Custom Adversary - Separatist Commander [Nemesis]

By HolyAcorn, in Game Masters

Hello! I am quite new to the FFG Star Wars game but am allready planning 2 different campagins! One set during the Dawn of Rebellion era & one set during the Clone Wars.

For the latter, I made a nemesis for a Separatist Commander, intended to be a humanoid such as an admiral or similiar, I took inspiration from the Imperial Moff in Age of Rebellion Core Rulebook, what do you all think? I would love some feedback! :D

Separatist_Commander.png

Looks good. If this is going to be a primary "boss" character (or possible returning character), consider bumping Adversary to 2.

@Kualan 's Heroes on Both Sides fan-made supplement book (a resource I cannot recommend enough) statted out a generic Separatist Commander, as well as named commanders.

As for your statblock, I think you made it a bit overpowered Presence-wise. Remember, a Moff is a political official in charge of an entire sector, while a Separatist commander is a military leader in charge of an army and/or navy unit. (by the way, you missed an "a" in Le a dership)

Here's Kualan's statblock:

334443 (making them a semi-competent fighter, and well rounded mentally, but I would tweak Br/Ag depending on the character)
5 16 15 1/1

Skills: Coercion 3, Cool 2, Deception 2, Discipline 3, Leadership 4, Perception 3, Piloting (Planetary) 3, Ranged (Heavy/Light) 3, Vigilance 3, Knowledge (Warfare) 3.
Talents: Adversary 2, Fire Control, Lead From the Back.
Abilities: Concentrate Your Fire: Maneuver to direct one Minion group in Medium range to immediately perform a free combat check action.

I prefer less combat-capable commanders, so I drop Ranged (Heavy), lower Ranged (Light), and lower Brawn, maybe Agility.

You can also take a look at Captain Harsol from the Beyond the Rim. He is literally a separatist commander, but because of his presence focus he is not the stereotypical, deceptive-evil commander.