How Would You Stat Out These Critters?

By Corradus, in Star Wars: Edge of the Empire RPG

Hey Folks:

So, I have some poor victims...err...I mean PC's travelling to Korriban, and I'd like to have them encounter the wildlife. I've found four rather interesting species of critter and I'm wondering how you guys would stat them out:

First, the K'lor'slug, as seen here:

http://swtor.wikia.com/wiki/K%27lor%27slug

Second, the Shyrack, as seen here:

http://swtor.wikia.com/wiki/Shyrack

Then the Terentatek:

http://swtor.wikia.com/wiki/Terentatek

And finally, the Tuk'ata:

http://swtor.wikia.com/wiki/Tuk%27ata

Any ideas?

The Terentetek should be terrifying. They're intended to be nearly fearsome as rancors.

I also think a few Hssiss could be fun and frightening as well.

Edited by kaosoe

I've used rancor stats for the tarentatek in the past. Also gave it the Sense Force power. No one noticed it was just re-skinned.

Spoiler Alert

Take a look at the Age of Rebellion web adventure, the one which follows in from the beginners box.

The Pc's end up on the Demon Moon Dxun (if I recall correctly) and there are several sith monsters statted up in it. I am not sure which ones atm as I don't currently have access to the pdf but I believe that at least some of the ones you want are there.

I'm running a SWTOR era campaign, and I try to re-skin as much stuff as possible for convenience.

Klor'slugs have a ranged acidic spit attack, so whatever you use as your base creature, I'd add that to it.

Shyrack, I'd use a flying beast, and rule that it wasn't affected by darkness, smoke, etc.

Tuk'ata, just about any dog-beast will do as a base creature: massif, akk dog, kath hound, etc. You might consider giving them a toxic bite that will suppurate if not treated (since they were created via Sith alchemy).

For the terentatek, using a more heavily armoured rancor is one way to go. Another is to make it a real centerpiece encounter: terentateks are among the most formidable creatures in the galaxy, as well as among the most terrifying, and deserve to be presented that way.

Myself, I would probably create the terentatek encounter so that the beast could not be killed by volume of firepower alone, but only by out-thinking it and using the environment against it (like how Luke defeated the rancor in ROTJ). Luring it into a pit, collapsing an ancient Sith statue on it, reactivating old generators to trap and kill it in a massive electrical field, are all possibilities that would require some thought (and daring) on the part of the players.

I'm running a SWTOR era campaign, and I try to re-skin as much stuff as possible for convenience.

Klor'slugs have a ranged acidic spit attack, so whatever you use as your base creature, I'd add that to it.

Shyrack, I'd use a flying beast, and rule that it wasn't affected by darkness, smoke, etc.

Tuk'ata, just about any dog-beast will do as a base creature: massif, akk dog, kath hound, etc. You might consider giving them a toxic bite that will suppurate if not treated (since they were created via Sith alchemy).

For the terentatek, using a more heavily armoured rancor is one way to go. Another is to make it a real centerpiece encounter: terentateks are among the most formidable creatures in the galaxy, as well as among the most terrifying, and deserve to be presented that way.

Myself, I would probably create the terentatek encounter so that the beast could not be killed by volume of firepower alone, but only by out-thinking it and using the environment against it (like how Luke defeated the rancor in ROTJ). Luring it into a pit, collapsing an ancient Sith statue on it, reactivating old generators to trap and kill it in a massive electrical field, are all possibilities that would require some thought (and daring) on the part of the players.

For the Kor'slug yo ucan check out the Sun of Fortun section about Duros: there's a huge beetle that spits acid you can easily reskin

For the terentatek the Zakkeg stats given in Operatoin Shadowpoint from AoR are excellent, and adding Sense is a nice touch

The Terentetek should be terrifying. They're intended to be nearly fearsome as rancors.

More like Rancors that can detect force-sensitive individuals and feed on them, and who are immune to most force-based attacks. So, give them the Cortosis quality and vehicle-scale damage and armor.

The Terentetek should be terrifying. They're intended to be nearly fearsome as rancors.

More like Rancors that can detect force-sensitive individuals and feed on them, and who are immune to most force-based attacks. So, give them the Cortosis quality and vehicle-scale damage and armor.

Also, the Sense power, to find those force sensitives

Did someone just stumble onto KOTOR?

On 6/10/2015 at 7:17 AM, Lareg said:

Also, the Sense power, to find those force sensitives

You made mention of vehicle scale damage. What is the upgrade from personal scale damage?

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19 hours ago, DracoPhoenix said:

You made mention of vehicle scale damage. What is the upgrade from personal scale damage?

Vehicle weapon damage and armor is x10 that of personal scale. Applying it to creatures would get.... awkward due to how personal scale weapons interact with vehicles.

I wouldn't make them Vehicle scale. Just give them a very very high soak.

Start with Rancor stats. Give them Soak of 15-20, depending on how mean you feel and give them the following abilities,

Immunity Breach

Force Null Zone: Terentatek's are virtually immune to force powers, and are strong with the Dark Side of the force. They cannot be targeted by any force power abilities or actions. Furthermore, whenever any force users within long range of a Tarentatek roll 1 or more Force dice, 1 die which rolled light side pips must be changed to show an equal number of dark side pips instead(Player's choice).

Evil Incarnate: Tarentatek's have Nemesis 1. Force sensitive PCs with a morality of 50 or higher treat the Tarantatek as having Nemesis 3.

I would also advise giving them a very very very high Strain threshold, or possibly "unlimited" strain. You cannot stun this thing till its out.

Edited by BadMotivator
23 hours ago, Ghostofman said:

Vehicle weapon damage and armor is x10 that of personal scale. Applying it to creatures would get.... awkward due to how personal scale weapons interact with vehicles.

So, vehicle damage does 10X it’s listed damage to characters? Is there a capital ship scale as well?

1 hour ago, DracoPhoenix said:

So, vehicle damage does 10X it’s listed damage to characters?

Correct, bear in mind that this isn't going to involve much math as characters can't take wounds beyond x2 thier WT. So if you have a WT of 12, and get hit with a Damage 4 blaster cannon, you just give yourself 24 wounds and are now as wounded as you can ever be.

Likewise Armor and Hull Trauma count as x10. So if you're shooting a personal weapon at an Armor 1 speeder, you need to do 20 damage to inflict 1 Hull Trauma.

Fortunately you don't need to inflict hull trauma to Crit a vehicle, just exceed the Armor rating. This is why most anti vehicle personal scale weapons have such low crit ratings. Most vehicles you're likely to fight on foot can be rendered combat ineffective with a handful of crits.

1 hour ago, DracoPhoenix said:

Is there a capital ship scale as well?

No. Most big capships have high armor and weapons with Breach to impose a pseudo scale effect.

In relation to people though it's kinda beyond the scope of the game. A sil 8 star Destroyer can't really hit a sil 1 person, and a blaster pistol can't do the kind of braid reaching damage you'd need to affect a star Destroyer.

Yeah. The main reason not to use vehicle scale vs people is the massive difficulty in hitting them. Your talking 5+ purple at minimum.

On 2/10/2019 at 10:36 AM, Ghostofman said:

Correct, bear in mind that this isn't going to involve much math as characters can't take wounds beyond x2 thier WT. So if you have a WT of 12, and get hit with a Damage 4 blaster cannon, you just give yourself 24 wounds and are now as wounded as you can ever be.

Likewise Armor and Hull Trauma count as x10. So if you're shooting a personal weapon at an Armor 1 speeder, you need to do 20 damage to inflict 1 Hull Trauma.

Fortunately you don't need to inflict hull trauma to Crit a vehicle, just exceed the Armor rating. This is why most anti vehicle personal scale weapons have such low crit ratings. Most vehicles you're likely to fight on foot can be rendered combat ineffective with a handful of crits.

No. Most big capships have high armor and weapons with Breach to impose a pseudo scale effect.

In relation to people though it's kinda beyond the scope of the game. A sil 8 star Destroyer can't really hit a sil 1 person, and a blaster pistol can't do the kind of braid reaching damage you'd need to affect a star Destroyer.

Thank you for your help. That clears up a lot.