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Adversary Roleplaying Star Wars

SW ADF-N Kodron Jammer

Star Wars – Adversary Data File

Nemesis – Kidron Jammer

Creatures of the Galaxy

Jammers are manta-ray like creatures that live in the jungle of Kidron. They use a combination of air sacs and their “wings” to keep aloft. They are ferocious predators who can emit a horrendous stench cloud five meters in diameter that “jams” the olfactory senses of the Orfites and the krills, their traditional prey. Non-Orfites who have no breathing apparatus must make a Very Difficult roll or be nauseous and unable to move for a number of rounds.

Fantasy Flight Games Rules – Kirdon Jammer [Nemsis]

Source: West End Games – Planets Collection (sw-weg-2e-pc p.155) converted to FFG rules by the GM.

Kidron Jammer [Nemesis]

Brawn 2 – Agility 2 – Intellect 1 – Cunning 3 – Willpower 1 – Presence 1
Soak Value 6 – Wound Threshold 20 – Strain Threshold 20 – Melee/Ranged Defence 2/1

  • Skills: Brawl (B) 2, Piloting – Planetary (A) 1, Resilience (B) 3, Stealth (A) 3
  • Talents:
    • Adversary 1 – Upgrade all combat checks against target by 1.
    • Brilliant Evasion – Action – The creature can make a piloting roll vs one opponent and make a Opposed Piloting check, if successful the target may not attack for rounds equal to the agility.
    • Defensive Driving 1 – its defensive rating is increased by 1 in defence zones.
    • Disorient 3 – After hitting on combat check, may spend two Advantages to dosirent foe struck. Target gets a Setback (Black) dice to all rolls.
    • Dodge 2 – When targeted (melee or ranged), can take a incidental to take strain up to rank and upgrade the check by that amount.
  • Abilities:
    • Flight – Jammers can fly using the Piloting – Planetary skill treating themselves as an aircraft with Silhouette 2 and has a move of 2.
    • Scent Sacks – Scent clouds effectively blind Orfites and krills. both who use smell as a primary sense. When caught in a five meter diameter scent cloud, the Orfiites and Krill upgrade all checks by 2 that involve vision or smell.
  • Equipment:
    • Teeth (Brawl; Damage 4, Critical 3, Range Engaged; Disorient 3)
    • Tentacles (Brawl; Damage 3; Critical 4; Range Engaged; Disorient 3, Knockdown)
  • Notes: Non-Orfites must make a Very Difficult (4 purple) Resilience check or be nauseous and unable to move for a rounds, increased by 1 for each failure, and 1 for every two Disadvantage (Threat) rolled. A Despair requires the character to seek medical attention ro recover.
West End Games Rules – Kidron Jammer

Source: West End Games – Planets Collection (sw-weg-2e-pc p.155)

  • Type: Wild Predator
  • DEXTERITY 2D
  • Dodge 4D, Flight 4D+2
  • PERCEPTION 3D
  • Hide 6D, Sneak 8D
  • STRENGTH 2D
  • Brawling 6D, Stamina 7D
  • Special Abilities
  • Flight – Jammers can fly using the flight skill
  • Tentacles – Dp STR+1D damage
  • Teeth – Do STR+2D damage
  • Scent Sacks – Scent clouds effectively blind Orfites and krills. both who use smell as a primary sense. When caught in a five meter diameter scent cloud, the Orfiites and Krill suffer -2D to all actions that involve vision or smell.
  • Move: 6 (walking), 12 (flying)
  • Size: 2.0 to 3.0 metres long, average wingspan 3.0 metres.
  • Notes: Non-Orfites must make a Very Difficult Strength roll or be nauseous and unable to move for 1D+1 rounds.

Game Master Notes

Content Updates

  • 2011-11-30 – Upgraded from Rival to Nemesis after publication.
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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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