Sith Empire Adversaries

By Coalbeach, in Star Wars: Force and Destiny RPG

Hey, i'm fairly new to star wars RPG and don't really know if this is the right forum. Im am going to do a campaign with my friends placed in the empire rebellion time, but as a twist im going to have the ancient Sith be a living thing that went into hiding and will come out of hiding during the campaign. Its very fandom and im not looking to be correct according to cannon, the only issue is I do not have any Sith trooper adversary cards or skills nor do i think any officially exist. I know many Gm's have made there own adversaries to use in there campaign and was wondering if anyone has ran a KoToR campaign or something of that sort were they would have needed sith soldiers and stuff like that. I did find one thread from a year ago or so, that someone had created the base sith trooper, the sith grenadier and the sith commando. On the wookieepedia page though, it talks about, sith Elite gunners, sith heavy troopers, sith wranglers, sith advanced troopers, and sith guardsmen. all of which i would love to use in my campaign, especially the wrangler, because one of my PC's is being a beast tamer. So if anyone has any made up adversary stats or any recommendations on how i could change the following ones i have so far, please post below. all advise welcome!

here is what i got so far from the inactive forum. Made by Kylor238.

Sith Trooper (Minion – Human)

Brawn

Agility

Intellect

Cunning

Willpower

Presence

3

3

2

2

3

2

Soak

Wound Threshold

Defense

5

5

1

Skills (Group Only): Discipline, Melee, Perception, Ranged (Heavy),

Equipment: Sith Assault Carbine (Ranged [Heavy], Damage 9, Critical 3, Range [Medium], Stun Setting), Sith Laminate Armor (+2 soak, +1 defense), Sith Energy Shield (+1 defense vs energy weapons and sonic weapons [stacks]), Vibro sword (Melee, Damage +2, Critical 2, Range [Engaged], Defensive 1, Pierce 2, Vicious 1), Z2 Stun Baton (Melee, Damage +2, Critical 6, Range [Engaged], Disorient 2, Stun Damage)

Sith Commando (Rival – Human)

Brawn

Agility

Intellect

Cunning

Willpower

Presence

4

3

2

3

3

2

Soak

Wound Threshold

Defense

6

16

2

Skills: Discipline 1, Melee 2, Perception 1, Ranged (Heavy) 2

Talents: Barrage, Spare Clip, Toughened,

Abilities: Tactical Direction (spend maneuver to direct one Sith Trooper minion group within medium range. The group may perform an immediate free maneuver or add +1 Boost die to their next check)

Equipment: Sith Light Repeating Blaster (Ranged [Heavy], Damage 11, Critical 3, Range [Long], Auto-fire, Cumbersome 4, Pierce 1), Vibrosword (Melee, Damage +2, Critical 2, Range [Engaged], Defensive 1, Pierce 2, Vicious 1), Sith Heavy Armor (+2 soak, +2 defense, +1 lightsaber soak and defense), Sith Energy Shield (+1 defense vs energy and sonic weapons)

Sith Grenadiers (Minion – Human)

Brawn

Agility

Intellect

Cunning

Willpower

Presence

3

3

2

2

3

2

Soak

Wound Threshold

Defense

5

5

1

Skills (Group Only): Athletics, Discipline, Ranged (Light), Resilience,

Equipment: Sith Blaster Pistol (Ranged [Light], Damage 6, Critical 3, Range [Medium], Stun Setting), 2 Frag Grenades (Ranged [Light], Damage 8, Critical 4, Range [Short], Blast 6, Limited Ammo 1), 2 Concussive Granades (Ranged [Light], Damage 10, Critical 5, Range [Short], Blast 8, Concussive 2, Disorient 5, Limited Ammo), 1 Thermal Detonator (Ranged [Light], Damage 20, Critical 2, Range [Short], Blast 15, Breach 1, Vicious 4, Limited Ammo 1), Sith Laminate Armor (+2 soak, +1 defense), Sith Energy Shield (+1 defense vs energy and sonic weapons)

Edited by Coalbeach
add quotation

Sith troopers are easily simulated simply using the stats for Imperial Stormtroopers.

Yes, but for the wrangler i don't know of anything to put, and i feel like by doing that you lose a sense of difference. especially because in my campaign they will be coexisting.

Edited by Coalbeach

This system, with Minion Groups and Adversary Talents and the general ease of reckoning appropriate Characteristics and Skills on the fly, is designed to make GMing easy.

I think you're making more work for yourself here than you strictly need to...

Im ok with doing a little extra work so that my PC's can enjoy diversity.

1 hour ago, emsquared said:

This system, with Minion Groups and Adversary Talents and the general ease of reckoning appropriate Characteristics and Skills on the fly, is designed to make GMing easy.

I think you're making more work for yourself here than you strictly need to...

1 hour ago, Coalbeach said:

Im ok with doing a little extra work so that my PC's can enjoy diversity.

And that's great, if you enjoy it.

But if it means you're relying on the "crutches" of more traditional-style RPGs, by meticulously planning out "your" campaign encounter by encounter enemy by enemy, does it mean you're not learning or using the strengths of this system that's new to you?

Maybe. Maybe not.

I just wanted to point out that this system arms you with some incredibly powerful tools as GM that in theory allow you to free up the mind-space you're presently devoting to more traditional GM pursuits and replace it with narrative flexibility and mechanical agility.

6 hours ago, emsquared said:

And that's great, if you enjoy it.

But if it means you're relying on the "crutches" of more tradition  al-style RPGs, by meticulousl  y pla  nning out  "your"  campaign enc  ounter  by encounter  enemy by  enemy, does it m  e  an you'  re n  ot lea  rning or using the strengths of this system that's new to you?           

Maybe. Maybe no  t  .

I just wanted to point out that this system arms you with some incredibly powerful tools as GM that in theory allow you to free up the mind-space you're presently devoting to more traditional GM pursuits and replace it with narrative flexibility and m  echanical agility.

Ok i understand, thank you for the advice. once i get more accompanied to Gm'ing this game I will try to start using these tools. its just at the moment its easier for me to take that traditional pursuit. again thank you for the advice!

What do you do when the PCs go in unexpected places and avoid completely encounters you planned so carefully ?

Trying to plan every encounters is useless if the GM gives the PCs freedom of choices. But if the GM railroads the PCs then it's the way to do. The players'll be bored before the end but the GM'll have it his way. 😩

Edited by WolfRider
7 hours ago, WolfRider said:

What do you do when the PCs go in unexpected places and avoid completely encounters you planned so carefully ?

Trying to plan every encounters is useless if the GM gives the PCs freedom of choices. But if the GM railroads the PCs then it's the way to do. The players'll be bored before the end but the GM'll have it his way. 😩

When something unexpexcted happens, i have planned events that I can choose to happen that will give me time to get myself back on track. The whole reason I wanted different adversaries was to gives my Pc's more freedom in the types of enemies they fought. This way I can actually tell my story and have the Pc's feel like they have a lot of choice.

And I already have 5 different planned routes that I can loosely follow and implement into most planets that my Pc's will want to go to.

Edited by Coalbeach

I normally have a few random encounters that have nothing to do with the main focus of the adventure in case the players take an alternate course but one thing to keep in mind is characters lack of action has a much effect on the situation as their action. The "bad guys" plans don't get put on hold just because the PCs got distracted. If they go too far off course, they may be too late to do anything on the original plan.

Now, don't put yourself in the GM position where the entire adventure is ruined over this but you can certainly give the PCs some setback for being late to the party.

4 hours ago, Varlie said:

I normally have a few random encounters that have nothing to do with the main focus of the adventure in case the players take an alternate course but one thing to keep in mind is characters lack of action has a much effect on the situation as their action. The "bad guys" plans don't get put on hold just because the PCs got distracted. If they go too far off course, they may be too late to do anything on the original plan.

Now, don't put yourself in the GM position where the entire adventure is ruined over this but you can certainly give the PCs some setback for being late to the party.

Thats a great idea! So if they don't follow the main story then then the story changes! i like it. thank you for the advice.

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Edited by Coalbeach