Archiv der Kategorie: T

Treppok

Treppok
Type: Placid aquatic imnivore
Planet of Origin: Baralou
DEXTERITY 2D
PERCEPTION 2D
STRENGTH 6D
Special Abilities:
Teeth: Do STR+2D damage. If a character is wounded, he
or she must male a Moderate Dexterity check to avoid being
swallowed.
Move: 45 (swimming)
Size: Up to 30 meters long
Orneriness: 4D
Source: Planets Collection (page 31)

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Thevaxan Marauder

Thevaxan Marauder
Type: Giant reptilian hunter
Planet of Origin: Gorsh
DEXTERITY 2D
PERCEPTION 1D
STRENGTH 5D
Brawling 5D+2
Special Abilities:
Tai Swipe: Does STR+2D damage.
Teeth: Do STR+1D damage.
Charge: Does STR damage, plus an extra +1D for every
round charging up (up to +3D).
Move: 15
Size: Up to 20 meters long, up to 8 meters tall at the
shoulder
Orneriness: 7D
Source: Planets Collection (page 56)

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Tedellian Besiioth

Tedellian Besiioth
Type: High-gravity hunter
DEXTERITY 1D+2
PERCEPTION 2D
Search 4D+2
STRENGTH 4D+2
Brawling 6D+2, climbing/jumping 5D+2
Special Abilities:
Visual Tracking: Besiloths rely on vision for tracking. In
large expanses of open terrain, they can spot prey from
kilometers away.
Intimidating Gaze: Effectively has an intimidation score of
7D. If the besiioth’s intimidation attack succeeds by more
than 10 points, the target looks away and is incapable of
action for the next round.
Claws: Do STR+1D damage.
Bite: Does STR+1D damage.
Move: 12 (high-gravity worlds), 18 (standard gravity words)
Size: Up to 2 meters long
Source: Creatures of the Galaxy (pages 77-78)

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Tris

Tris
Type: Domesticated riding animal
Planet of Origin: Coyn
DEXTERITY 4D
Running 5D
KNOWLEDGE 0D
Intimidation 5D
PERCEPTION 3D
Search: tracking 5D
STRENGTH 5D
Stamina 7D
Special Abilities:
Hooves: Do STR+1D damage.
Teeth: Do STR+2D damage.
Move: 16
Size: 2.0 meters tall at the shoulder, up to 3.5 meters long
Orneriness: 5D+1 (1D for Coynite soulrider)
Source: Planets Collection (pages 144-145)

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Tymp

Tymp
Type: Nocturnal forager
Planet of Origin: Serat
DEXTERITY 3D
PERCEPTION 1D
STRENGTH 1D+1
Special Abilities:
Night Vision: Tymps have extremely good night vision and
receive +2D bonus to all Perception tasks undertaken in low
light conditions.
Tusks: Tymps fight with their tusks, which do STR+1D
damage.
Climbing: When under extreme stress, tymps will use their
prehensile tails to climb tress, adding +2D to their climbing
skill.
Move: 10
Size: 0.7 merters (plus 0.7-meter tail)
Source: Creatures of the Galaxy (pages 85-86)

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Two-Headed Tortuce

Two-Headed Tortuce
Type: Amphibian herbivore
Planet of Origin: Canastra IV
DEXTERITY 2D+1
PERCEPTION 3D+2
Sneak 5D+1
STRENGTH 2D+2
Brawling 3D, swimming 4D
Special Abilities:
Armor: Tortuce shells are extremely hard
and durable and get +1D to resist all
physical and energy attacks.
Dual Brained: Tortuces have two
distinct brain cavities. This permits the
coordination of multiple attacks against
would-be aggressors: the creature can
make two attacks at no penalty; third
and subsequent actions suffer normal
penalties (the third is at -1D, the fourth
at -2D, and so forth).
Heightened Smell: Tortuces sense the
presence of other creatures primarily
through a heightened sense of smell (+1D
to any search rolls).
Jaws: Tortuces have very powerful jaws
(used to rip out vegetation). They cause
STR+1D damage.
Move: 4 (walking), 8 (swimming)
Size: 0.8-1.0 meters long
Source: Creatures of the Galaxy (pages 84-85)

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Tusk-Cat

Tusk-Cat
Type: Large feline
Planet of Origin: Naboo
DEXTERITY 4D
PERCEPTION 1D
Search 4D+1, search: tracking 4D+1, sneak 2D+2
STRENGTH 4D+2
Special Abilities:
Bite: Does Strength +1D damage.
Claw: Does Strength +2 damage.
Low Light Vision: A tusk-cat can see twice as far as a human
in dim light.
Move: 20
Size: Unlisted (large)
Orneriness: 4D
Source: Secrets of Naboo (page 59)

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Tunnel Worm

Tunnel Worm
Type: Mutated bio-experiment
Planet of Origin: Kathol Rift
DEXTERITY 3D
Brawling parry 5D
PERCEPTION 2D
Search 6D, sneak 5D
STRENGHT 3D
Brawling 5D
Special Abilities:
Internal Luminescence: Tunnel worms can generate an
internal phosphorescent glow that appear dim to human
eyes.
Absorption: The tunnel worm absorbs its prey through its
permeable outer membrane. Its internal digestive acids do
4D damage.
Permeable Body: Attempts to puncture the translucent
creature will be unsuccessful, since it can adjust its outer
membrane to let solids pass through. However, energy
weapons will inflict major damage on the creature. All
blaster hits on the tunnel worm receive a +1D bonus to
damage.
127
Move: 15 (swimming)
Size: 3 meters
Source: The DarkStryder Campaign: The Kathol Rift (pages
65-66)

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Tuggle

Tuggle
Type: Domesticated
sledge beast
Planet of Origin:
Toola
DEXTERITY 2D
PERCEPTION 1D
STRENGTH 3D
Lifting: pulling 4D,
stamina 4D
Special Abilities:
Bite: STR+2D
damage.
Move: 12; 35 km/h
(unhitched). 10; 30
km/h (hitched)
Size: 0.5 meters
tall, 1.5 meters
long
Orneriness: 2D
Source: Rules of
Engagement: The
Rebel Specforce
Handbook (page
55)

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Troos Armored Crebik

Troos Armored Crebik
Type: Arboreal anthropod
Planet of Origin: Troos
DEXTERITY 2D
PERCEPTION 2D+2
STRENGTH 3D
Special Abilities:
Falling Attack: The falling attack of the crebik does 6D+2
damage. In addition, potential targets must make a Very
Difficult Perception roll to avoid being surprised by the
attack.
Pincers: Do STR+2D damage.
Mandibles: Do STR+2 damage.
Move: 6
Size: 1 meter long
Source: Creatures of the Galaxy (pages 83-84)

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Tripion

Tripion
Type: Desert crustacean
Planet of Origin: Yavin 13
DEXTERITY 3D+2
PERCEPTION 1D+2
STRENGTH 1D-5D *
Brawling 5D+1
* The larger species of tripions will have greater Strength.
Special Abilities:
Pincers: the pincers do not themselves inflict damage, but
are used to seize and hold prey. When a tripion makes a
successful pincer attack, its target must make a Moderate
Dexterity roll. Characters who fail this roll are held fast
by the creature, and suffer a -2D penalty do Dexterity.
Breaking free of the pincers require an opposed Strength
roll; the character must succeed by six or more points to
break free.
Venom Tail: The three tail stingers can strike in the same
turn. The smaller tripions mostly cause stun damage of
1D-2D, while the larger species tend to do 3D-4D=1 regular
damage, because their venom is more potent.
Move: 12
Size: 1-18 meters long
Source: Galaxy Guide 2 – Yavin and Bespin (page 29)

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Tresher

Tresher
Type: Avian cliff dweller
Planet of Origin: Tinallis
DEXTERITY 3D+2
Dodge 7D
PERCEPTION 4D
Search 6D
STRENGTH 5D+2
Special Abilities:
Acute Vision: Treshers have extremely good eyesight for
spotting prey from high altitudes. Add +2D to visual search
rolls.
Bite: Teeth in semi-circular jawbone do STR+2 damage.
Talons: Leg claws do STR+2 damage.
Tail: When used as a tailswipe, bony-ridged tail feathers do
STR+1 damage.
Diving Attack: Treshers commonly attack by diving on prey.
When making such strike, movement is increased to 55
(160 km/h) and increase attack damage by +1D.
Move: 6 (walking), 18 (flight)
Size: 1.8-2.4 meters tall, up to 3.5-meter wingspan
Source: Creatures of the Galaxy (pages 81-83)

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Tree Viper

Tree Viper
Type: Large snake
Planet of Origin: Najarka
DEXTERITY 2D
PERCEPTION 2D
STRENGTH 3D
Brawling 4D
Special Abilities:
Fangs: Do 2D damage (plus poison)
Constriction: 3D damage each round (subtracts 2D from
Dexterity of the captured character until character makes
successful opposed Strength roll to break free).
Venom: If character is wounded by a bite attack, he is
considered poisoned. Each round thereafter, he must make
a Moderate Strength roll or be paralyzed. If paralyzed, all
voluntary muscle activity stops. After ten round, the toxin
has affected the involuntary muscles, and the character
can no longer breathe. Characters who cease breathing
for eight minutes suffer brain damage, and are completely
unresponsive to all but the most effective Force powers. The
myotoxin can be counteracted at any time before those eight
minutes elapse, using the general antitoxin preset in any
medpac.
Combat: The tree vipers are large snakes with grey and
brown skin. In their initial attack, they will leap up to ten
meters from the trees.
Move: 4
Size: 2.5-3 meters long
Source: The Abduction of Crying Dawn Singer (pages 11-
14)

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Tranthebar Mountain Ripper

Tranthebar Mountain Ripper
Type: Avian predator
Dexterity 3D
Perception 1D+2
Search 6D, sneak 5D
Strength 2D+1
Stamina 4D
Special Abilities:
Beak: Rippers have exceptional vision and can spot an
object as small as 10 centimeters from a distance of 200
meters (this is reflected in their search skill)
Silent Movement: Rippers glide with minimal noise, riding
mountain thermal currents to their advantage.
Speed: Rippers can make dives at speeds approaching 200
kilometers per hour.
Talons: Talons do STR+2D damage.
Move: 40 (flying), 70 (diving)
Size: 2.2 meters tall at the shoulder, up to 5 meters
wingspan
Orneriness: 5D
Source: Galladinium’s Fantastic Technology (page 91)

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Tra’cor

Tra’cor
Type: Amphibious creature
Planet of Origin: Socorro
DEXTERITY 3D
Brawling parry 4D+2
PERCEPTION 3D
Hide 4D, search 5D, sneak 4D+2
STRENGTH 4D+2
Brawling 5D+1, climbing/jumping 5D, stamina 5D, swimming
5D+1
Special Abilities:
Claws: Do STR+2D damage.
Teeth: Do STR+1D damage.
Dehydration: Tra’cors can spend can spend up to 24 hours
out of water without suffering ill-effects, but after this
period, they begin to suffer a -1D penalty to all skills for
each additional 8-hours period out of water.
Water Glands: From time to time, water cellars dry up or
drain into lower, inaccessible areas and the tra’cors are
forced to migrate. Special glands along the underside of the
creature’s neck allow it to know instinctively the location of
the nearest water source, up to 10 kilometers away.
Move: 5 (land), 13 (water)
Size: 2.7 meters tall (standing), 1.3 meters (on all fours)
Source: The Black Sands of Socorro (pages 22-23)

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Thunder Lizard

Thunder Lizard
Type: Massive saurian
Planet of Origin: Marca
DEXTERITY 2D
PERCEPTION 1D+2
STRENGTH 5D
Special Abilities:
Armor: Grants +1D to Strength to resist damage.
Tail Slap: Does STR-1D damage.
Move: 4
Size: 12 meters long
Orneriness: 3D
Combat: Generally peaceful, but dangerous when angered
or frightened. Thunder Lizards will leave characters alone
unless attacked or surprised. They will be found only in
water.
Source: Planet of the Mists (page 14)

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Thornsniper Plant

Thornsniper Plant
DEXTERITY 0D
Thorns 3D
PERCEPTION 1D+2
Hide 5D
STRENGTH 2D
Special Abilities:
Camouflage: The thornsniper plant blends in with the
plants around it. When in a jungle or wooded environment,
thornsnipers may add +2D to their Hide skill checks to
avoid detection.
Thorns: When it senses vibrations, the thornsniper shoots
volleys of thorns in that direction. The plant will continue
to fire thorns for up to five rounds after it has “spotted” a
victim.
Tremorsense: A thornsniper automatically detects vibrations
made by moving creatures in contact with the ground. This
sense extends to a range of 20 meters.
Move: 0
Size: Unlisted (Small)
Source: Coruscant and the Core Worlds (page 64)

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Thanu

Thanu
Type: Carnivorous volcano dweller
Planet of Origin: Kamur
DEXTERITY 3D
PERCEPTION 1D+2
STRENGTH 2D
Special Abilities:
Heat Immunity: Thanus are extremely resistant to heat
(giving them a +1D bonus addes to their Strength when
resisting blster damage) and can travel across any solid
surface, regardless of temperature.
Tentacles: Thanu tentacles do damage equal to the Strength
of the thanu. In addition, when a thanu makes a successful
tentacle attack, its target must make a Moderate Dexterity
roll to avoid being entangled by the tentacle. Characters
who fail this roll suffer no additional damage, but during
every following round, they must make a Strength roll that
is equal to or greater than the roll made by the thanu, or
they will be pulled into its mouth. If the character’s Strength
roll is more than 10 points higher than that of the thanu,
then the character has completely escaped from its grasp.
Teeth: The teeth of the thanu (which have evolved to crush
both silicavores and the rocks that they have consumed)
do STR+2D damage. As with the tentacles, the character
must make a Strength roll 10 or more points higher than the
thanu to escape its mouth.
Move: 4
Size: 1.1 meters tall
Source: Creatures of the Galaxy (pages 80-81)

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Thanu

Thanu
Type: Carnivorous volcano dweller
Planet of Origin: Kamur
DEXTERITY 3D
PERCEPTION 1D+2
STRENGTH 2D
Special Abilities:
Heat Immunity: Thanus are extremely resistant to heat
(giving them a +1D bonus addes to their Strength when
resisting blster damage) and can travel across any solid
surface, regardless of temperature.
Tentacles: Thanu tentacles do damage equal to the Strength
of the thanu. In addition, when a thanu makes a successful
tentacle attack, its target must make a Moderate Dexterity
roll to avoid being entangled by the tentacle. Characters
who fail this roll suffer no additional damage, but during
every following round, they must make a Strength roll that
is equal to or greater than the roll made by the thanu, or
they will be pulled into its mouth. If the character’s Strength
roll is more than 10 points higher than that of the thanu,
then the character has completely escaped from its grasp.
Teeth: The teeth of the thanu (which have evolved to crush
both silicavores and the rocks that they have consumed)
do STR+2D damage. As with the tentacles, the character
must make a Strength roll 10 or more points higher than the
thanu to escape its mouth.
Move: 4
Size: 1.1 meters tall
Source: Creatures of the Galaxy (pages 80-81)

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Tesfli Piercer

Tesfli Piercer
Type: Swarm insect
Planet of Origin: Gorsh
DEXTERITY 2D
PERCEPTION 0D
STRENGTH 0D
Special Abilities:
Fragile: Open flame and insect repellants scare them off and
exposure to cold will kill them.
Rotting Disease: Their bite causes no actual damage, but
anyone bit must make a Very Easy stamina check or be
infected by a “rotting disease”. Within one week the infected
limb will swell and turn black, after two more untreated
weeks the limb is at -1D Dexterity and Strength, after
another week, -2D. After seven weeks of infection the limb
is totally useless.
Move: 8
121
Size: 1-4 centimeters long
Source: Planets Collection (page 87)

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Tenticulon

Tenticulon
DEXTERITY 3D+2
Sting 5D+2
PERCEPTION 2D
Search 4D, sneak 3D+1
STRENGTH 4D
Grapple 6D, swimming 9D
Special Abilities:
Blindsight: Tenticulons can detect prey out to 80 meters.
Breathe Underwater: As water-born creatures, tenticulons
can breathe underwater and will not drown.
Fast Healing: Tenticulons heal twice as fast as is normal.
Grasping Tentacles: If a tenticulon successfully grapple
an opponent, it can constrict its tentacle(s), inflicting the
creature’s Strength in damage each round, +1D per tentacle
past the first that is constricting. To escape, the target must
succeed in an opposed Strength roll with the tenticulon.
Immune to Heat: Attacks that do damage by producing heat
have their damages reduced to zero against tenticulons.
Stinging Tendrils (12): The stings on a tenticulon’s tendrils
inflict the creature’s Strength rating in damage, but they are
only effective against an unarmored opponent.
Swallow Whole: If the tenticulon manages to grapple a
target with at least five of its tentacles, it can swallow its
target whole if it makes a successful grappling attack. Any
creature swallowed whole is subjected to the tenticulon’s
digestive acids, and these inflict 4D acid damage per
round.
Move: 12 (swim)
Size: Unlisted (Colossal)
Source: Coruscant and the Core Worlds (page 140)

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Tentacle Bird of Pelemax

Tentacle Bird of Pelemax
Type: Flightless jungle avian
Planet of Origin: Pelemax
DEXTERITY 3D
Running 4D
KNOWLEDGE 1D
Intimidation: war cry 6D
PERCEPTION 2D
Hide 4D
STRENGTH 3D
Climbing/jumping 4D, stamina 5D
Special Abilities:
Beak: Does STR+2 damage.
Talons: Foot claws do STR+1D damage.
Tentacles: Tentacles are well developed, manipulative
appendages. These can assist the creature in swinging from
tree to tree with a +1D for all climbing/jumping or running
actions.
War Cry: The creature is renown for its piercing war cry prior
to maing an attack. This cry can be particularly unnerving
to unprepared opponents. If the intimidation:war cry gets 5
or more result points on a target, the target is stunned and
cannot take any actions for two rounds.
Water Storage: The creature can store large amounts of
water in specially developed internal receptacles located
along the base of the neck and upper torso area. It can go
up to one standard month without water.
Move: 16 (running), 10 (climbing/tree movement)
Size: 1.6-2.5 meters tall, up to 3 meters long, tentacles
extending out to 3 meters in length
Source: Creatures of the Galaxy (pages 79-80)

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Telkadis Hiding Tree Spider

Telkadis Hiding Tree Spider
Type: Predatory arachnid
Planet of Origin: Telkadis
DEXTERITY 2D+2
PERCEPTION 2D+1
Hide 3D+2, search 4D, sneak 3D
STRENGTH 3D+1
Digging: tree burrowing 5D+1
Special Abilities:
Silent Movement: Tree spiders can move very silently, adding
+1D+2 to all sneak attempts.
Sense: Tree spiders sense prey by the presence of heat given
off in their vicinity. Add +1D to all search rolls made within
20 meters.
Camouflage: Tree spiders often burrow deep into their host’s
pulpy bark, making them hard to detect, even up close. Add
+3D to all sneak rolls when so hidden.
Poison: Spider bites do 3D damage; in addition, once bitten
the victim must make a Very Difficult stamina roll to avoid
temporary paralysis (lasting upwards of an hour).
Move: 12
Size: 60-80 centimeters in diameter
Source: Creatures of the Galaxy (page 79)

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Tauntaun

Tauntaun
Type: Arctic Climate Omnivore
Planet of Origin: Hoth VI
DEXTERITY 2D
PERCEPTION 3D
STRENGTH 4D
Special Abilities:
Charge Attack: Does STR+1D+1 damage
Arctic Creature: Tauntauns can withstand frigid
temperatures that are deadly to most other creatures
(although their stamina in the cold is not unlimited).
Move: 16
Size: 1.3-2 meters at the shoulder
Orneriness: 1D
Source: Core Rulebook (page 222), The Star Wars
Sourcebook (pages 92-93), Rules of Engagement: The
Rebel Specforce Handbook (pages 54-55), Galaxy Guide 3
– The Empire Strikes Back (pages 13-14), Star Wars Trilogy
Sourcebook SE (pages 180-181), Rebellion Era Sourcebook
(pages 92-93)

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Tatooine Howler

Tatooine Howler
Type: Desert predator
Planet of Origin: Tatooine
DEXTERITY 1D+1
PERCEPTION 2D
Hide 3D, search 3D+2, tracking 4D+1, sneak 3D+1
STRENGTH 5D+2
Brawling 6D
Special Abilities:
Claws: Do STR+1 damage.
Camouflage: Howlers are covered in dirty yellow fur,
allowing them to blend with their surroundings. They get a
+1D bonus to hide in the desert.
Move: 10

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Taozin

Taozin
DEXTERITY 1D
PERCEPTION 1D+1
Hide 5D+1 (8D+1 in dark
conditions), search 5D
STRENGTH 8D+1
Climbing 13D
Special Abilities:
Bite: The taozin’s bite
inflicts its Strength
+1D+2 damage.
Blindsight: Taozin are
blind and do not “see” by
conventional means.
Camouflage: Taozin are
naturally translucent.
In dark conditions, they
gain a +3D bonus to all
Hide skill rolls.
Energy Resistance:
Taozin are resistant
to energy from fire,
blasters, and lightsabers.
When resisting damage
from fire or blasters, a
Taozin gets a +2D bonus
to its Strength. When
resisting damage from
lightsabers, this bonus increases to +3D.
Force Invisibility: Taozin cannot be detected by any uses of
the Force.
Lightsaber Diffusion: When struck by a lightsaber, a
Taozin’s translucent flesh causes the energy from the
saber to “splash” outward in all directions. Anyone within 2
meters of a Taozin that is struck by a lightsaber will take 5D
of damage, unless they make a Difficulty Dodge skill roll.
Web: A taozin can spew an adhesive substance from
its mouth with a range of 3-25/50/100. This web-like
material covers a 6 meter by 6 meter area, and anyone
within the target area may attempt to Dodge the attack as
normal. Anyone hit by this attack is considered entangled.
Entangled creatures suffer a -1D penalty to all attack rolls,
a -2D penalty to their Dexterity scores, and can only move
at half of their normal Movement scores. Those wishing to
free themselves must roll a Very Difficult Strength check to
do so. These webs are flammable, and will burn away within
1D rounds, but anyone caught in the burning webs will take
3D+1 worth of damage each round they are exposed to the
flames.
Move: 4 (ground), 4 (climbing)
Size: Unlisted (Gigantic)
Source: Power of the Jedi Sourcebook (pages 81-83)

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Tantla

Tantla
Type: Forest scavenger
Planet of Origin: Ealor
DEXTERITY 4D+2
Running 6D+2
PERCEPTION 2D+2
Hide 4D, sneak 4D+2
STRENGTH 2D+2
Special Abilities:
Claws: Foot and paw claws do STR+1 damage.
Extremely Protective: Tantla adults are uncommonly
protective of their young. When presented with a potential
threat, they band together as a group and fight to the death
to safeguard their cubs. In such circumstances tantla
adults will unhesitantly sacrifice themselves, if necessary,
to drive off an attacker. When presented with a danger
to their young, all adult tantla attack with +2D to their
Strength rolls for purpose of causing and resisting damage
(this due to increased adrenaline).
Grapple Tongue: The tip of the tantla’s long tongue contains
hundreds of minute suckers used to adhere to its prey,
118
aiding in the quarry’s capture. A potential victim so caught
must make a Difficult Strength roll to break free or suffer a
-1D Dexterity penalty.
Restricted Vision: Tantlas have difficulty in distinguishing
distances and multiple objects in three-dimensional
perspective. Tantlas suffer a -1D penalty to any search rolls
when a target in not moving.
Tail: A barbed tailswipe does STR+2 damage.
Teeth: Teeth do STR+1 damage.
Move: 12
Size: 1-1.3 meters tall, up to 3 meters long
Source: Creatures of the Galaxy (page 77)

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Tangak

Tangak
Type: Carnivorous predator
Planet of Origin: Coyn
DEXTERITY 4D
Dodge 6D
KNOWLEDGE 0D
Intimidation 6D
PERCEPTION 3D
Hide 6D, sneak 5D
STRENGTH 5D
Brawling 7D, lifting 6D, stamina 7D
Special Abilities:
Claws: Do STR+3D damage,
Teeth: Do STR+2D damage.
Camouflage: Tangaks can effectively blend in with their
surroundings. Tangaks gain a +2D bonus to their sneak
dice if the terrain has buildings, trees and bushes, or large
piles of rock to hide near.
Move: 13
Size: 3.0-3.5 meters tall
Source: Planets Collection (page 145)

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