Star Wars Villains

EMPEROR

F- TY (6)
A- TY (6)
S- PR (4)
E- TY (6)
R- IN (40)
I- UN (100)
P- UN (100)
H- 22
K- 240
R- MN
P- (-50)

Talents: Alien Species, Bureaucracy, Cultures, Intimidation, Law Enforcement, Military History, Planetary Systems, Archaic Library Systems, Arcane Technologies, Clone Vat Systems, Dark Side Lore, Jedi Lore, Lightsaber Histories, Fleet Tactics, Ground Assault Tactics, Leadership, Bargain, Detective/Espionage, Lightsaber Repair.

Contacts: Emperor.

The FORCE:

Control SH-Y

Absorb/Dissipate Energy
Accelerate Healing
Concentration
Control Pain
Detoxify Poison
Enhance Attributes
Hibernation Trance
Reduce Injury
Remain Conscious
Resist Stun
Short-term Memory Enhancement

Sense SH-X

Combat Sense
Danger Sense
Instinctive Astrogration
Life Detection
Life Sense
Magnify Senses
Receptive Telepathy
Sense Force

Alter UN

Injure/Kill
Telekinesis

Control/Sense

Farseeing
Lightsaber Combat Projective Telepathy

Control/Alter

Accelerate Other's Healing
Control Another's Pain
Feed on Dark Side
Force Lightning
Inflict Pain
Return Another to Consciousness
Transfer Force

Control/Sense/Alter

Affect Mind
Control Mind
Doppelganger
Drain Life Essence
Enhanced Coordination
Telekinetic Kill
Transfer Life

Sense/Alter

Dim Other's Senses


DARTH VADER

Annakin Skywalker

F- IN (40)
A- RM (30)
S- RM (30)
E- IN (40)
R- EX (20)
I- UN (100)
P- UN (100)
H- 130
K- 220
R- UN
P- (-75)

Equipment: Light Saber Rem material strength
Energy Blade Psyche (UN-100) rank damage
Reflection Psyche (UN-100) energy reflection

The FORCE:

Control SH-X (150)
Absorb/Dissipate Energy
Accelerate Healing
Concentration
Control Pain
Detoxify Poison
Enhance Attributes
Hibernation Trance
Reduce Injury
Remain Conscious
Resist Stun

Sense UN (100)
Combat Sense
Danger Sense
Instinctive Astrogration
Life Detection
Life Sense
Magnify Senses
Receptive Telepathy
Sense Force

Alter MN (75)
Injure/Kill
Telekinesis

Control/Sense
Farseeing
Lightsaber Combat Projective Telepathy

Control/Alter
Feed on Dark Side
Inflict Pain

Control/Sense/Alter
Affect Mind
Telekinetic Kill

Talents: Leadership, Occult (the Force), Military, Space Pilot, Martial Arts D.
Contacts: Emperor.


GRAND ADMIRAL THRAWN

F- TY (6)
A- TY (6)
S- TY (6)
E- GD (10)
R- IN (40)
I- RM (30)
P- IN (40)
H- 28
K- 110
R- AM
P- 0

Talents: Artist, Detective, Martial Arts E, Military, Vehicles, Guns, Leadership.
Contacts: Empire.


ADMIRAL DAALA

F- EX (20)
A- GD (10)
S- TY (6)
E- GD (10)
R- RM (30)
I- IN (40)
P- IN (40)
H- 446
K- 110
R- IN
P- 0

Equipment: Blaster Pistol- EX (20) Force

Talents: Guns, Martial Arts E, Acrobatics, Law, Law Enforcement, Pilot, Military, Criminology, Computers, Electronics, Leadership.

By "MAD TITAN"


STORMTROOPERS

F- EX
A- EX
S- GD
E- EX
R- TY
I- GD
P- EX
H- 70
K- 36

Equipment: Blaster Rifle EX Energy damage or intensity stun
Armor GD vs. Physical; TY vs. Energy


BOBA FETT

F- RM (30)
A- GD (10)
S- EX (20)
E- IN (40)
R- GD (10)
I- RM (30)
P- RM (30)
H- 100
K- 70
R- EX
P- (-50)

Equipment: Battle Armor
personally modified Mandalorian battle armor that covers his head, torso, and arms with no Agility penalties.

* Body Armor: RM (30) Material Strength and EX (20) protection from Physical and Energy attacks.

* Wrist Lasers: RM (30) Energy damage with PR (1 area) range.

* Rocket Dart Launcher: Can pierce IN (40) Material Strength or less. Tip is coated with poison (Poison, Knock-Out, etc.) of RM (30) intensity. FB (1/2 area range).

* Turbo-projected Grappling Hook: 20 meter (1/2 area) lanyard (RM (30) Material Strength) with magnetic grappling "hook" (RM (30) Magnetism). FB (1/2 area) range.

* Flame Projector: RM (30) Fire Energy damage in 1 meter cone. FB (5 meter (5.45 yards) (1/8 of an area)

* Concussion Grenade Launcher: IN (40) Blunt damage to all in one area. Has firing range of AM. Magazine carries 20 grenades.

* Jet Pack: For every charge used, he can move at FB Airspeed (30 MPH / 0.5 MPM) either 3 areas horizontally, or 2 areas vertically. His jet pack only has enough fuel for 20 charges.

* Sensor Pod: AM (50) Tracking ability.

* Infra-red / Motion Sensor: Integrated infra-red and motion sensors in helmet gives EX (20) intensity and range Infra-red vision in darkness. It also allows him to detect motion in front of him and to his sides with EX (20) intensity and range.

* Macro binoculars: Enables him to see objects at up to IN (12 area) range. Scope-linked into blaster rifle, allowing him to fire it at +2CS to his Agility (in addition to Marksmanship).

* Sound Sensors: Makes out sound at up to EX (20) range. It can tell where the sound is coming from with AM (50) ability. This only works in quiet areas.

* Internal Comlink: Can be linked to Slave I's control system (with beckon call) to have it operate under remote control (come to his location, fire weapons, etc.), or it can be tuned into other standard frequencies. It also has an external speaker.

* Broadband Antenna: Can intercept and decode most communications made on standard frequencies. As a result, Boba Fett can patch into shipboard communications.

* Winch: This is capable of lifting TY (221 pounds) weight (Boba Fett and his equipment only).

* Sealed Enviro Filter: Filter system can block out harmful molecules, or in case of insufficient or deadly atmospheres, the suit can seal drawing upon a two hour (1,200 turn) supply of air.

Blaster Rifle: Range: AM, Price: (Gun) GD (1,000 credits), (Power Pack) FB (25 credits)
Damage: IN (40) Stunning or Energized Force
Rate: 1, Shots: 100 per power pack
Material: GD (See Macro binoculars in suit description for bonus to hit.)

Comlink: This is a personal communication device. It has a SH-X (150) range. It can broadcast over countless different frequencies. It can pick up normal Standard Clear Frequencies (SCF's) (non-restricted bands). It can monitor one specific frequency and SFC's simultaneously. It costs FB (25 credits).

Wookie Scalps: Several dangle from his belt. His Popularity with Rebels, Wookies, and the like drops by -10.

Slave I:

This is Boba Fett's personal ship. It has the following:
* CONTROL: TY (6).
* SPEED: (Atmosphere) UN (40 areas) A.S. / (Space) SH Z (200 areas) A.S. / (Hyperdrive) CL 5000/1 (5,000/1) (100 x light speed)
* BODY: RM (30) vs. Physical and Energy.
* PROTECTION: RM (30) vs. Physical and Energy.

* Shields: GD (10) vs. Physical and Energy.

* Sensors: Passive: AM (50) range /// Scan: UN (100) range ///Search: SH X (150) range /// Focus: TY(06)

* Sensor Mask: -2CS to detect Slave I at ranges of MN(75) or greater.

* Sensor Jamming: -3CS to sensors to identify Slave I as a ship instead of an ion storm, -2CS to detect the ship's vapor trail.

* 2 Twin-mounted Blaster Cannons: Fire Arc: Turret, Fire Control: +1CS to Agility for firing; Range: SH X (74 areas), Damage: RM (30) Energized Force.

* Concussion Missile Tube Launcher: Fire Arc: Front, Fire Control: +2CS to Agility for firing; Range: AM (17 areas), Damage: EX (20) Blunt to all in 1 area.

* Ion Cannon: Fire Arc: Front, Fire Control: +1CS to Agility for firing; Range: MN (37 areas), Damage: RM (30) disruption of electrical and mechanical devices.

* Tractor Beam Projector: Fire Arc: Turret, Fire Control: +2CS to Agility for firing; Range: UN (50 areas), Damage: RM (30) Tractor beam.

* Two Proton Torpedo Launchers: Firing Arc: Turret, Fire Control: +1CS to Agility for firing; Range: SH X (74 areas), Damage: None; attaches homing beacon or S-thread tracker which is mounted on dummy proton torpedoes and which magnetically attach to a target ship's hull. They have short ranges of 15-20 light years, utilizing the same technology as subspace radio's. The S-thread trackers send frequencies on HoloNet reciever bands, allowing him to track a ship to the side of the galaxy provided the ship passed HoloNet S-threads.

* Craft: Kuat Systems Engineering's Firespray Class: Firespray-31.
* Type: Sublight Patrol and Attack Craft.
* Length: 21.5 meters.
* Crew: 1.
* Passengers: 6 (prisoners).
* Cargo Capacity: IN (40) weight (40 metric tons). (It is currently converted into a high security holding area with force cages and restraints to hold the prisoners).
* Consumables: 1 month (30 days = 414,000 turns).
* Type: Space.
* Cost: N/A.

Talents: Marksman, Thrown Weapons, Languages, Astrogation, Pilot, Jet Pack Operation, Leadership, Crime, Repair-Tinkering, Computers, Demolition, Electronics, Detective-Espionage, Weapons Specialist: Mandalorian battle armor weapons.

Contacts: None. (As per employer. When job is over, it is doubtful that the employer or those in his/her/its employment will remain contacts.)

By WLB (WMLEBG@webtv.net)


BOSSK

F- RM (30)
A- TY (6)
S- EX (20)
E- IN (40)
R- EX (20)
I- RM (30)
P- GD (10)
H- 96
K- 60
R- GD
P- 0

Powers: Claws EX (20) edged damage
Armor- Natural Hide TY (6) vs. Blunt damage

Equipment: Blaster Rifle RM (30) force damage
Grenade Launcher IN (40) force damage
Flamethrower RM (30) energy damage
Binders RM (30) material strength

Talents: W.P. Blaster Rifle, Martial Arts A, B, Pilot, Engineering, Detective/Espionage, Computers, Electronics.


4-LOM

Bounty Hunter/Droid

F- TY (6)
A- RM (30)
S- EX (20)
E- RM (30)
R- RM (30)
I- RM (30)
P- TY (6)
H- 86
K- 66
R- GD
P- 0

Powers: Analytical Mind- +2CS to Intuition rolls on guessing the next move of their bounties.
Body Armor GD (10)

Equipment:
Blaster Pistol- EX (20) Force damage
Stun Gas Blower- RM (30) intensity

Talents: Medicine, Law, Pilot, Buisness/Finance, Engineering, Criminology, Detective/Espionage, Computers, Electronics, Languages.

By "MAD TITAN"


DENGAR

F- EX (20)
A- EX (20)
S- GD (10)
E- RM (30)
R- EX (20)
I- RM (30)
P- TY (6)
H- 80
K- 56
R- GD
P- 0

Equipment: Blaster Rifle- RM (30) Force damage
Concussion Grenades- IN (40) Force damage
Vibroblade- RM (30) Edged Energy damage

Talents: Guns, W.P. Blaster Rifle, Marksman, Martial Arts A, B, E, Acrobatics, Pilot, Crimonology, Detective/Espionage.

By "MAD TITAN"


IG-88

F- TY (6)
A- TY (6)
S- EX (20)
E- AM (50)
R- IN (40)
I- MN (75)
P- GD (10)
H- 82
K- 125
R- GD
P- 0

Equipment: Blaster Rifle- RM (30) Force damage

Talents: Guns, Marksman, Weapons Master, Pilot, Engineering, Criminology, Detective/Espionage, Computers, Electronics.

SHIP IG-2000

CTRL: AM
SPEED: SH-Z (Hyper-Space CL. 5000)
BODY: AM
PROT: RM

Weapons: Forward Laser Cannons- AM (50) Energy damage
Ion Cannon- IN (40) Shields do not effect this weapon.
2 Tractor Beams- MN (75) strength

By "MAD TITAN"


JABBA THE HUTT

F- GD (10)
A- PR (4)
S- PR (4)
E- EX (20)
R- EX (20)
I- RM (30)
P- RM (30)
H- 38
K- 80
R- RM
P- (-30)

Special Abilities: Force Resistance
Hutts have an innate defense against Force based mind-manipulation techniques. They receive a +2CS to resist.

Talents: Resist Domination, Bereaucracy, Business/Finance, Cultures, Intimidation, Languages, Law Enforcement, Streetwise, Bargaining, Leadership, Gambling, Persuasion.
Contacts: Galactic Underworld, Empire.

Limitations: Hutts cannot learn Force skills
Serious Irrational Attraction to beautiful women
cannot move without assistance

Base of Operations: Tatooine
Motivation: Mercenary
Occupation: Crime Lord

History: Jabba is the galaxy's most notorious crime lord, with fingers in every vice, including spice smuggling.

Description: Jabba is a huge, bloated slug-like creature, with snake-like eyes; dry, warty skin; and a fat, slime-covered tongue. He has no legs, but moves about by slithering on his fat tail. His arms are short. By the time of his death, Jabba was so fat, he could not move without assistance.

Universe History: Jabba can be a crime lord in the DCU. Perhaps butting heads against the likes of L.E.G.I.O.N. or the Green Lantern Corps. There's no doubt that he has hired Lobo once or twice in the past to collect on some overdue debt. For Marvel, Guardians of the Galaxy probably know him, any of the space faring races, the Silver Surfer probably has knowledge of him.


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