Saturday, November 16, 2013

Tuskens


Of all the creatures native to Tatooine, none are more feared than the Tusken Raiders. They are as deadly as any womp rat in single combat, more tenacious than a herd of banthas and as crafty as any sarlacc--and they're intelligent, too. Presented here are stats for generic Tusken Raiders (minions), along with a bantha rider and sharpshooter (rivals) and the war chief and shaman (nemeses).

For a lot more information about Tusken Raiders, please refer to the Wookieepedia article linked here.

Also, this article from the Gaming Security Agency provides stats for a bantha.


Typical Tusken Raider
Brawn 3 Cunning 2 Presence 1
Agility 2 Intellect 2 Willpower 1

Soak: 4
Wound Threshold: 5
Strain Threshold: NA
M/R Defense: 0 / 0

Skills (group only): Melee, Stealth, Survival

Talents: None

Abilities: None

Equipment: Heavy clothing, gaffi stick

These are the Tuskens most commonly found inside a camp or filling out the ranks of hunting or war parties.


Tusken Bantha Rider
Brawn 3 Cunning 3 Presence 1
Agility 2 Intellect 2 Willpower 1

Soak: 4
Wound Threshold: 13
Strain Threshold: NA
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 1, Cool 1, Melee 2, Perception 1, Ranged--Heavy 1, Resilience 1, Stealth 1, Survival 2, Vigilance 1

Talents: Hunter, Natural Outdoorsman, Outdoorsman, Stalker

Abilities: None

Equipment: Heavy clothing, gaffi stick, slugthrower rifle

These Tuskens are masters of prowling the desert wastes on their bantha mounts. In this way they scout out settlements as well as sources of water, and thus are the ones most likely to be encountered by travelers on Tatooine.


Tusken Sharpshooter
Brawn 3 Cunning 2 Presence 1
Agility 3 Intellect 2 Willpower 1

Soak: 3
Wound Threshold: ?
Strain Threshold: NA
M/R Defense: 0 / 0

Skills: Athletics 1, Cool 1, Mechanics 1, Melee 1, Perception 2, Ranged--Heavy 2, Ranged--Light 1, Stealth 1, Survival 1, Vigilance 1

Talents: Lethal Blows, Quick Strike, Sniper Shot, Stalker x2

Abilities: None

Equipment: Heavy clothing, slugthrower rifle, knife

These Tuskens often ride with their compatriots when going out on the hunt; otherwise, they are not often encountered, except when popping up to have a little fun at the local pod race. They are more mechanically adept than their fellows, given that they are the ones who maintain their firearms.


Tusken War Chief
Brawn 3 Cunning 2 Presence 3
Agility 2 Intellect 2 Willpower 1

Soak: 3
Wound Threshold: 14
Strain Threshold: 11
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 2, Coercion 3, Cool 2, Deception 1, Discipline 2, Leadership 3, Lore 1, Melee 3, Perception 2, Ranged--Heavy 2, Resilience 2, Stealth 2, Survival 3, Vigilance 2

Talents: Command, Field Commander, Improved Field Commander, Second Wind

Abilities: None

Equipment: Heavy clothing, slugthrower rifle, gaffi stick

The leaders of Tusken bands are these war chiefs. They are rarely seen by outsiders except when leading an attack on a moisture farm or other targeted location. War chiefs are the most cunning of all Tuskens, often hanging at the back of a party to command the others. One should not think that they are less skilled in combat, though, since the war chiefs are often old bantha riders or sharpshooters who have survived long enough to gain a position of honor among their fellows.


Tusken Shaman
Brawn 3 Cunning 2 Presence 2
Agility 2 Intellect 2 Willpower 2

Soak: 4
Wound Threshold: 13
Strain Threshold: 12
M/R Defense: 0 / 0

Skills: Discipline 1, Leadership 1, Lore 1, Medicine 1, Melee 1, Negotiation 2, Perception 2, Resilience 1, Stealth 1, Survival 2, Vigilance 1

Talents: Forager, Sense Basic Power + Control upgrade, Uncanny Senses

Abilities: None

Equipment: Heavy clothing, knife, gaffi stick

Rarest of all the Tuskens are those who seem to have some kind of connection to the Force. It is not known just how they acquire their powers, or how said abilities connect to the Tuskens' mystical outlook on the galaxy. What is known is that the shamans tend to remain in camp or at natural locations sacred to the Tuskens, such as wells and caverns. Thus far the Empire has shown little or no interest in studying these Force-sensitives, but that could always change.

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