. I'm pulling out a lot of stops with this chapter in their campaign because they've been slaughtering most of the time and now the training wheels are a'comin' off.

For those interested, you can follow our campaign on Obsidian Portal at https://everybody-runs.obsidianportal.com/

Edited by Whitestone