Daily Archives: October 1, 2011

Threat Assessment: Riff Tamson

Just when you thought it was safe to go back into the water…

Hot off of yesterday’s Karkarodon stats, I give you my take on the Karkarodon commander from the first three episodes of this season of Star Wars: The Clone Wars.

Riff Tamson – CL 12

Medium Karkarodon Soldier 7/Elite Trooper 4/Officer 1

Force 7; Dark Side 6

Init +13; Senses Perception +10; scent

Languages Basic, Binary, Mon Calamari, Quarrenese, Karkarodon


Defenses Ref 28 (flat-footed 24), Fort 30, Will 25

hp 117; DR 2; Threshold 30


Speed 4 squares, swim 8 squares

Melee bite +17 melee (2d10+12) or

Melee bite +21 melee (2d10+18) with Powerful Charge

Melee explosive knife +17 melee (1d4+10)

Base Atk +12; Grp +16

Atk Options Accurate Blow, Flurry, Impaling Assault, Maniacal Charge, Powerful Charge

Special Actions Commanding Presence, Conditioning, Indomitable 1/day, rage 1/day


Abilities Str 18, Dex 14, Con 14, Int 16, Wis 9, Cha 8

Special Qualities delay damage, scent

Talents Accurate Blow, Armored Defense, Commanding Presence, Impaling Assault, Indomitable, Teras Kasi Basics, Weapon Specialization (simple weapons)

Feats Armor Proficiency (light, medium), Conditioning, Flurry, Increased Agility, Maniacal Charge, Martial Arts I, Martial Arts II, Powerful Charge, Weapon Focus (simple weapons), Weapon Proficiency (pistols, rifles, simple weapons)

Skills Initiative +13, Knowledge (tactics) +14, Perception +10, Persuasion +10, Pilot +13, Swim +15 (can reroll twice, must take the final result, can always take 10, even when distracted or threatened)

Possessions 4 exploding knives (see below), Karkarodon battle suit (treat as an armored flight suit without life support)

Here you have a character that can really make the character’s lives miserable if he catches them underwater. With an astonishing speed of 8 squares while swimming, he’ll be swimming circles around even the PCs with natural swim speeds of their own. Add in his deadly charge with the ability to avoid attacks of opportunity from those he passes through thanks to the Maniacal Charge feat, and he could really put the hurt on even the most seasoned warriors. His exploding knives are his real ace in the hole and can really be a surprise for the part that finds themselves on the wrong end of things. Speaking of which…

Exploding Knives

This weapon is a mix of simple elegance, and deadly trickery. The knife appears to be a simple combat knife, if a little bit shorter than average, with a serrated blade. What appears to be a decoration on the handle is in fact a detonator connected a timed explosive set to go off a short time later. The serration on the blade makes it difficult to pull the knife out once it is stuck into a person’s anatomy. If the attack hits the target, compare the attack roll against the target’s Fortitude Defense. If it equals or exceeds the target’s Fortitude’s Defense, it had become stuck in the target, and can only be removed with a move action and a successful DC 15 Strength check. Activating (or deactivating) the timer is a swift action, and at the end of the wielder’s next turn, the detonator explodes, dealing 4d6 points of slashing damage in a 2 square burst. Treat this as an area attack by a fixed explosive, meaning the attack is at a +10 versus the targets’ Reflex Defense. Noticing the switch to the timer (or realizing what the knife is) takes either a DC 25 Perception or Knowledge (technology) check. These knives can also be manufactured to have the switch hidden elsewhere, increasing the DC for either check by 5 or even 10, but at a major increase to the cost (an extra 500 per knife per 5 point DC increase). Because of the knife’s explosive property, it is illegal to own on many planets.

Explosive Knife – 500 credits – 1d4 damage plus special – 2 kg – Piercing – Illegal


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