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Earloomz Star Wars Bluetooth Luke Headset

We posted this review back in September of 2011 but with the recent announcement from Earloomz that Best Buy stores are now carrying Star Wars Bluetooth headsets online and in all Best Buy stores nationwide, we wanted to repost it.

Click here for the Best Buy Homepage 

Earloomz are branded as: "a stylish extension of your personality. Sleek design, combined with advanced Bluetooth technology, offers superior comfort and functionality." Today, we take a look at not only how the Earloomz Star Wars Bluetooth Luke Headset looks, but also how well it works. The debut line features, several Darth Vaders, a Stormtrooper, CloneTrooper, Boba Fett, Yoda and the Luke, featured in this review - Click below to check it out!


Galaxy at War
Miniatures Preview 4

Wat Tambor, Techno Union Foreman and 501st Clone Trooper

By Jack Irons

As the Clone Wars spread across the galaxy, more heroes meet the threat of an ever growing array of villains. The Jedi of the Republic must not only face the Separatists but hostile bounty hunters, cunning pirates and many other challenges...

Galaxy at War is the newest set of Star Wars Miniatures from Wizards of the Coast. Based on the exciting Clone Wars cartoon, this set will be available in stores on October 27th.

Wat Tambor, Techno Union Foreman

A key member of the Separatists, Wat Tambor was the leader of the Techno Union and was in charge of the production of Battle Droids used by his organization. Because of the harsh atmosphere that Skakoans breath, Wat Tambor had to wear a pressurized environment suit in order to survive on most other planets.

Besides the droid factory on Geonosis, Wat Tambor oversaw production of droids on planets across the galaxy. This power of industry gave him a position on the executive board of the Confederacy of Independent Systems. He was the first of the board to support Count Dooku's plan of going to war with the Republic and the last council member to die by the hand of Darth Vader during the slaughter on Mustafar.

Like the previous Wat Tambor, in the Revenge of the Sith set, this version has the Unique, Droid Mark and Repair 20 special abilities. However he cost eight points more and for that increase there is more functionality. His hit points are more than double his previous version, he has higher defense, attack and damage stats which means that he will be able to stay in battle longer and deal more damage than before. He is a follower so he benefits from commander effects, such as that from the new Asajj Ventress.

When it comes to dealing damage he also has the Twin Attack ability which doubles his chances of hitting his target. Along with Droid Mark which can be used to prevent attacks against him, Wat Tambor also has the evade ability. So if your opponent makes their save against having to target Wat's chosen droid and makes a successful attack against him, he still has a chance to avoid all the damage with a successful save.

However, the biggest change over the previous version is the inclusion of Immediate Droid Reserves 20. Having a one-in-five chance of working every time initiative is rolled is really good odds for a reserves ability. It is not something that you can count on happening in every game, but when it does it can completely change the final outcome. If you happen to get it twice in one game then it is as if Wat Tambor cost is only 3 points.

Details of of the Skakoan species traits for the RPG can be found here.

Wat Tambor, Techno Union Foreman CL 10

Medium Skakoan noble 3/soldier 4/military engineer 3
Destiny 4; Force 5
Init +11; Senses Perception +11
Languages Basic, Binary (understand), Bocce, Durese, High Galactic, Huttese, Neiomoidian, Quarrenese, Rodese, Ryl, Skakoform, Skakoverbal
Defenses Ref 29 (flat-footed 28), Fort 26, Will 24
hp 70; Threshold 26
Speed 3 squares
Melee unarmed +9 (1d4+6)
Ranged blaster pistol +9 (3d6+5) or
Ranged blaster pistol +7 (4d6+5) with Rapid Shot
Base Atk +8; Grp +9
Atk Options Rapid Shot
Special Actions Field Created Weapon, Savant, Repairs on the Fly, Quick Modifications
Abilities Str 13, Dex 13, Con 12, Int 19, Wis 12, Cha 15
Talents Armored Defense, Educated, Engineer, Improved Armored Defense, Repairs on the Fly, Quick Modifications
Feats Armor Proficiency (heavy, light, medium), Improved Defenses, Linguist, Rapid Shot, Skill Focus (Mechanics), Skill Focus (Use Computer), Skill Training (Mechanics), Starship Designer, Tech Specialist, Weapon Proficiency (pistols, rifles, simple weapons)
Skills Deception +12, Initiative +11, Knowledge (technology) +14, Knowledge (tactics) +14, Knowledge (bureaucracy) +14, Mechanics +19, Perception +11, Persuasion +12, Pilot +11, Treat Injury +11, Use Computer +19
Possessions blaster pistol, heavy pressure suit

501st Clone Trooper

Lead by Clone Commander Rex and serving under Anakin Skywalker, the 501st Clone Troopers had been a part of the Clone War from the first battle on Geonosis. Clones that were part of the 501st Legion received additional special training on Coruscant and not on Kamino like most clones.

501st Clone Troopers were known for their ability to get missions done that were considered a loss cause. They had a fierce sense of duty and loyalty that helped them overcome situations that would have been the end for other soldiers. They continued their service to Anakin even after he fell to the Dark Side and became known throughout the galaxy as the most fearsome legion of Stormtroopers in the Empire, gaining the title "Vader's Fist".

At a cost of only four more points than a Clone Trooper, the 501st Trooper has a lot more going for it in the miniatures game. With twice the hit points, a slightly higher defense and attack, the real benefits are the added abilities.

As with other Republic trooper pieces, the 501st Trooper has the Order 66 ability that allows it to receive commander effects that are specific to that ability as well as being able to be in Imperial squads with Emperor Palpatine, Sith Lord. They also have Double Attack, giving them the option to possible inflict more damage at the cost of not moving.

The biggest benefit comes from their Squad Assault ability. If there are three other allies with the same name it doubles their attack compared to a normal Clone Trooper. This ability when combined with other commander effects can effectively boost the 501st Troopers chances to hit and deal more damage to your opponent's squad.

(Use the RPG Stats for the 501st Trooper found in The Force Unleashed Campaign Guide on page 192)

Source: http://www.wizards.com/default.asp?x=starwars/article/GalaxyatWarWatTambor



Galaxy at War

Forged in the Fires of Battle

From the Core to the Outer Rim Territories, the flames of war spread throughout known space. It is a dark time for the Republic, as clone troopers engage endless waves of battle droids, and the fate of the galaxy rests on the outcome…

Product line features:

  • The ultimate collection of military-minded heroes and villains, including 16 new characters from The Clone Wars – 40 figures in all!
  • Popular favorites and exciting new characters from The Clone Wars animated series!
  • Outstanding Quality! These pre-painted plastic miniatures are durable, collectible, and appealing to all Star Wars fans.

Release Date:October 27, 2009
SKU: 219850000
ISBN: 978-0-7869-5048-5

Download Galaxy at War Checklist Rules (5.1 mb)

Source: http://www.wizards.com/default.asp?x=starwars/article/galaxyatwarminis

Galaxy at War

Prepare for Ground Assault with Galaxy at War™!

by Rodney Thompson, Eric Casle, Gary Astleford, and Daniel Wallace

NEW from Star Wars® Roleplaying Games – Galaxy at War™! From epic battlefields to covert infiltration missions, this book covers everything you need to run a military campaign in the Star Wars universe. Packed with information on military organizations, dangerous battle stations, and the rigors of warfare, Galaxy at War™ presents plenty of new options for players and Gamemasters alike.

This book contains new material from the breadth of the Star Wars saga, including a wealth of new information based on the hit animated series, Star Wars: The Clone Wars™. Create a hardened squad commander, a hand-to-hand combat specialist, a cunning military officer or one of many other character possibilities and join the fight!

  • The perfect gaming supplement to Star Wars™ Miniatures: Galaxy at War™
  • Guides to creating fortresses and battle stations
  • New character options for soldiers and other military-minded heroes
  • All-new adventure content

Release Date: September 15, 2009
SKU: 241817200
ISBN: 978-0-7869-5221-2

Source: http://www.wizards.com/default.asp?x=starwars/article/galaxyatwarrpg


Get $5 off Star Wars Miniatures at Target!

Posted at StarWars.com:

StarWars.com is making available a great discount at Target® stores. Simply print out the PDF coupon below, and take it to Target® to get $5 off the purchase of an Imperial Entanglements Star Wars Miniatures booster pack! (while supplies last)



The below images were posted in our message boards.

We are not sure if these are legit or who the source is but you discuss them and see a set list by clicking here



 Pure Costumes has lots of Couples Halloween costumes ideas.


The Clone Wars Miniatures

Map Pack1: The Attack on Teth



Expand your galaxy with an exclusive map featuring a pivotal battleground and location from The Clone Wars era. Collect two exciting miniatures, including one exclusive - Anakin Skywalker, Jedi™! Pick a side, choose a battle map, and gather your squad. May the Force be with you!

Each Map Pack contains: 2 collectible miniatures, 2 stat cards, and 1double-sided battle map.

Coming soon!

The Clone Wars™ Map Pack 2: Showdown at Teth Palace™
The Clone Wars™ Map Pack 3: The Crystal Caves of Ilum™

Pick up Star Wars™ Miniatures The Clone Wars™ Starter Set for complete game rules.

Release Date:April 21, 2009
SKU: 240110000
ISBN: 978-0-7869-5116-1


Star Wars Miniatures: Imperial Entanglements

Imperial Entanglements focuses on the Rebellion Era and features characters from Star Wars Episode V: The Empire Strikes Back and Star Wars Episode VI:Return of the Jedi. This set also includes important figures from the Star Wars Expanded Universe.

The new set size of 40 miniatures will make collecting favorite chacters easier. 7 miniatures plus cards per pack.


Clone Wars
Miniatures Preview 3

Trandoshan Scavenger and Quarren Isolationist


This November, Wizards of the Coast will release Clone Wars, the next set for the Star Wars Miniatures Game. Today, we present previews of two more minis from the set: the Trandoshan Scavenger and the Quarren Isolationist.

Clone Wars Preview Archive

Preview 1: Yoda on Kybuck and General Grievous, Droid Army Commander
Preview 2: ARC Trooper Sniper

Trandoshan Scavenger

Trandoshans are renowned for their hunting abilities, often enabling them to become skilled bounty hunters or feared slavers. However, not all Trandoshans are up to the challenge or desire to take up their stereotypical roles. Some of the less well-to-do Trandoshans find themselves on the fringes of society, doing whatever they can to scrape out an existence. Trandoshan scavengers sift through the wreckage of the Clone Wars, selling off whatever they find for a few credits. Those quick enough to cart off high-priced equipment can make a lot of credits, as long as the Republic or Separatists don't catch the looters in the act. Other scavengers specialize in less risky goods and locales. In either case, Trandoshan scavengers can be a good source for average or hard-to-find equipment in the backwaters of the galaxy.

In the Star Wars Miniatures Game, the Trandoshan Scavenger is a better-than-average melee attack unit for its cost. Like all Trandoshans, the Scavenger has the ability to heal itself at the expense of movement, thereby extending its life on the battlefield. However, unlike most Trandoshans, the Scavenger does not have Double Claw Attack or Rend. Mighty Swing helps make up for this. Units in the 11-point range have a great variety of statistics and special abilities, usually trading better stats for lesser abilities, or vice versa. The Trandoshan Scavenger falls somewhere in the middle to upper range for its cost, with good stats that work well with its given special abilities.


Star Wars Miniatures Game Stat Card Preview

Faction: Fringe
Cost: 11
Hit Points: 30
Defense: 16
Attack: +7
Damage: 20
Special Abilities: Melee Attack, Mighty Swing, Regeneration 10

Star Wars Roleplaying Game: Saga Edition Statistics


Trandoshan Scavenger CL 4



Medium Trandoshan nonheroic 6
Init +3; Senses darkvision, Perception +8
Languages Basic, Dosh

Defenses Ref 16 (flat-footed 16), Fort 12, Will 10
hp 33; Threshold 12

Speed 6 squares
Melee vibrosword +7 (2d8+2) or
vibrosword +7 (3d8+2) with Mighty Swing
Ranged by weapon +4
Base Atk +4; Grp +6
Atk Options Mighty Swing
Special Actions Bantha Rush

Abilities Str 14, Dex 10, Con 15, Int 9, Wis 10, Cha 8
Feats Armor Proficiency (light), Bantha Rush, Mighty Swing, Toughness, Weapon Focus (advanced melee weapons), Weapon Proficiency (advanced melee weapons, simple weapons)
Skills Perception +8
Possessions light battle armor (+5 armor, +2 equipment), vibrosword, pack with assorted electronic and mechanical equipment


Quarren Isolationist

Throughout the history of the planet Dac, otherwise known as Mon Calamari, the two native sentient species competed for control of their homeworld. The Mon Calamari dominate the surface, while the Quarren live deep in the planet's mighty oceans. Relations between them range from a tolerant peace to open, violent conflict. The Quarren's isolationist tendencies put them at odds with the Mon Calamari, who engage the galaxy and support efforts to make a safer, more civilized place. During the Clone Wars, the Mon Calamari sided with the Republic, while the Quarren supported the Separatists. The result was a civil war that raged above and below the water's surface. The Quarren fought bitterly and were skilled in underwater personal combat.

In the Star Wars Miniatures Game, the Quarren Isolationist is a low-cost melee specialist. For its cost, it has good Hit Points, average to below average Defense, and good Attack and Damage values. It gains an advantage with Melee Reach 2, which can be helpful in keeping the unit out of range of other melee fighters. This is critical, since the unit's low Defense score means it can't stand up to better units for very long. However, when a squad needs some low-cost units to gain additional activations, the Quarren Isolationist is a viable option for any faction, given its Fringe affiliation.


Star Wars Miniatures Game Stat Card Preview

Faction: Fringe
Cost: 9
Hit Points: 30
Defense: 14
Attack: +6
Damage: 20
Special Abilities: Melee Attack, Melee Reach 2

Star Wars Roleplaying Game: Saga Edition Statistics


Quarren Isolationist CL 2



Medium Quarren nonheroic 5
Init +4; Senses Perception +2
Languages Basic and Quarrenese

Defenses Ref 14 (flat-footed 11), Fort 13, Will 11
hp 28; Threshold 13

Speed 6 squares, 4 squares swim
Melee trident +6 (1d8+4) or
Melee unarmed +6 (1d6+2)
Ranged by weapon +5
Base Atk +3; Grp +5

Abilities Str 14, Dex 14, Con 14, Int 9, Wis 10, Cha 8
Feats Martial Arts I, Improved Defenses, Toughness, Weapon Focus (simple weapons), Weapon Proficiency (simple weapons)
Skills Swim +9 (may reroll)
Possessions trident

Posted at: http://www.wizards.com/default.asp?x=starwars/article/CloneWarspreview3 


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Clone Wars Sneak Peek 1

Yoda on Kybuck and General Grievous, Droid Army Commander


This October, Wizards of the Coast will release Clone Wars, the next set for the Star Wars Miniatures Game. It's too early to start presenting full previews of figures from the set, but we just can't wait to share some of the minis with you. So today we're giving you an early sneak peek at two of them: Yoda on Kybuck and General Grievous, Droid Army Commander.

Yoda on Kybuck

Yoda riding the Kybuck was a memorable moment in the original Clone Wars animated series. Certainly it was one of the most surprising, as no one could have predicted seeing the diminutive Jedi Master riding any sort of steed in the battle. Yet ride he did, plunging into combat against invading battledroids on Coruscant. Kybucks, native to Kashyyyk, are known for their amazing speed and agility. Such traits are vital for survival on the Wookiee homeworld. More than a few predators have failed to catch the kybuck, losing the chase in a quick, near-impossible, vector-altering jumping turn or flat-out run.

In the Star Wars Miniatures Game, combining the Force-wielding Yoda with the speedy Kybuck makes for a lethal combination for enemy squads. Galloping Attack enables the unit to make the most of Yoda's devastating attack bonus. Yoda can attack multiple enemies in a single turn and have enough movement left over to escape immediate danger or seek cover. If a particularly opportune series of targets presents itself, Yoda can boost his movement even more through the use of Master Speed -- up to five times in a single game, if he forgoes using Lightsaber Block.

Comparing this unit with previous incarnations of Yoda in the Star Wars Miniatures Game, this unit costs the least, with the exception of Yoda of Dagobah. It has the most Hit Points and a Defense comparable to most of the others. He has the potential for the most attacks, thanks to Galloping Attack, though Double Attack is in line with previous versions. Notably, Yoda on Kybuck has no commander effects and only two Force Powers. Finally, he has the most Force Points of any unit other than Yoda, Jedi Master.

Faction: Republic
Cost: 51
Hit Points: 160
Defense: 20
Attack: +14
Damage: 20
Special Abilities: Unique; Speed 10 (Can move up to 10 squares and attack, or 20 squares without attacking); Melee Attack; Double Attack; Galloping Attack (As this character moves, he can attack each adjacent enemy, +4 Attack; this turn, this character cannot attack any enemy twice and cannot move directly back into a space he has just left)
Force Powers: Force 5; Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11); Master Speed (Force 1: This character can move 6 extra squares on his turn as part of his move)

General Grievous, Droid Army Commander

As the devastating Clone Wars spread throughout the galaxy, the skull-like visage of General Grievous became a feared sight to the citizens of the Republic. At the head of his droid armies, Grievous executed brilliant strategies that gave the Confederacy of Independent Systems many victories in battle. His skill in wielding multiple lightsabers enabled him to cut down even the most capable attackers, including Jedi. As a cyborg, he gained the benefits and penalties of both flesh and machine. However, the Republic simply regarded him as an evil assailant, bereft of compassion.

In the Star Wars Miniatures Game, this version of General Grievous greatly enhances his droid army thanks to an upgraded commander effect. His droid followers become more deadly and harder to hit thanks to +4 bonuses to Attack and Defense. They also gain Twin Attack, allowing them to double their firepower while remaining mobile. These are all distinct improvements over the Supreme Commander version that allowed Double Attack and only upgraded their attacks. While these upgrades are excellent, they really shine when you realize that the new commander effect applies to all droid followers on the battle grid, not just those within 6 squares.

There is a cost to this additional power, however, when compared to other incarnations. First of all, this is easily the most expensive version of the General, with the exception of Grievous's Wheel Bike. He retains his 100 Hit Points, and his Defense remains comparable. However, he really pays for it in his Attack bonus, which drops from +10 or +12 down to +8. This is somewhat mitigated by the addition of the Jedi Hunter ability, but it's still clearly a loss. On the plus side, the inclusion of Blaster 20 gives Grievous a ranged attack, which was previously only available on the Wheel Bike version. Finally, this is the only version that does not have a single Force point. However, the new bonuses more than make up for these drops in his abilities and provide him with the tools to wield his droid army with greater effectiveness.

Faction: Separatists
Cost: 57
Hit Points: 100
Defense: 19
Attack: +8
Damage: 20
Special Abilities: Unique; Cyborg (Counts as both a Droid and a non-Droid; living; subject to critical hits and commander effects); Melee Attack; Triple Attack; Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings); Blaster 20 (Replaces attacks: sight; +12 Attack for 20 Damage)
Commander Effect: Droids are subject to this effect: Droid followers get +4 Attack and +4 Defense and gain Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target).


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Knights of the Old Republic
Miniatures Preview 1

GenoHaradan Assassin and Czerka Scientist


This August, Wizards of the Coast will release Knights of the Old Republic, the newest set for the Star Wars Miniatures Game. Today, we begin our previews of figures from the set with a look at the GenoHaradan Assassin and the Czerka Scientist.

GenoHaradan Assassin

The GenoHaradan is a secret guild of bounty hunters, controlled by unknown individuals out to influence the galactic government and other organizations through selective assassinations. Their activities are so secret that it's impossible to tell exactly how much of an impact they have over galactic events. GenoHaradan assassins range widely in skills and species. They never reveal their affiliation, and their anonymity greatly increases their effectiveness. They are trained in a wide variety of assassination techniques, from the quiet and subtle to the spectacular and devastating.

In the Star Wars Miniatures Game, the GenoHaradan Assassin has an array of special abilities that matches the reputations of guild members. The new Cloaked ability prevents nonadjacent enemies from attacking the unit as long as it has cover. Cunning Attack and Loner give significant bonuses to attack, and they encourage using the unit on its own against a target that has not acted this round. Mobile Attack allows this sneaky assassin to move, strike, and retreat immediately. Finally, Poisoned Blade delivers a potentially lethal blow to living enemies, inflicting up to 40 damage, enough to eliminate weak to moderately strong targets immediately.

The assassin also may attack at range but is much less effective that way. The unit has an excellent Defense score and a decent number of hit points, allowing it to survive a few hits if caught out in the open.

Faction: Fringe
Cost: 21
Hit Points: 60
Defense: 20
Attack: +8
Damage: 10
Special Abilities: Cloaked (If this character has cover, he cannot be targeted by nonadjacent enemies); Cunning Attack; Loner; Mobile Attack; Poisoned Blade (+10 Damage to 1 adjacent target; this counts as a melee attack. This attack deals an extra 20 Damage to a living enemy; save 11.)

Star Wars Roleplaying Game: Saga Edition Statistics

GenoHaradan Assassin CL 7


Medium Human scout 3/soldier 4
Destiny 1; Force 4; Dark Side 4
Init +11; Senses Perception +9 (may reroll)
Languages Basic

Defenses Ref 22 (flat-footed 19), Fort 20, Will 18
hp 62; Threshold 20

Speed 6 squares
Melee vibroblade +8 (2d6+5 poison*)
Ranged blaster rifle +10 (3d8+5)
Base Atk +6; Grp +9
Atk Options Deadeye, Devastating Attack (rifles), Far Shot, Keen Shot, Point Blank Shot, Precise Shot, Running Attack

Abilities Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 10
Talents Acute Senses, Devastating Attack (rifles), Keen Shot, Weapon Specialization (rifles)
Feats Armor Proficiency (light), Deadeye, Far Shot, Point Blank Shot, Precise Shot, Running Attack, Weapon Focus (rifles), Weapon Proficiency (advanced melee weapons, pistols, rifles, simple weapons)
Skills Climb +10, Initiative +11, Jump +10, Perception +9 (may reroll), Pilot +11, Stealth +11
Possessions vibroblade*, blaster rifle, comlink

* Poisoned Blade -- When a creature takes damage from a successful hit with this weapon, make an attack roll (1d20+10) against the target's Fortitude Defense. If the attack succeeds, the target takes 4d6 points of damage and moves –1 step down the condition track. If the attack fails, the target takes only half damage and doesn't move down the condition track. The poison attacks each round until it is cured with a successful DC 25 Treat Injury check.

Czerka Scientist

The reach of the Czerka Corporation throughout the galaxy should not be underestimated. Sales offices, research outposts, manufacturing facilities, and logistics services are located on most major worlds, not to mention other planets that might hold a resource or new market for the corporation to exploit. Czerka employees are as opportunistic and bureaucratic as the company they serve. Czerka scientists form the core of the corporation's efforts to develop new and advanced products to sell at the galactic markets. They are typically amoral, more concerned about their own reputations, achievements, and bonuses than about ethics.

In the Star Wars Miniatures Game, the Czerka Scientist provides a cheap way to upgrade low-cost allied characters' attacks and damage abilities. Allies within 6 squares that deal 20 damage with nonmelee attacks gain the Jolt ability, enabling the character to cause enemy targets to become activated when hit. Allies within 6 squares that deal 10 damage with nonmelee attacks gain Twin Attack instead.

The Czerka Scientist's strength lies with the bonuses it gives to its allies; its own ability scores are low. Keeping the unit well protected from enemy attacks and under cover or out of sight is vital to its success on the battlefield.

Faction: Fringe
Cost: 13
Hit Points: 10
Defense: 13
Attack: +1
Damage: 10
Special Abilities: Melee Attack; Blaster Rifle Upgrade (Allies within 6 squares with nonmelee attacks that deal exactly 20 Damage gain Jolt [An enemy hit by this character's attack is considered activated this round; save 11. Huge and larger characters ignore this effect.]); Blaster Upgrade (Allies within 6 squares with nonmelee attacks that deal exactly 10 Damage gain Twin Attack [Whenever this character attacks, it makes 1 extra attack against the same target])

Star Wars Roleplaying Game: Saga Edition Statistics

Czerka Scientist CL 2


Medium Human nonheroic 5/noble 1
Dark Side 2
Init +2; Senses Perception +10
Languages Basic, Binary, Bocce, Durese

Defenses Ref 11 (flat-footed 11), Fort 11, Will 15
hp 15; Threshold 11

Speed 6 squares
Melee knife +2 (1d4–1)
Ranged by weapon +2
Base Atk +3; Grp +2
Special Actions Inspire Confidence

Abilities Str 8, Dex 8, Con 10, Int 16, Wis 15, Cha 12
Talents Inspire Confidence
Feats Skill Focus (Knowledge [life sciences], Knowledge [physical sciences]), Skill Training (Mechanics, Perception, Persuasion, Use Computer), Tech Specialist, Weapon Proficiency (simple weapons)
Skills Gather Information +9, Knowledge (bureaucracy) +11, Knowledge (life sciences) +16, Knowledge (physical sciences) +16, Mechanics +11, Perception +10, Persuasion +9, Treat Injury +10, Use Computer +11
Possessions knife, comlink, datapad, tool kit, utility belt



Legacy of the Force

A New Evil Grips the Galaxy

Generations after the death of Emperor Palpatine, new Sith Lords arise to challenge the resurgent Empire and destroy the last of the Jedi.

But the legacy of the Force lives on.

Dark side battles light side in an all-out struggle to control the galaxy and determine the fate of the Force. Bolster your corner of the Star Wars Universe with Legacy of the Force minis!

Because you demanded it, Wizards of the Coast is pleased to announce more Expanded Universe minis for your collection. Featuring characters from the wildly popular, Star Wars: Legacy comic book series from Dark Horse Comics, Del Rey's Legacy of the Force novels, and other favorite personalities from the Star Wars saga, the Legacy of the Force miniatures set allows you to stage memorable Expanded Universe battles or create new ones with the most diverse collection of high quality, authentic figures available. So pick a side, gather your squad,
and may the Force be with you!

Product line features:

  • 60 unique miniatures
  • Miniatures are pre-painted plastic
  • Miniatures can be used to play skirmish-level or mass-battle combat scenarios or to add dimension to Star Wars roleplaying games
  • Collect Cade Skywalker, Emperor Roan Fel, Darth Krayt, and more!
  • Star Wars miniatures make a great addition to any Star Wars Roleplaying Game campaign.


Welcome Miniature Market.com

StarWarsMiniGames.com is proud to welcome Miniature Market.com to the sponsor family. Along with all  your favorite Star Wars Minis they also carry Reaper miniatures and Reaper paint, Flames of War miniatures, Vallejo paint, Rackham (Confrontation & AT43) miniatures, Privateer Press Warmachine & Hordes miniatures, Dungeons and Dragons books, Chessex dice, D&D and Axis & Allies miniatures from Wizards of the Coast and much more!

Be sure to stop by Miniature Market.com for FREE SHIPPING on Orders over $75 in the Domestic US!


If you are one of the first 1000 people to fill out a short survey (takes about 2 or 3 minutes) about Star Wars Miniature Games, WOTC will send you a FREE booster pack from the Alliance and Empire Set. Click here to take the survey.


Empire Collectables writes in with the following:

Our Christmas sale is in full swing and we thought SWMG and YN readers would like to know that individual miniatures for The Force Unleashed series will be in stock next week!

With a combined total of 25 percent off when you use the yodanews discount code there's never been a better time to stock up on miniatures! (coupon code EC-YODANEWS )

Visit Empire Collectables today!


Star Wars Miniatures: The Force Unleashed Previews!

Kidzworld.com now had the  fourth Star Wars Miniatures: The Force Unleashed preview now up! You can click here to read more about Chewbacca of Hoth and the Snowtrooper!

Adrian from kidzworld.com wrote in to let us know thay have the the third Star Wars Miniatures: The Force Unleashed preview now up! You can click here to read more about the Mon Calamari Medic and the Uggernaut!


Star Wars Minis Tournament Report from GenCon

GenCon Indy Hosts First $5,000 Open Championship

Posted by Dennis Beard at Wizards.com

At GenCon Indy, the hard work, persistence, and enthusiasm of dedicated Star Wars Miniatures fans culminated in the biggest year yet for the game with a tournament schedule that included a $5,000 Open Championship event on Saturday. Approximately 90 players turned out for the 150-point constructed event as they vied for the chance to walk away with a minimum of $250. One player took home the grand prize of $2,000; more on that later.

In most of the scheduled events, participants played four rounds. Players who ended up with 4–0 records received multiple Booster Packs as prizes, while those with 3–1 records scored a single Booster Pack. As a result, there rarely was a clear-cut winner for most of the tournaments, though few, if any, players actually pulled out a clean sweep in any particular Star Wars Miniatures event.

Thursday's 150-Point Tournament

For weeks leading up to GenCon, the Wizards of the Coast message boards were abuzz with discussions about squads, strategy, and the hardcore world of DCI-sanctioned tournament play. However, apprehension about the rigorous DCI penalty guidelines proved less of a concern at the show as players demonstrated high levels of sportsmanship and fair play, starting right off the bat with the first 150-point tournament on Thursday.

The kick-off event also attracted observers curious for a look at what might be played on Saturday. We may never know whether that had any influence on Saturday's event, but the top squads from Thursday's event didn't do as well in the Championship.

At the end of the fourth round on Thursday, two players finished the event with a 4–0 record: Aaron Brueckman (ranked first) and James Naegele (ranked second).

Aaron Brueckman
San Hill
Aurra Sing, Jedi Hunter
Boba Fett, Enforcer
Battle Droid
Quarren Assassin
Lando Calrissian, Dashing Scoundrel

James Naegele
San Hill
Aurra Sing, Jedi Hunter
Boba Fett, Bounty Hunter
Ugnaught Demolitionist (x3)

Notice a pattern? In fact, San Hill was arguably one of the most-played "centerpiece" characters the entire weekend -- usually right beside Boba Fett, Bounty Hunter, who was also a "centerpiece" character in many squads. The strategy is simply brilliant. San's commander effect prohibits the activation of more than one character per phase, which allows the controlling player to slow down his game, thus forcing his opponent to complete her activations first. Then, San's allies can activate after seeing all of the opponents' moves.

Aaron's choice of a Quarren Assassin is an interesting one. A 12-point mobile attacker who also gets an attack and damage bonus against enemies that haven't activated, the Quarren Assassin is instrumental in a San Hill squad. When paired with Lobot, the reinforcement options that he brings to the table can really add to the overall activation count when necessary, or add other key damage-dealers against squads where that may matter.

A number of players in Thursday's 150-point tournament ended with a 3–1 record, which was good enough to earn them a Booster Pack. These players included Matt Hanson, Jon Bottger, Ken Miller, Jacob Schuler, Matt Peterson, Jason Tanner, Nicholas Tanner, and Bill Russell. Several winners, including Ken, Jacob, and Jason, were playing a squad nicknamed "Broken Boba."

Broken Boba
Boba Fett, Bounty Hunter
Jedi Weapon Master (x2)
R2-D2, Astromech Droid

"Broken Boba" is one of the most popular choices in the 150-point format. In most circumstances, Boba Fett, Bounty Hunter can attack any character he can see, thanks to Accurate Shot, and he has the chance -- twice -- to roll a 20 for a successful Disintegration before mobiling back behind a wall or some other provision of cover. Those abilities make him the single best piece currently in the game. When paired with a couple of Jedi beatsticks that have incredible versatility for a cheap cost, the infamous bounty hunter becomes that much more brutal. Make no mistake, Disintegration can be a game-changing event.

Also of note was the tenth-place squad, which was good enough to net Bill Russell a 3–1 record:

Bill Russell
San Hill
Aurra Sing, Jedi Hunter
Boba Fett, Enforcer
Battle Droid
Ugnaught Demolitionist (x4)

Look familiar? Yep, Bill's tenth-place squad was almost identical to Aaron Brueckman's first-place squad. So what happened? It wasn't a lack of experience -- as proven at Saturday's Open Championship, Bill and Aaron are both established players of superior skill.

Bill's only loss was to Andrew Daniels, who played a squad affectionately known as "B&B," piloted to victory in the 150-point main event tournaments at GenCon Indy and GenCon SoCal last year. Bill has been credited with helping to design the squad in its original variation.

Andrew Daniels
Darth Vader, Jedi Hunter
Grand Admiral Thrawn
Stormtrooper (x6)
Mas Amedda

Andrew's squad registration form doesn't list a map, so presumably they played on Bill's map, the Death Star. "B&B" is centered around the concept of moving Stormtroopers into position and then using Thrawn to "swap" Vader with a Stormtrooper, so that Vader can run up and attack a key enemy figure. Something like San Hill would have a tough time dealing with this squad if too many of the Imperial characters got their attacks off.

Thursday's 200-Point Tournament

It's not a full schedule of Star Wars Miniatures tournaments without at least one 200-point event. On Thursday night, 44 players vied for the top title in this arena. Due to technical errors at the event, the final results weren't available. However, the word from those who played was that Dean Miller, ranked number 1 on the DCI list for Star Wars Miniatures just prior to GenCon, was one of three players to go undefeated during the event.

Dean Miller
Darth Vader, Jedi Hunter
Mas Amedda
Grand Admiral Thrawn
Storm Commando (x2)
Stormtrooper (x8)
Ugnaught Demolitionist

Dean's squad is centered around a very impressive strategy. Win initiative with Thrawn's Master Tactician, and then let the Storm Commandos use their Cunning, Double, and Deadeye attack abilities to shoot at +13 for 30 damage twice. Darth Vader, Jedi Hunter is a great selection in a field of Force-users. His Jedi Hunter ability, coupled with Thrawn's commander effect to swap Vader back to safety and leave a Stormtrooper in his place, has proven an effective tactic many times.

Benjamin Guins also went 4–0 with a fairly straightforward squad concept.

Benjamin Guins
Exar Kun
Boba Fett, Bounty Hunter
Ewok (x5)
Ugnaught Demolitionist (x4)

Benjamin relied on Kun's Transfer Essence to get him out of danger. Typically, squads like this tend to bring a Medical Droid with Lobot's Reinforcements ability, but since players weren't required to list reinforcement options, it's tough to say for sure if that was Benjamin's strategy.

Lou Vasilion also earned a 4–0 record with a squad that, upon first glance, looks like a random collection of Uniques and Force-users.

Lou Vasilion
Aurra Sing
Qui-Gon Jinn, Jedi Master
Quinlan Vos, Infiltrator
Jedi Weapon Master
Lando Calrissian, Dashing Scoundrel
R2-D2, Astromech Droid
Ugnaught Demolitionist (x2)

But look closer at Lou's choices. The squad includes two characters with initiative control, and one of them, when defeated, gives another character 6 extra Force points and the ability to use Force points an additional time per turn. On top of that, there's additional synergy for Vos, as he gains Momentum when a unique ally is defeated. Lando and Aurra are excellent options for back-up shooters, and the Jedi Weapon Master provides another nice Force distribution target in case Qui-Gon is defeated. The presence of R2-D2 and Lobot gives the squad access to Override twice per round -- undo your opponent's Override, or lock two doors closed. Impressive. Most impressive.

Friday's 100-Point Tournament

Friday morning saw 22 players turn out for the constructed 100-point Star Wars Miniatures tournament. Of those who played, six brought Jedi Weapon Masters, and five of those also brought R2-D2, Astromech Droid. In fact, no one brought the so-called "Doombot" without the Jedi Weapon Master. The two players who earned 4–0 records in the tournament were Eric Larson (winner of last year's GenCon Indy 150-point tournament) and Dustin Nunn.

Eric Larson
Han Solo in Stormtrooper Armor
Ithorian Commander
Ewok (x11)
Tusken Raider


Eric out-activated everyone with his squad; he had 15 activations plus reinforcements. In addition, all of his Ewoks were minimum +5 for 20 damage (thanks to the Ithorian Commander), and they could use Charging Fire granted by Han to attack from 12 squares away. The reinforcements also allowed Eric to bring in whatever he needed to counter specific enemy squads.

While some players tend to build their reinforcements into their squad and stick with them throughout all match-ups, other players often switch depending on what their opponent is playing. An educated guess regarding Eric's squad is that he brought in two Aqualish Assassins and two Ugnaught Demolitionists, though the presence of the Ewoks could also suggest Wicket.

I had the chance to ask Eric about his reinforcement selections, and he merely replied that he picked a variety of different reinforcements for each game. However, he added, "I will not take Ithorian Scouts again." Eric didn't elaborate, and I thought better of pressing him on how he came to that decision.

Dustin Nunn
Jedi Weapon Master (x3)
R2-D2, Astromech Droid
Ugnaught Demolitionist (x4)

Dustin's squad is a standard-build Republic Jedi concept, especially for the 100-point format. One main difference between his squad and some of the others in the GenCon Indy event is the absence of Queen Amidala. She makes the Jedi Weapon Masters cost 1 point less and gives them Mobile Attack, regardless of where they are on the map. This can be important for the melee Jedi after they run up 2 to 4 squares, use Lightsaber Assault to defeat an enemy or two, and then move away.

Speaking of the Amidala variant, that very squad took third place (Angie Northdorf) and fourth place (Ken Miller) in Friday's 100-point tournament.

Angie Northdorf/Ken Miller
Queen Amidala
Jedi Weapon Master (x3)
R2-D2, Astromech Droid

Matt Horn finished in fifth place with an interesting Rebel squad.

Matt Horn
Han Solo, Scoundrel
Obi-Wan Kenobi, Jedi Spirit
Princess Leia
Twi'lek Bodyguard (x2)
Ugnaught Demolitionist (x2)

Matt's squad is completely centered around Han's Twin Attack, Evade, and Cunning Attack. Because he has a Force point, he can benefit from Obi-Wan's Light Spirit ability, which gives him Force Renewal and the means to reroll Evade saves and Cunning Attack shots at slightly better odds. The extra attack that Leia grants a Rebel follower means that Han gets two additional shots. Thus, in a single round, Han is capable of dealing as much as 130 damage! The bodyguards are probably there to provide protection from Disintegration, or to keep Leia alive a bit longer.

Congratulations to Phillip Porth and Dave Battey, who also managed 3–1 records in the 100-point tournament.

Friday's 150-Point Tournament

On Friday afternoon, players who still weren't comfortable with their chances in the Championship had another chance to practice in a 150-point tournament. Again, technical errors at the event made final results unavailable. However, many of the same squads were seen at the GenCon tournament tables -- in some cases, ironically, played by different people on Friday than on Saturday.

"Super-stealth," the nickname for the ability that allows allied characters with Stealth to avoid being attacked by non-adjacent enemies, was also prevalent in the Friday event. Some popular options included Nom Anor; others, Clone Commander Bacara. The so-called "Broken Boba" squad also saw some play again on Friday, but it appeared to have a tougher time at the tables in the first few rounds.

One of the more interesting registered squads was piloted by John Gardiner.

John Gardiner
Boba Fett, Bounty Hunter
Emperor Palpatine
Stormtrooper (x3)
Ugnaught Demolitionist (x2)
Reinforcements: Bespin Guard (x4)

John's map of choice was the Jedi Temple, also known as the Hall of Judgment (from the Attack on Endor Scenario Pack). Not a bad set up here. With Palpatine's Force points, Boba can reroll failed Evade saves or try again for that much-desired 20 to score Disintegrations. At the end of the second round, John was well on his way to earning at least one Booster Pack.

Saturday's Open Championship

Finally, we come to the main event: the Star Wars Miniatures Open Championship on Saturday. It drew approximately 90 players, more than had been predicted. Each of them tried to walk away with the grand prize of $2,000, but only one player did: Kelly Krieble.

Kelly Krieble
Boba Fett, Bounty Hunter
R2-D2, Astromech Droid
Jedi Weapon Master (x2)
Ugnaught Demolitionist (x3)
Ewok (x3)
Map: Geonosis

Kelly's squad may look somewhat familiar. I talked about it earlier when I was discussing the "Broken Boba" concept. The main difference is the absence of Lobot. In his place are a handful of Ugnaught and Ewok "filler" characters.

I asked Kelly why he wasn't running Lobot. "He's a liability," Kelly said, and he's not wrong. With only 20 hit points and an 11 defense, Lobot is easily killed, especially if your opponent has characters with Accurate Shot. (Was it the right call? I don't really know. I played in the Championship, running Lobot with Jedi Weapon Masters and R2-D2, but I didn't take the top prize.)

The other interesting decision about Kelly's squad was his map choice. In the weeks leading up to GenCon, Geonosis had been discounted as a viable map, but that's no longer the case. Now, some people are actually calling for it to be removed from the list of sanctioned maps! Only time will tell whether that's a knee-jerk reaction to Kelly's victory or it's based on other experiences. In any case, Kelly had clearly been counting on disregard for the Geonosis map, since not many people had ever really played on it.

Not only did Kelly win the tournament during the top eight single elimination round, but he also ranked first at the end of the seventh-round Swiss pairings. Great job and congratulations to Kelly for his achievement!

The rest of the top eight were ranked in the final Swiss pairings as follows:

Second Place: Bill Russell
Han Solo, Scoundrel
Princess Leia
Wookiee Freedom Fighter (x3)
Ugnaught Demolitionist
Twi'lek Bodyguard
R2-D2 (RS)
Obi-Wan Kenobi, Jedi Spirit
Bespin Guard
Map: Mustafar

Third Place: Dave Battey
Han Solo, Rebel Hero
Luke's Landspeeder
Princess Leia
C-3P0 and R2-D2
Ugnaught Demolitionist
Map: Mustafar

Fourth Place: Shawn Sparks
Boba Fett, Enforcer
Jedi Weapon Master (x2)
Lando, Dashing Scoundrel
R2-D2, Astromech Droid
Ugnaught Demolitionist (x2)
Map: Death Star

Fifth Place: Aaron Brueckman
San Hill
Aurra Sing, Jedi Hunter
Boba Fett, Bounty Hunter
Ugnaught Demolitionist (x3)
Map: Death Star

Sixth Place: Matthew Peterson
Han Scoundrel
Princess Leia
Obi-Wan Kenobi, Jedi Spirit
Wookiee Freedom Fighter (x3)
R2-D2, Astromech Droid
Twi'lek Bodyguard
Bespin Guard
Ugnaught Demolitionist
Map: Mustafar

Seventh Place: Dave Fanjoy
Bossk, Bounty Hunter
Jedi Weapon Master (x4)
Ugnaught Demolitionist
Weequay Leader
Map: Yavin (Jedi Temple/Hall of Judgment)

Eighth Place: Chris Lynn
Aurra Sing
Jedi Weapon Master (x4)
Ugnaught Demolitionist (x3)
Map: Muunilinst

Following the Swiss rounds, the eight finalists paired up and began knocking each other out of the tournament until only two remained: Dave Battey and Kelly Krieble. They sat down, shook hands, and rolled for map choice. Kelly won, so they played on Geonosis. (Really, they could have played on Mustafar and Kelly still would have had the upper hand if he'd won the side roll.) Kelly took the side opposite the arena, leaving Dave in a tough predicament as he struggled to clear the open pit to reach Kelly's characters. A late-round mistake left Han locked in an elevator with no way out, and it was clear from that point that Kelly had the game well in hand.

Still, second place is nothing to scoff at when the prize is $1,000. Even the players who lost the first round of the top eight won $250, and semifinalists netted $500.

Final round rankings:

Champion: Kelly Krieble

Finalist: Dave Battey

Semifinalists: Aaron Brueckman, Dave Fanjoy

Quarter Finalists: Chris Lynn, Shawn Sparks, Matthew Peterson, Bill Russell

Other SWM Events

Other Star Wars Miniatures events at GenCon Indy included the now-annual AT-AT battle (in which four AT-ATs march across Hoth battle maps produced by Wizards of the Coast), an Utinni tournament, and a Dynamic Duo tournament. Dynamic Duo is a new fan-created format in which players build two-man squads that total exactly 100 points. Normal faction rules apply, and abilities that bring in extra characters such as Reinforcements or Reserves can't be used.

A Great Success

All in all, the Star Wars Miniatures events at GenCon Indy were an incredible success, thanks primarily to the organizational skills of Jim Fraser and the Pastimes event staff. Jim was responsible for scheduling all of the events and making sure that judges were in place for all of the tournaments. He even saw to it that dice were provided for the Championship after concerns were expressed about the possibility of some players bringing loaded dice.

Finally, it's never too soon to look ahead to next year. Here's to another successful series of Star Wars Miniatures events at GenCon Indy 2008!


SOURCE for above article:



Star Wars PocketModel: Ground Forces Game Preview!

Posted by our friends at KidzWorld.com:

The Star Wars PocketModel Trading Card Game from WizKids lets you build fleets of the wicked starships from the Star Wars movies out of polystyrene cards. The first set was packed with Jedi Starfighters, Droid Starfighters, TIE Fighters, Star Destroyers and more. Now the Star Wars PocketModel: Ground Forces set is coming in September. Not only does it have more ships - including huge Droid Control Ships - it also has AT-AT walkers, Speeders, tauntaun riders and more! There are 67 vehicles and ships to assemble, plus 120 cards. We have preview pictures of the whole set. Check them out here and click each picture for a bigger version!

Star Wars PocketModel: Ground Forces Set Info
This new set includes 67 vehicles and ships to assemble, plus 120 cards, including 20 new objectives. The biggest addition is the new ground units. They can't attack starships, except to strike back when they're attacked, but they get +1 attack on strikes! There are also new abilities in this set, including Armor and Blaster. The cards have a bunch of new stuff too, including Ewoks and new versions of Darth Vader, Yoda and Obi-Wan.

You can click here to read more and see them all!


Empire Collectibles writes in with the following:

There's a bunch of stuff going arriving at Empire Collectibles that we thought the Yodanews readers would like to hear about, the Gentle Giant Obi-Wan Kenobi mini-busts are scheduled in the next few days, wave 3 of the TAC collection has been confirmed this week too, while pre-orders for 4 & 5 will be added once we unpack those -- the wave 2 Comic Book 2-packs (Quinlan Vos / Vilmarh Grahrk - Luke / R2D2 - Obi-Wan / Arc-Trooper) arrived Friday & will be listed on the site shortly too.

On the SWMG front, Alliance & Empire individual figures are now in-stock & we've got more Bounty Hunter minis on the way too.

As always, prices are listed in Australian Dollars ($1 AUD = ~ 0.80
USD) by default and visitors from Yodanews/SWMG are welcome to use the EC-YODANEWS discount coupon at the checkout for additional savings.

Cheers -- and have a wonderful weekend - Empire Collectibles


We did a massive update this weekend in our forums. Look for a new set of rules, new sections, new moderators and a whole lot more. We will also be doing a New Contest in July. Be sure to drop in and enjoy the new member requested changes!


Want to try out the new Star Wars PocketModel game for Free? Then head over to WizKids and print out a coupon good for a FREE PocketModel whole supplies last at select gaming and coming shop! You can also download the and printout the rules right here!


SOURCE: http://www.wizards.com/default.asp?x=starwars/article/sagaenhancement1

Saga Edition Web Enhancement 1

The Tech Specialist

A favored archetype of long-time Star Wars gamers, the tech specialist is a character that focuses on modifying and enhanced fantastic technology to fit his or her needs. Tech specialists range from brilliant engineers to prodigious outlaw techs, though all share a love for the guns, gear, and gadgets found in the galaxy far, far away.

This web enhancement includes a few rules (cut from the Saga Edition core rulebook for space) that allow heroes to take on the role of the tech specialist. Additionally, you will find sample heroic characters -- a Zabrak engineer and a Mon Calamari outlaw tech -- that illustrate two ways to build tech-oriented characters for your own campaign. Of course, these are just two examples, and a hero who wants to tinker with machines and electronics has a number of options available across many different classes.

Additionally, these rules will be featured in an upcoming sourcebook for reference at the gaming table, and will be expanded upon with more talents and rules to further enhance your game.

New Talent Tree: The Outlaw Tech

The following new talent tree is intended for use by characters with the scoundrel class. Scoundrels learn a variety of tricks that allow them to squeeze more life out of ailing technology, and they can enhance their gear in ways the manufacturer never intended.

Fast Repairs
Whenever you jury-rig an object or vehicle, the vehicle gains a number of temporary hit points equal to the result of your Mechanics check. Damage is subtracted from these temporary hit points first, and temporary hit points go away at the conclusion of the encounter.
Prerequisites: Trained in the Mechanics skill.

Hot Wire
You can use your Mechanics check modifier instead of your Use Computer check modifier when making Use Computer checks to improve access to a computer system. You are considered trained in the Use Computer skill for purposes of using this talent. If you are entitled to a Use Computer check reroll, you may reroll your Mechanics check instead (subject to the same circumstances and limitations).
Prerequisites: Trained in the Mechanics skill.

Quick Fix
Once per encounter, you may jury-rig an object vehicle that is not disabled. All normal benefits and penalties for jury-rigging still apply.
Prerequisites: Trained in the Mechanics skill.

Personalized Modifications
As a standard action, you may tweak the settings, grips, and moving parts of a powered weapon you wield, tailoring it to your needs. For the remainder of the encounter, you gain a +1 equipment bonus on attack rolls and a +2 equipment bonus on damage rolls with that weapon. You can use this talent only on powered weapons (those that require a power cell to operate), including weapons connected to a larger power source, such as vehicle and starship weapons.

Encrypted Transmission: The Outlaw Tech Talent Tree

The Outlaw Tech talent tree fills some niches left by the existing Mechanics rules and options for repairing broken pieces of technology. Here's a behind-the-screen look at the design decisions that went into creating these talents.

Fast Repairs is designed to make jury-rigging more appealing to tech-oriented characters. As it stands now, jury-rigging an object or vehicle moves it up the condition track but does not provide temporary hit points. If your ship is at 0 hit points and you jury-rig it, it's still disabled from hit point loss. This new talent alleviates that problem, while still making jury-rigging useful for ships pushed down the condition track by other means (such as ion damage).

Quick Fix builds on Fast Repairs and gives a techie character a way to restore some hit points to a vehicle that's still in the fight, but brings with it the threat of becoming disabled at the end of the encounter. This new talent also gives ship engineers something else to do in combat, especially in desperate situations, and it can bring a vehicle back up to full fighting form very quickly.

Hot Wire is similar to the other skill-substitution talents and makes sense for a techie who may not be the best slicer around.

Personalized Modifications is designed to give a scoundrel another means of activating some of his other talents. For example, many of the scoundrel's talents from the Misfortune talent tree rely on a successful attack roll to activate. Combined with the Tech Specialist feat below, this new talent gets the scoundrel a small boost to attacks that can compensate for the difference between low base attack progression and Defense progression, even at high levels. The scoundrel might still need to work closely with his friends against tougher foes, but this talent is designed to capture the feel of tweaking your own weapon while still synergizing with many of the Misfortune talents.

New Feat: Tech Specialist

The new Tech Specialist feat allows a hero to make custom modifications to weapons, armor, droids, devices, and vehicles so that they function beyond their normal specifications.

Prerequisite: Trained in the Mechanics skill.

Benefit: You can modify a device, suit of armor, weapon, droid, or vehicle so that it gains a special trait. Specific traits are given on the Tech Specialist Modifications table below. You may perform only one modification at a time. Unless noted otherwise, you cannot grant more than one benefit to a single device, suit of armor, weapon, droid, or vehicle, and you can't apply the same benefit more than once.

Before beginning the modification, you must pay one-tenth the cost of the device, suit of armor, weapon, droid, or vehicle you wish to modify or 1,000 credits, whichever is more. Completing the modification requires 1 day per 1,000 credits of the modification's cost. At the end of this time, make a DC 20 Mechanics check; you can't take 10 or take 20 on this check. If the check succeeds, the modification is completed successfully, and the object gains the desired trait. If the check fails, you lose all credits spent making the modification, and the object doesn't gain the desired trait. However, you may start over from scratch if you wish.

Other characters trained in the Mechanics skill can assist you, reducing proportionately the time needed to complete the modification. At the end of modification process, they can make a Mechanics check to aid your check.

The market value of a modified item is equal to the base cost of the item plus double the cost of the modifications made to it (not including credits wasted on failed modification attempts).

Special: This feat is considered a bonus feat for the noble and scoundrel classes.

Tech Specialist Modifications

Armor Trait Benefit
Agile Armor Increases the armor's maximum Dexterity bonus 1.
Fortifying Armor Increases the armor's equipment bonus to Fortitude Defense by 1.
Protective Armor Increases the armor's armor bonus to Reflex Defense by 1.
Device Trait Benefit
Enhanced Strength Increases the device's Strength score by 2.
Improved Durability The device's damage reduction increases by 1, and it gains extra hit points equal to one-quarter of its base hit points.
Mastercraft Device Skill checks made using the device gain a +1 equipment bonus, or the device's existing equipment bonus increases by 1.
Droid Trait Benefit
Enhanced Dexterity Increases the droid's Dexterity score by 2.
Enhanced Intelligence Increases the droid's Intelligence score by 2.
Enhanced Strength Increases the droid's Strength score by 2.
Vehicle Trait Benefit
Enhanced Dexterity Increases the vehicle's Dexterity score by 2.
Improved Speed Increases the vehicle's speed by one-quarter of its base speed (minimum 1 square).
Improved Shields Increases the vehicle's shield rating by 5.
Weapon Trait Benefit
Improved Accuracy The weapon gains a +1 equipment bonus on attack rolls.
Improved Damage The weapon deals +2 points of damage with a successful hit. If the weapon has a damage multiplier (for example, 6d10 x 2), apply the extra damage before applying the multiplier.
Selective Fire An autofire-only ranged weapon can be set to fire single shots, or a single-shot ranged weapon can be made to have an autofire mode.

Sample Character: The Outlaw Tech

An outlaw tech is a master of making machines do what she wants them to do. Operating far outside the bounds of manufacturer intentions (and sometimes outside the law), she is able to hotwire starships and amp up weapons to the point where her after-market modifications can be considered illegal.

An outlaw tech works well on her own without the need of other classes for support. She can run-and-gun just as well as she can use a hydrospanner, and her strengths lie in areas where her own actions are what save the day. Though an outlaw tech has a less formal education than other technically minded characters, she is a good fighter and a fast worker who can fulfill a variety of roles.


Outlaw Tech CL 7



Medium Mon Calamari scoundrel 7
Force Points 5
Init +5; Senses Low-light vision, Perception +15
Languages Basic, Binary (understand only), Huttese, Mon Calamarian, Ryl, Shyriiwook (understand only)

Defenses Ref 21 (flat-footed 19), Fort 17, Will 20
hp 39; Threshold 17

Speed 6 squares
Melee +5
Ranged heavy blaster pistol +8 (3d8+3)
Base Atk +5; Grp +5
Atk Options Careful Shot, Running Attack

Abilities Str 10, Dex 14, Con 10, Int 18, Wis 15, Cha 9
SQ breathe underwater, expert swimmer
Talents Fast Repairs, Knack, Quick Fix, Personalized Modifications
Feats Careful Shot, Point Blank Shot, Precise Shot, Running Attack, Skill Focus (Mechanics), Skill Focus (Perception), Skill Focus (Use Computer), Tech Specialist, Weapon Proficiency (pistols, simple weapons)
Skills Deception +7, Gather Information +7, Knowledge (Galactic lore) +12, Knowledge (technology) +12, Mechanics +17 (+18 when using mastercraft tool kit), Perception +15, Pilot +10, Swim +15 (may reroll Swim checks and accept the second roll; may take 10 even under pressure), Use Computer +17 (+18 when using mastercraft datapad)
Possessions heavy blaster pistol (improved accuracy), comlink, mastercraft datapad, mastercraft tool kit, various personal belongings


Sample Character: The Engineer

An engineer is more of an academic designer than a jury-rigging mechanic. He considers the outlaw tech's work to be a sloppy imitation of real ingenuity and can use his knowledge to create more solid and reliable designs. An engineer is much more of a team player, and many heroes find that an engineer helps them get out of scrapes by encouraging them to work together. Because he's familiar with coordinating teams, an engineer has the knowledge and resources to create all-new (and significantly improved) pieces of technology that function reliably under all conditions.


Engineer CL 7



Medium Zabrak noble 6/scoundrel 1
Force Points 5
Init +9; Senses Perception +10
Languages Basic, Binary (understand only), Bocce, High Galactic, Huttese, Mon Calamarian, Shyriiwook (understand only), Sullustese, Zabrak

Defenses Ref 21 (flat-footed 20), Fort 18, Will 22
hp 37; Threshold 18

Speed 6 squares
Melee +3
Ranged hold-out blaster +7 (3d4+3)
Base Atk +4; Grp +3

Abilities Str 8, Dex 12, Con 10, Int 16, Wis 14, Cha 13
SQ heightened awareness
Talents Coordinate, Inspire Haste, Trace, Wealth
Feats Linguist, Skill Focus (Knowledge [technology]), Skill Focus (Mechanics), Skill Focus (Use Computer), Skill Training (Mechanics), Tech Specialist, Weapon Focus (pistols), Weapon Proficiency (pistols, simple weapons)
Skills Initiative +9, Knowledge (Galactic lore) +11, Knowledge (physical sciences) +11, Knowledge (technology) +16, Mechanics +16, Perception +10 (may reroll any Perception check and keep the second roll), Persuasion +9, Pilot +9, Use Computer +16 (+17 when using masterwork datapad or masterwork portable computer)
Possessions hold-out blaster (improved accuracy), comlink, masterwork datapad, masterwork portable computer, personal holoprojector, various personal belongings



Empire Collectibles writes in with the following:

We've just unpacked the first few cases of the new Alliance & Empire CMG minis & updated the site with the various individual figures!

Also, we've just received a new case of starters -- so anyone looking for Clone Strike or Rebel Storm starters might want to have a look around!

As always, prices are in Australian Dollars ($1 AUD = ~ 0.80 USD) and Yodanews/SWMG vistors should use the coupon code EC-YODANEWS for additional discounts at the checkout.

Head on over to Empire Collectibles today and be sure to let them know you are a reader to take advantage of the special thank you.




Alliance and Empire Preview 4

Imperial Governor Tarkin and Wookiee Freedom Fighter


In May, to celebrate the 30th anniversary of the Star Wars saga, Wizards of the Coast is releasing Alliance and Empire, the next great set for the Star Wars Miniatures Game. Today, we'll continue our previews of the new minis with a look at Imperial Governor Tarkin and the Wookiee Freedom Fighter.

Imperial Governor Tarkin

Imperial Governor Tarkin hailed from the Outer Rim world of Eriadu. He was the first to be granted the title of Grand Moff, overseeing most of the Outer Rim territories. Tarkin was an early and extremely influential leader in the Emperor's service. Completely dedicated to the ideals of the New Order, he formed many philosophies ultimately adopted by the Empire. His most famous contribution was what would become known as the Tarkin Doctrine or the Doctrine of Fear. Its central idea was to rule through the fear of force, rather than through force itself. The culmination of this philosophy was the Death Star.

In the Star Wars Miniatures Game, Imperial Governor Tarkin is a commander's commander. Tarkin's commander effect grants a bonus not to followers, but to allied commanders. (The Alliance and Empire rules insert defines a commander this way: "A character with a printed commander effect is sometimes referred to as a commander. Commanders can also include characters who gain commander effects from another source.") Compared to Grand Moff Tarkin from the Rebel Storm set, this version of Tarkin has twice the cost, 10 more hit points, the same defense, a slightly better attack score, equal damage, a new special ability, and the aforementioned commander effect.

Imperial Governor Tarkin's extra hit points will come in handy when trying to maximize his Doctrine of Fear ability, which requires him to be within 6 squares of an enemy -- likely exposing him to a greater number of attacks. Of course, since Tarkin's commanders must stay within 6 squares to benefit from his commander effect, he'll probably get help from his underlings, or at least use them for cover.

The Star Wars Roleplaying GameSaga Edition statistics below reflect Tarkin in his early years as an Imperial Governor. He also serves as an example of a character more focused on skill use than on combat.

Faction: Imperial
Cost: 22
Hit Points: 50
Defense: 14
Attack: +5
Damage: 10
Special Abilities: Unique, Doctrine of Fear (Enemy characters within 6 squares get –4 Attack)
Commander Effect: Allied commanders within 6 squares gain Extra Attack (On its turn, this character can make 1 cumulative extra attack instead of moving).

Wookiee Freedom Fighter

After the rise of Emperor Palpatine's New Order, a wave of pro-Human legislation swept across the galaxy. Nonhumans were relegated to the status of second-class citizens at best, and slaves at worst. The latter was the fate of the proud natives of Kashyyyk -- the Wookiees. When their world was subjugated by the Empire, the Wookiees found themselves fighting the very clones that had defended them from the onslaught of Separatist battle droids during the Clone Wars.

The Wookiees, however, are survivors, and they don't take kindly to anyone who tries to seize their home. Just as they fought the slavers of the Czerka Corporation millennia ago, they fought back against the Empire. Wookiee freedom fighters moved through the dangerous sublevels of Kashyyyk's towering forests, ascended to hit a target -- usually freeing enslaved Wookiees in the process -- and then faded back into the forest. A few times, the Empire made the mistake of following them into the sublevels, but the horrific tales told by the handful of survivors discouraged further attempts at pursuit.

Using such tactics, the Wookiees turned Kashyyyk into an unending pit of Imperial casualties. The Empire would not give up its hold on the planet, but they couldn't establish true control over the world no matter how many legions they sent. By the end of the Galactic Civil War, the forest floor had become the graveyard of countless stormtroopers, their armored shells buried by the insatiable plantlife of Kashyyyk.

In the Star Wars Miniatures Game, the Wookiee Freedom Fighter has some good strengths for its cost. Its high number of Hit Points make it tough enough to survive a few attacks, which is helpful because its relatively low Defense means those attacks are more likely to hit. A Freedom Fighter makes a good shield for weaker or higher-value characters.

While this mini can move up to 6 squares and attack targets at range for Damage 10, its true strength is evident when it moves to attack an adjacent target. Charging Assault +10 stacks with Momentum, so a Wookiee Freedom Fighter can move up to 12 squares and then make a devastating attack against an adjacent target (Attack +11, Damage 30). Best of all, the Wookiee's Demolish ability means that the attack ignores the target's Damage Reduction. Combined with the flexibility of making nonmelee attacks, the Wookiee Freedom Fighter is a potent addition to any Rebel squad.

Star Wars Miniatures Game Stat Card Preview

Faction: Rebel
Cost: 14
Hit Points: 50
Defense: 14
Attack: +7
Damage: 10
Special Abilities: Charging Assault +10, Demolish, Momentum

Source: http://www.wizards.com/default.asp?x=starwars/article/AEPreview4


Alliance and Empire Preview 3

Human Force Adept and Stormtrooper on Repulsor Sled


In May, to celebrate the 30th anniversary of the Star Wars saga, Wizards of the Coast is releasing Alliance and Empire, the next great set for the Star Wars Miniatures Game. Today, we'll continue our previews of the new minis with a look at the Human Force Adept and the Stormtrooper on Repulsor Sled.

Human Force Adept

While all Jedi use the Force, not all those who use the Force are Jedi. The Sith are the most notorious examples, but other Force traditions exist, often on isolated worlds scattered throughout the galaxy. To the inhabitants of these worlds, the Force is magical and supernatural, and often called by other names. While primitive species are most likely to follow their own traditions, sophisticated beings find their own paths that might or might not lead them to Jedi or Sith teachings. These adepts are just as strong in the Force and undergo formidable training of their own.

The Human Force Adept is the lowest-cost Force-user in the Star Wars Miniatures Game, and the only non-Unique Force-user in this particular set. Fortunately, this Fringe character can fight for any faction. It also has the most hit points of any unit of equal cost. The Force Adept's high defense score will help it survive long enough to engage enemies in melee combat. Given its low attack score, it might need the extra rounds to succeed.

The Human Force Adept has 3 Force points, but the first point will almost always be spent to power up Force Weapon, which grants an extra 10 points of damage per attack until the end of the skirmish. This leaves 2 points to spend on Force Alter, which should extend the life of the adept or its allies by forcing enemies to reroll attacks.

Star Wars Miniatures Stat Card Preview

Faction: Fringe
Cost: 10
Hit Points: 40
Defense: 15
Attack: +4
Damage: 10
Special Abilities: Melee Attack
Force Powers: Force 3, Force Alter, Force Weapon (Force 1, replaces attacks: +10 Damage until the end of the skirmish)

Stormtrooper on Repulsor Sled

The Imperial Army commissioned the Aratech 64-Y Swift 3 Repulsor Sled as a response to the increase in swoop gang and pirate activity in the Outer Rim. Swoops could easily outrun the Aratech 74-Z speeder bike used by scout troopers, and their small size allowed them to move through terrain too tight for airspeeders or starfighters.

This repulsor sled, however, was built to match the speed of even the fastest swoops. Unlike the older (and more dangerous) swoops and Podracers, the repulsor sled gets the majority of its thrust from overpowered repulsor generators rather than ion engines. As a result, the sled is much safer and easier to use than its competition. In addition to its front-mounted blaster cannon, the Swift 3 carries a powered drop net that can entangle and ionize a target for easy capture.

In the Star Wars Miniatures Game, the Stormtrooper on Repulsor Sled is an interesting alternative to the Scout Trooper on Speeder Bike. Mobile Attack combined with Speed 12 makes the figure capable of sustained hit and runs, moving into position to make an attack and then getting out of line of sight to prevent an easy counterattack. Flight adds further versatility by allowing it to avoid attacks of opportunity during a hit-and-run strike (or retreat).

Most importantly, the Net Gun adds a new dimension to the strategy of activation control. If your opponent has left several unactivated characters adjacent to one another at the beginning of the round, the Stormtrooper on Repulsor Sled can fly across the battle grid and use its Net Gun on them, leaving an average of half of them activated. With any luck, you'll be able to pull out of harm's way using Mobile Attack, and your opponent will find himself several activations short during the round.

Star Wars Miniatures Game Stat Card Preview

Faction: Imperial
Cost: 14
Hit Points: 20
Defense: 18
Attack: +5
Damage: 20
Special Abilities: Flight, Mobile Attack, Net Gun (Replaces attacks: range 6; target enemy and each character adjacent to that target are considered activated this round; save 11 negates. Huge and larger characters and characters with Mounted Weapon ignore this effect.), Speed 12

Source: http://www.wizards.com/default.asp?x=starwars/article/AEPreview3

Alliance and Empire Preview 2

Trandoshan Mercenary and Obi-Wan Kenobi, Jedi Spirit


In May, to celebrate the 30th anniversary of the Star Wars saga, Wizards of the Coast is releasing Alliance and Empire, the next great set for the Star Wars Miniatures Game. Today, we'll continue our previews of the new minis with a look at the Trandoshan Mercenary and Obi-Wan Kenobi, Jedi Spirit.

Trandoshan Mercenary

The reptilian Trandoshans are known for their great strength and warlike natures, so it's no surprise that many of them take up careers as bounty hunters or mercenaries. The physical traits of Trandoshans make them natural warriors. Their supersensitive eyes can see into the infrared spectrum, allowing nighttime operations without relying on equipment whose energy signature might be detected by enemy sensors. Their tough scales make them particularly resistant to attacks, and their natural ability to regenerate lost limbs ensures that they can avoid early retirement if a mission goes bad. Finally, their great strength makes them brutal in close quarters.

Trandoshan mercenaries are very common in almost any era, and they were particularly active during the Clone Wars. For example, Delta Squad (Republic Commandos Boss, Fixer, Scorch, and Sev) ran afoul of Trandoshan mercenaries that had captured the Prosecutor, an Acclamator-class assault ship, and later found them supporting Separatist operations on Kashyyyk. While most Trandoshan mercenaries have no trouble finding work, it's not uncommon to find some who turn to slaving as a means of supplementing their income.

In the Star Wars Miniatures Game, the Trandoshan Mercenary is a relatively low-cost figure that is useful as "filler" to absorb attacks and provide activations. However, he's not a heavy hitter, and his role as a door-opener for more powerful characters is limited by the Mercenary ability, which restricts his movements.

Still, the Trandoshan Mercenary is fairly effective against other low-cost pieces. Given its 20 hit points and Regeneration 10, your opponent has to divert a mid- to high-damage attack or multiple low-damage attacks to take out this character. Damage 10 isn't enough by itself, and if the Trandoshan Mercenary isn't defeated, he'll be back at full strength the next time he activates. Furthermore, since he has Damage 20, he can take out most low-cost figures in one hit.

The combination of Double Claw Attack and Rend +10 is potent against mid-value pieces. However, the Trandoshan's restricted movement will prevent that combination from coming into play unless you set it up properly.

Star Wars Miniatures Stat Card Preview

Faction: Fringe
Cost: 9
Hit Points: 20
Defense: 15
Attack: +4
Damage: 20
Special Abilities: Double Claw Attack, Mercenary, Regeneration 10, Rend +10

Obi-Wan Kenobi, Jedi Spirit

"Surely he must be dead by now."
-- Grand Moff Tarkin

"If you strike me down, I shall become more powerful than you can possibly imagine."
-- Obi-Wan Kenobi

With a mighty slash of his red blade, Darth Vader, Lord of the Sith, finally struck down his former master turned nemesis, Obi-Wan Kenobi. But suddenly, Kenobi completely disappeared, vanishing in the blink of an eye and the swing of a lightsaber. Was this some new Jedi trick? Did Vader's eyes deceive him? The Dark Lord poked disbelievingly at the master's clothing and lightsaber -- all that remained of the Jedi. What had Kenobi said about becoming more powerful than Vader could possibly imagine? There was much to consider -- later. First, the Rebels had to be dealt with, once Kenobi's friends were allowed to escape the Death Star.

In the Star Wars Miniatures Game, Obi-Wan Kenobi, Jedi Spirit is truly a unique piece. It has no stats other than Cost and three abilities, and its Light Spirit ability dictates its use on the battle grid. As a Light Spirit, this piece ignores all terrain. It can't open doors, be damaged in any way, or provide cover. It doesn't count as a legal target. At the start of the game, you choose a Unique allied character with a Force rating. When Obi-Wan is within four squares, the selected character gains the special abilities Force Renewal 1 and Mettle.

However, the Jedi Spirit is not invulnerable and can be defeated in two ways. One is to defeat the beneficiary of the Light Spirit ability. The other is to defeat the Spirit directly by spending a Force point expressly for this purpose while within six squares (replaces attacks), provided the Spirit fails a save of 11.

With a speed of only 2, Obi-Wan will often lag behind the beneficiary of Light Spirit. Maneuvering is key when they engage enemy Force-users in melee combat. Bringing Obi-Wan into range for Light Spirit to be effective also brings him into range for the enemy to attempt to defeat him outright, assuming the foe has the Force points to spend.

Star Wars Miniatures Game Stat Card Preview

Faction: Rebel
Cost: 8
Hit Points: --
Defense: --
Attack: --
Damage: --
Special Abilities: Unique, Speed 2, Light Spirit (Ignores all terrain. Cannot open doors. Cannot attack or be damaged, and does not count as a legal target. Does not provide cover. At the start of the skirmish, choose a Unique allied character with a Force rating. That ally gains Force Renewal 1 and Mettle [If this character spends 1 Force point to reroll, add +4 to the result] while within four squares of this character. This character is defeated if the chosen ally is defeated. An enemy within six squares can spend 1 Force point to defeat this character; save 11. This effect replaces that enemy's attacks.)

Source: http://www.wizards.com/default.asp?x=starwars/article/AEPreview2


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Alliance and Empire Preview 1

Death Star Trooper and Han Solo in Stormtrooper Armor

In May, to celebrate the 30th anniversary of the Star Wars saga, Wizards of the Coast is releasing Alliance and Empire, the next great set for the Star Wars Miniatures Game. Today, we'll start taking a look at some previews of the new minis. First up: the Death Star Trooper and Han Solo in Stormtrooper Armor.

Death Star Trooper

During the construction of the Death Star, Grand Moff Tarkin trained a select fighting force specifically for the fearsome battlestation. Taken from the best Imperial Navy troopers, the new Death Star Troopers were multitalented individuals who fulfilled many combat and noncombat duties throughout the station. They received advanced combat and independent command training.

The Death Star Troopers were an elite fighting force loyal to the Imperial Navy and Tarkin, as opposed to the stormtroopers who had their own command structure and were loyal to the Emperor. Elite Death Star Troopers served in the command areas, while standard troopers were found throughout the station. Their distinctive uniforms became a symbol of power. After the Death Star's destruction, the uniform spread to other Imperial Navy troops throughout the fleet.

In the Star Wars Miniatures Game, the Death Star Trooper is a new basic foot soldier for the Imperial faction. He's slightly more expensive than the standard Stormtrooper, with a lower Defense score and a higher Attack score. He has no special abilities, Force powers, or commander effect of his own, but as a trooper follower, he qualifies for a number of commander effects from other characters. Using the Death Star Trooper with other commanders is highly recommended, and can be effective when using multiple commanders, each with different commander effects.

Star Wars Miniatures Stat Card Preview

Faction: Imperial
Cost: 6
Hit Points: 10
Defense: 14
Attack: +6
Damage: 10

Han Solo in Stormtrooper Armor

The Corellian smuggler had a problem: He owed a Hutt crime lord a lot of money for a lost shipment of spice. In a dirty spacer's cantina in Mos Eisley, though, Han Solo thought he had found the solution. His Wookiee copilot told him that an old desert hermit and some kid from a moisture farm needed a ride to Alderaan, and the old man said they needed it now -- "no questions asked." Sensing desperation, Han pressed for enough money to solve his problems. The deal was made, and things were finally looking up.

But destiny had other plans.

Mere hours later, Han Solo found himself wearing captured stormtrooper armor and walking into the detention block of an Imperial space station to rescue an Alderaanian princess. After a furious shootout in the cell bay, the princess -- who had more than a bit of attitude, by the way -- led them to an escape that involved the heavenly smell of rotting garbage and wet Wookiee fur. As much as Han's mercenary streak would have liked to keep the armor and pawn it with the nearest black-market fence, he knew he'd never get that stench out of the armor's body glove.

In the Star Wars Miniatures Game, Han Solo in Stormtrooper Armor allows your squad to use the tactics of mobility to its advantage. Furious Assault combines the best features of Charging Fire and Blaster Barrage, and it doesn't require a Force Point to activate. Given this, Han Solo can be maneuvered into position to take maximum advantage of the enemy, clearing out large numbers of "mooks" unless they are carefully positioned to maximize cover and minimize the number of legal targets.

Even better, his commander effect lets him bring his followers along with him, a wave of fast-moving blaster fire that consistently outmaneuvers the enemy. Finally, Stealth gives him a little more survivability in a hostile environment, using his fast-moving followers as mobile cover.

Still, his biggest weakness compared to the other versions of Han Solo is the lack of Accurate Shot. Without his customized heavy blaster pistol and encumbered by the clumsy armor, he's just not as fast and accurate as he would normally be. Let's face it, though: Accurate Shot would be a brutal combination with Furious Assault because almost everything in line of sight would be a legal target.

Star Wars Miniatures Game Stat Card Preview

Faction: Rebel
Cost: 25
Hit Points: 80
Defense: 19
Attack: +8
Damage: 20
Special Abilities: Unique, Furious Assault (replaces turn; can move up to 12 squares, then attack each legal target once), Stealth
Commander Effect: Followers gain Charging Fire (replaces turn; can move up to double speed, then attack)

Source: http://www.wizards.com/default.asp?x=starwars/article/AEPreview1



Alliance and Empire

30 Years of a Galaxy Far, Far Away!

For over a thousand generations, the Jedi Knights were the guardians of peace and justice in the Old Republic. Before the dark times. Before the Empire...

Celebrate the 30th anniversary of the Star Wars saga with this collection of miniatures inspired by the original Star Wars film. From the landmark films to the computer games and the novels, this set pits the Rebellion against the Empire in battles to decide the fate of the galaxy.

Booster Pack components:

  • Seven randomized miniatures with statistics cards
  • Very rare, rare, common, and uncommon miniatures


Product line features:

  • There are 60 unique miniatures in the Alliance and Empire set.
  • Miniatures are pre-painted plastic.
  • The 60 miniatures in this anniversary edition have square bases to commemorate the 30th anniversary.
  • Each minis base has the Star Wars logo on the front.
  • Miniatures can be used to play skirmish-level or mass-battle combat scenarios or to add dimension to Star Wars roleplaying games.


Release Date: May, 2007
Source: http://www.wizards.com/default.asp?x=starwars/article/allianceandempire



After much hard work, the newsletter is back! Thanks to all who have contributed, the newsletter is a large task. You you can view it right here!

This month we have articles from Dnemiller, Billiv15, Darth Shoju and Kaine, Ninjaduelist, and Schlinge. Check out the articles, and give feedback! The only way to make the newsletter a success is to have feedback from our readers!


Star Wars Minigames.com Contest: ‘If you wish upon a Mini…..What would it be’ Confused

Okay, here is how it will work. Each member can submit a total of 1 entry in the contest.

All will all be entered to win one of two prizes from Tritex-Games

Winner receives $30 and full bragging rights Cool
Also there will be a Runner up prize of $20 for the next best. Razz

Prize winners will receive a Gift Cert that you may spend at www.tritex-games.co.uk.

The winner will be selected by a select ‘Senate’ of Mods/ Staff/ Sponsor which should be enough of a cross section of strong liberated minds to avoid any Sith corruption! Wink

It will run from now until the end of Feb 2007, Click here for all the Rules and Info!


Empire Collectables News! New SWMG Offer!


Empire Collectables reports in:


We've just received a bunch of new items at the warehouse, the Animated Princess Leia & R2, and Animated Darth Vader Marquette are now in stock and ready to ship, as is the Republic Commando & Death Star Briefing sets -- and there's a new case of Starship Battles boosters, for those interested in the SWMG side of things.


Orders using the YN Order Code (EC-YODANEWS) will receive 15% off their order!


Check out Empire Collectables today and let them know you saw the news here! They do ship Worldwide, be sure to check them out!





Luke Skywalker A&E!


Wizard of the Coast Staffer Rob posted a sneak peek at a new figure in the Champion of the Force Alliance & Empire series! Welcome Luke Skywalker with Special Abilities of Melee Attack, Double Attack and Flurry Attack (When this character scores a critical hit, he may make 1 immediate extra attack)!





Empire Collectables News


Empire Collectables reports In:

We just received our first batch of Starship Battles Starters and Boosters, Individual Miniatures will be available sometime later this week too, for those interested in picking up the best of them :)


Check out Empire Collectables today and let them know you saw the news here! They ship Worldwide!!



Jedi Counseling 100

From: http://www.wizards.com/default.asp?x=starwars/article/sw20061214jc100

Saga Edition overview!

When 100 columns old you reach, look as good you will not.

Welcome to the 100th installment of "Jedi Counseling," our regular column in which Gary M. Sarli answers your rules questions about the Star Wars Miniatures Gameand the Star Wars Roleplaying Game. If you have a question for the counselor, send it in through the link at the end of this column, and check back here for the official answer.

Gary answers your latest Star Wars Minis questions below. But first, he's got a bit of a treat for you -- an overview of the upcoming roleplaying game relaunch! (The next few installments of "Jedi Counseling" will offer further previews.)

Read the Full Article Here, it's a Good One: http://www.wizards.com/default.asp?x=starwars/article/sw20061214jc100


The Winners of our November Forum Contest are:

First Prize: $50 Gift Cert goes to SithSpawn
Second Prize $25 Gift Cert goes to skeevo666 (or one of the two minis)
Third Prize (whichever the above does not pick) goes to Lumparwarump78
Fourth Prize – $25 Gift Cert or a Mini goes to Gydra
Fifth Prize – (whichever the above does not pick goes to Sithewok25

A Big THANKS to our November Contest Sponsor:




Empire Collectables News! Great Offfer!

Empire Collectables reports In:


With Christmas around the corner and the warehouse getting full, we've decided to have a bit of a clear-out. So there's not only a 10% off all-in-stock items sale going on until the 12th of December 2006, but we're also offering free shipping on all items during the period. Starts today, ends whenever we run out of stock, or the 12th, whichever is first :)!


Check out Empire Collectables today and let them know you saw the news here! And yes folks, it's Worldwide!!


Fight Ship to Ship With Star Wars Miniatures!

From StarWars.com:

Conquer the hyperspace lanes with the best fleet of starships you can muster from all eras of the Star Wars saga. The Star Wars Miniatures Starship Battles Game Starter Set contains everything needed to play head-to-head Star Wars space battles. Add Starship Battles Booster Packs to create more powerful fleets and decide the fate of the galaxy. Each Starship Battles Starter Set contains eight randomized, fully painted, plastic miniatures, two exclusive miniatures -- Super Star Destroyer Executor and Mon Calamari Star Defender Viscount, full-color game stat cards, an illustrated battle map, 20-sided die, rulebook, two Fleet Commander cards and Damage and Command counters. Each Starship Battles Booster Pack contains seven randomized, pre-painted, fully-assembled, durable plastic starship miniatures from the Star Wars universe and full-color game stat cards...


Full Story Here!




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