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Looking for individual Champions of the Force, Bounty Hunter or Universe
miniatures?
Empire Collectables has just received several cases of minis for those
looking to complete their collection! Check out
Empire Collectables today!
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More Starship Battles Game Pieces Spotted!
Wizards of the Coast has two more new previews for the upcoming new
miniatures game Starship Battles. Click
here to get a first look and all the details of The Millennium Falcon
and an A-Wing Starfighter.
________________________________
Starship Battles Game Pieces Spotted!
Forums members Sithborg and Sithewok25 have pointed out that the Starship
Battles miniatures have started appearing on
eBay and toy show overseras, including never before seen miniatures
like: an Imperial Shuttle, a Trade Federation Battleship, Jango and Boba
Fett's Slave I, a droid tri-Fighter, a regular X-Wing, a Y-Wing, a
Rebel Assault Frigate, what looks like a medical frigate, General Grievous'
starfighter, a Vulture Droid, what looks to be General Grievous'
Invisible Hand, and a Banking Clan frigate among others.
________________________________
Starship Battles Previews!
The Wizards of the Coast official site has started its previews of the brand
new miniature game Starship Battles. So far we have been shown four game
pieces, along with their corresponding game statistics. Take a look at the
Mon Calamari Star Defender Viscount, the Super Star Destroyer
Executor, a Naboo starfighter, and Luke Skywalker's X-Wing. For all the
details on these ships click
here and
here!
________________________________
Wizards updates their site with some detailed info on
StarShip Battles:
Conquer the hyperspace lanes with the best fleet of
starships you can muster from all eras of the Star Wars saga. Drawn from
the landmark films, the computer games, the comics, and the novels, these
starships give you a whole new way to decide the fate of the galaxy. 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 expand players' options so they can create more powerful
fleets and decide the fate of the galaxy. Beautifully detailed, this
highly-anticipated set will excite players, collectors, and movie fans.
________________________________
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Tritex Games is a totally independent
trading company that deals in brand new and second hand Star Wars
Miniatures, Wargame, RPG, CCG and other hobby games. They
have been trading since beginning of 2004, dedicated
to bringing great games and miniature ranges to your home and have been a
welcome member of our most popular feature (our forums) for the last month
hoping to help our members abroad and in the UK as well as in the USA,
they ship Worldwide and are very collector and player friendly! They have
been personally involved in gaming circles for over two decades and have a
wide variety of experience in this market.
Visit them online at
http://www.tritex-games.co.uk/
______________
Starship Preview Schedule
SithEwok25 posted in out forums that according to WOTC, the Starship
Preview Schedule Product info page will go up next week at some point with
the rulebook to follow either next week or the week after. The first
preview will be online around the 19th and there will be 6 weeks of
previews before the set releases! You can
click here to discuss it!
________________________________
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Miniatures from WotC -- you wouldn't want to miss out.
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Bounty Hunters
OUT!
The set is out! Be sure to join the trading, discussion
and chatter with over 2,000 other players in our forums right now!
Also, look for our new avatar gallery from Bounty Hunters
that was just added!
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Check Out some new preview figures for the upcoming Bounty Hunters
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Bounty Hunters Preview 6
Defel Spy and Bib Fortuna
By Gary M. Sarli and Sterling Hershey
|
The next great set to be released for the
Star Wars Miniatures Game is
Bounty Hunters, coming your way in September. But today,
we've got the sixth in a series of previews of the new minis. First,
Gary Sarli explains why it's so hard to hit a Defel. Then Sterling
Hershey chronicles the rise and fall of Jabba's scheming major-domo.
Defel Spy
Defels
are a humanoid species from Af'El, a world whose skies are bathed in
ultraviolet illumination. The fur of Defels completely absorbs visible
light, making them appear to be little more than walking shadows with
mysterious, glowing red eyes. As such, Defels are very difficult to see
under most conditions; they're clearly visible in brightly lit areas,
and virtually invisible in shadows. Because of this, many Defels find
employment as spies, assassins, shipjackers, bodyguards, or other jobs
where this sort of natural stealth is an asset. However, because Defels
eyes are adapted to see only in the ultraviolet spectrum, those who live
away from Af'El must wear special visors to see in normal light.
In the Star Wars Miniatures Game, the Defel Spy is a
multitalented "first strike" character best employed at the beginning of
the round. However, he has a good chance of making it through to the
next round. On one of your first activations, you might move a Defel Spy
away from his allies to ensure that he gets the benefit of his Loner
ability. That also allows him to keep his distance from enemies and find
cover so that his Stealth will protect him from counterattacks later in
the round.
After that, the Defel Spy could attack an enemy who hasn't yet
activated, gaining the advantage of Cunning Attack. If both Loner and
Cunning Attack are in play at the same time, the Defel Spy will have
Attack +14 and will deal 20 damage -- impressive for a character that
costs only 14 points.
More important, the Defel Spy is hard to attack if carefully
maneuvered to stay far from enemies and in cover. Even those with
Accurate Shot who ignore the problems of Stealth still have to contend
with Evasion, effectively halving their efficiency.
A cornered Defel Spy, on the other hand, is quite vulnerable.
Adjacent enemies won't be affected by either Stealth or Evasion, and the
Defel Spy has neither the Defense nor the Hit Points to survive much of
a beating.
Star Wars Miniatures Stat Card Preview
Faction: Fringe
Cost: 14
Hit Points: 30
Defense: 14
Attack: +6
Damage: 10
Special Abilities: Cunning Attack, Evade, Loner, Stealth
Star Wars Roleplaying Game Statistics
Defel Spy: Male Defel* scoundrel 3; Init +0 (+0 Dex); Def 14
(+0 Dex, +3 class, +1 size); Spd 6 m; VP/WP 16/13; Atk +3 melee (1d2,
punch) or +6 ranged (3d82, personalized* heavy blaster pistol); SQ
blindness, illicit barter, invisibility, lucky (1/day), precise attack
+1; SV Fort +2, Ref +3, Will +3; SZ S; FP 0; Rep +1; Str 10, Dex 11, Con
13, Int 14, Wis 14, Cha 10. Challenge Code C.
Equipment: Heavy blaster pistol (personalized: +2 attack, 2
damage), visor (allows normal sight in visible spectrum).
Skills: Balance +6, Computer Use +8, Disable Device +8, Hide
+12, Listen +8, Move Silently +8, Read/Write Basic, Read/Write Defel,
Search +8, Sense Motive +5, Speak Basic, Speak Bothese, Speak Defel,
Speak Huttese, Spot +8, Tumble +6.
Feats: Stealthy, Weapon Focus (heavy blaster pistol), Weapon
Group Proficiency (blaster pistols, simple weapons).
* See Ultimate Alien Anthology, page 44.
** See Arms & Equipment Guide, page 5.
Bib Fortuna
Bib
Fortuna was Jabba the Hutt's scheming major-domo, a manipulative advisor
with grand plans to take over the Hutt's criminal empire. Fortuna
started out as a ryll smuggler on his homeworld of Ryloth. He was
arrested, but he escaped to Tatooine where he and his associate Bidlo
Kwerve ran spice runs for Jabba. However, Fortuna had bigger plans,
which he put in motion by becoming a slaver for the Hutt. Jabba was
impressed enough to make him an advisor.
Fortuna quickly did away with his rivals within the criminal
organization, becoming major-domo and caretaker of day-to-day
operations. Unfortunately for the Twi'lek, his plans to eliminate Jabba
and take full control fell apart, ironically enough, because of Jabba's
death. The B'omarr monks that had agreed to help Fortuna captured him
instead. He was doomed to become a disembodied brain among the B'omarr
until an ally named Firth Olan provided Fortuna with a replacement body.
In the Star Wars Miniatures Game, Bib Fortuna is one of
the lowest-cost Unique characters available. When used with Jabba the
Hutt, he costs the same as the Twi'lek Scoundrel. While Bib Fortuna has
a lower Defense and Attack score than the Scoundrel, his Poison +20
ability makes him much more dangerous to living targets.
If used with Cunning Attack, Fortuna has a chance to inflict 40
points of damage in a single strike, which no other character can
achieve at this low point cost (without help or a critical hit).
However, Fortuna won't be slugging it out in the trenches. True to the
character, he needs to stay out of the line of fire and strike from
protected locations, due to his low Defense and few Hit Points.
Star Wars Miniatures Stat Card Preview
Faction: Fringe
Cost: 8
Hit Points: 20
Defense: 12
Attack: +4
Damage: 10
Special Abilities: Unique, Melee, Cunning Attack, Poison +20 (+20
damage to living enemy; save 11), Rapport (Jabba the Hutt)
Star Wars Roleplaying Game Statistics
Bib
Fortuna: Male Twi'lek diplomat 2/scoundrel 3; Init +0; Defense 13
(+3 class); Spd 10 m; VP/WP 20/12; Atk +4 melee (1d4+1, dagger) or +3
ranged; SQ illicit barter, low light vision, lucky 1/day, precise attack
+1; SV Fort +3, Ref +3, Will +6; SZ M; FP 0; DSP 6; Rep +2; Str 12, Dex
10, Con 12, Int 14, Wis 14, Cha 14. Challenge Code D.
Equipment: Twi'lek dagger, poisons*, desert robes, credit
chip, datapad.
Skills: Appraise +4, Bluff +10, Diplomacy +12, Gather
Information +10, Hide +3, Knowledge (streetwise) +8, Knowledge (Jabba's
organization) +8, Knowledge (Ryloth) +6, Listen +8, Read/Write Basic,
Read/Write Huttese, Read/Write Ryl, Sense Motive +8, Speak Basic, Speak
Huttese, Speak Lekku, Speak Ryl.
Feats: Skill Emphasis (Bluff), Skill Emphasis (Gather
Information), Weapon Group Proficiency (blaster pistols, simple
weapons).
* See the Star Wars Roleplaying GameRevised Core
Rulebook, page 289. |
______________
Check Out some new preview figures for the upcoming Bounty Hunters
expansion for Star Wars Miniatures, images and information are from our
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Star Wars Miniatures - Dannik Jerriko Fig Info
Figure: Dannik Jerriko
Faction: Fringe
Cost: 23
Hit Points: 70
Defense: 17
Attack: +9
Damage: 10
Set #: 25/60
Rarity: Very Rare
Special Abilities:
Unique
Cunning Attack - +4 Attack and +10 Damage against an enemy who
has not activated this round.
Drain Life Energy - Whenever he defeats an adjacent living enemy,
remove all damage from this character.
Proboscises - Replaces turn: Make an attack at +10 Damage against
an adjacent living enemy. If this attack hits, the enemy is considered
activated this round; save 11.
Stealth - If this character has cover, he does not
count as the nearest enemy for an attacker farther than six squares when
choosing targets.
Star Wars Miniatures: Dannik Jerriko Strategy Tips
He's no good at battling big bruisers, but if you can sneak him around to
the side or rear of your opponent's troops he's great! His Defense
and Hit Points let him take a few hits, and constantly healing as he
slurps up the soup of the
weak figs or wounded
big guys will make sure he's a serious problem for your opponent!
Star Wars Miniatures - Zuckuss Fig Info
Figure: Zuckuss
Faction: Fringe
Cost: 22
Hit Points: 40
Defense: 15
Attack: +8
Damage: 20
Set #: 53/60
Rarity: Rare
Special Abilities:
Unique
Accurate Shot - Can attack an enemy with cover even if it's not
the nearest enemy.
Bounty Hunter - +4 Attack against Unique enemies.
Intuition - Once per round, after Initiative is determined, this
character can immediately move up to six squares before any other character
activates.
Rapport - A character whose name contains 4-LOM costs one less
when in the same squad as this character.
Star Wars Miniatures: Zuckuss Strategy Tips
Other than the obvious 4-LOM teamup, this Gand mercenary has a big
edge on running away! At the end of your turn, march him out of cover and
blast someone, then start the next turn by having him use his Intuition
to realize that standing out in the open with less Defense than a
Stormtrooper is a good way to get blown up, and pop him back into cover!
Or, use his Intuition to get him closer to a target, then move him
the rest of the way when it's his turn.
-------------------
Check Out some new preview figures for the upcoming Bounty Hunters
expansion for Star Wars Miniatures, images and information are from our
friends at
Kidzworld.com and
Wizards.com
Bounty Hunters Preview 4
Mandalore the Indomitable and Mandalorian Warrior
By Sterling Hershey and Gary M. Sarli
|
The next great set to be released for the
Star Wars Miniatures Game is
Bounty Hunters, coming your way in September. But today,
we've got the fourth in a series of previews of the new minis. First,
Sterling Hershey shows us how Mandalore the Indomitable earned his name.
Then Gary Sarli throws in another Mandalorian for good measure -- a
Warrior who really knows how to swing a great force pike.
Mandalore the Indomitable
The
Mandalorians are renowned for their excellent combat abilities. Their
loyalties, motives, and signature armor might vary, but they are always
a force to be respected and feared. Early Mandalorians were probably
Taung, but the Mandalorian tradition was not restricted to any one
species. Traditionally, the Mandalorian leader carried the title of
Mandalore, though others often added descriptive terms to differentiate
between them.
Such is the case with Mandalore the Indomitable. Four thousand years
before the fall of the Republic, this early Mandalore was driven to
conquer and prove the strength and skill of the Mandalorians. He went so
far as to challenge the rogue Jedi Ulic Qel-Droma to single combat at
the beginning of the Great Sith War. Ulic quickly defeated Mandalore and
called upon him and the Mandalorians to join the Sith cause. Mandalore
proved a worthy ally, later helping Exar Kun to rescue Ulic after a
risky strike on Coruscant.
However, the Republic soon gained the upper hand in the Great Sith
War, stripping Ulic of his Jedi abilities and defeating Exar Kun on
Yavin 4. Mandalore himself fell to the savage beasts of Dxun, where he
had fled with his remaining forces after a failed attack on Onderon. In
keeping with Mandalorian tradition, one of his soldiers found his mask,
donning it to become the next Mandalore.
For more information on the Mandalorians, see "The History of the
Mandalorians" in Star Wars Insider #80. For more on Mandalore the
Indomitable and the story of the Sith War, see Tales of the Jedi: The
Sith War, from Dark Horse Comics.
In the Star Wars Miniatures Game, Mandalore the
Indomitable is a powerful leader of the Mandalorian faction. He has a
high point cost of 68, but he has several decent abilities, a very good
Attack score, and a commander effect that can boost the damage of his
Mandalorian allies. Most Mandalorians already have good Attack and
Damage scores, so the extra +4 Attack and +10 Damage from Momentum makes
them a very dangerous faction. Obviously, this character works best with
fellow Mandalorians in the squad.
Mandalore the Indomitable has fewer Hit Points and lower Defense and
Attack scores than other Unique characters in this cost range. Of
course, most of his peers are powerful Jedi or other Force-users.
Fortunately, Mandalore's Evade ability should enable him to avoid some
damage and keep him in the game that much longer. He also dishes out
more Damage with each hit than some characters in his cost range.
Star Wars Miniatures Stat Card Preview
Faction: Mandalorian
Cost: 68
Hit Points: 120
Defense: 19
Attack: + 13
Damage: 30
Special Abilities: Unique, Deadly Attack (scores a critical hit
on an attack roll of natural 19 or 20), Double Attack, Evade, Momentum
Commander Effect: Mandalorian allies gain Momentum
Star Wars Roleplaying Game Statistics
Mandalore
the Indomitable: Male Mandalorian soldier 6/elite trooper 5; Init
+6; Defense 19 (+7 class, +2 Dex); Spd 6 m; DR 11, VP/WP 104/16; Atk
+13/+8 melee (2d8, force pike) or +14/+9 melee (2d10/1920, Mythosaur
axe) or +12/+7 ranged (3d6, blaster pistol); SQ uncanny dodge (Dex
bonus), SV Fort +12, Ref +6, Will +6; SZ M; FP 2; DSP 5; Rep +4; Str 16,
Dex 15, Con 16, Int 10, Wis 14, Cha 12. Challenge Code E.
Equipment: Mandalore's Crusader armor (see below), mythosaur
axe (see below), Force pike, blaster pistol, comlink, basilisk war
droid.
Skills: Astrogate +3, Computer Use +6, Demolitions +6, Hide +5
, Intimidate +7, Listen +6, Move Silently +3, Pilot +9, Search +3, Spot
+6, Repair +2, Tumble +1.
Feats: Armor Proficiency (light, medium, heavy), Dodge, Exotic
Weapon Proficiency (Mythosaur axe), Improved Critical (Mythosaur Axe),
Improved Initiative, Infamy, Martial Arts, Point Blank Shot, Starship
Operation (capital ship), Two-Weapon Fighting, Weapon Focus (Mythosaur
axe), Weapon Group Proficiency (blaster pistols, blaster rifles, heavy
weapons, simple weapons, vibro weapons), Zero-G Training.
Crusader Armor
Around the time of the Sith War, most Mandalorians wore highly
customized Crusader armor. Each suit had a similar organic look with
armored plates, spikes, studs, and straps modified to the wearer's
specifications. Crusader armor is much simpler than later Mandalorian
armor, as it does not feature built-in weaponry. Some versions also
include early rocket packs. Crusader armor can be completely sealed for
use in hard vacuum.
Armor Type: Heavy Armor; Proficiency Group: Heavy;
Cost: 10,000 (standard) or using Mandalorian Iron: 42,000
(soldiers), 84,000 (officers) or 336,000 (Mandalore); Damage
Reduction: 6 (standard) or using Mandalorian Iron: 8 (soldiers), 9
(officers) or 11 (Mandalore); Maximum Dex Bonus: +2; Armor
Check Penalty: 5; Speed: 6m/2m; Weight: 45 kg;
Availability: Military
Mythosaur Axe
The mythosaur axe is a traditional Mandalorian weapon, used during the
Sith War. The double-bit axe features telescopic blades that fan out
from a central shaft. For portability, the blades are extended only when
in combat. Traditionally, the blades are made from mythosaur bone, but
as those ancient creatures are rare (if not extinct), later versions use
modern materials.
Weapon Type: Melee weapon; Proficiency Group: Exotic (mythosaur
axe); Cost: 5,000; Damage: 2d10; Critical: 20;
Weight: 4 kg; Type: Slashing; Size: Large;
Hardness: 10; WP: 10; Break DC: 20; Availability:
Military
Mandalorian Warrior
In
the years after the defeat of Exar Kun (four millennia before the Battle
of Yavin), Mandalore the Ultimate unleashed his Neo-Crusaders on the
galaxy in what became known as the Mandalorian Wars. These Mandalorian
warriors wore more sleek and uniform armor than their Crusader
predecessors, and they ravaged countless worlds as war itself was
revered as an aspect of the divine. Ultimately, the Mandalorian
Neo-Crusaders were defeated by the Jedi Revan and Malak (who later
became Dark Lords of the Sith), and their ranks were dispersed as they
became little more than mercenaries scattered throughout the galaxy.
In an ironic twist, Revan would play a pivotal role in helping
Canderous Ordo to restore the honor of the Mandalorian traditions. As
the new Mandalore, Canderous Ordo employed a more advanced version of
armor than that of the Neo-Crusaders. Ordo's reformed Neo-Crusaders
adopted a similar style of armor in the following years in honor of the
new Mandalore.
In the Star Wars Miniatures Game, the Mandalorian
Warrior provides a commanding melee presence for a reasonable price.
He's not quite low enough to work as "filler" for the last few points of
a squad, but certainly attractive to add a little muscle to a
melee-oriented group. Solid damage combined with Mighty Swing gives him
a decent punch. Combined with Cleave, he can slice through two enemies
with up to 30 Hit Points each in a single turn.
More important, he has a little extra versatility on the offensive
because of Melee Reach 2; he can engage slightly more distant opponents
without having to move, further capitalizing on Mighty Swing. Place him
in a critical location or intersection, and you can make your opponent
think twice before drawing an attack of opportunity or leaving his
characters within reach.
Star Wars Miniatures Stat Card Preview
Faction: Mandalorian
Cost: 14
Hit Points: 40
Defense: 16
Attack: + 9
Damage: 20
Special Abilities: Cleave, Melee Attack, Melee Reach 2, Mighty
Swing
Star Wars Roleplaying Game Statistics
Mandalorian Warrior: Male Human soldier 4; Init +2 (+2 Dex);
Def 16 (+2 Dex, +4 Class); DR 5; Spd 8 m; VP/WP 30/13; Atk +6 ranged (by
weapon) or +9 melee (3d8+4, great force pike); SV Fort +5, Ref +3, Will
+2; SZ M; FP 1; DSP 1; Rep +1; Str 16, Dex 14, Con 13, Int 8, Wis 12,
Cha 10. Challenge Code ?
Equipment: Padded battle armor (Mandalorian iron*), great
force pike** (reach: 4 meters)
Skills: Intimidate +7, Listen +4, Pilot +7, Read/Write Basic,
Speak Basic, Spot +4, Treat Injury +5
Feats: Armor Proficiency (light, medium), Cleave, Combat
Reflexes, Great Cleave, Power Attack, Weapon Focus (great force pike),
Weapons Group Proficiency (blaster pistols, blaster rifles, heavy
weapons, simple weapons, vibro weapons).
Source:
http://www.wizards.com/default.asp?x=starwars/article/BHPreview4
|
Star Wars Miniatures - Aqualish Assassin Fig Info
Figure: Aqualish Assassin
Faction: Fringe
Cost: 7
Hit Points: 20
Defense: 15
Attack: +7
Damage: 10
Set #: 15/60
Rarity: Common
Special Abilities:
Black Sun - If a character whose name contains Xizor or Vigo
is in the same squad, this character gains Grenades 10(Replaces
attacks: Range 6; 10 damage to target and to each character adjacent to
that target: save 11).
Melee Attack - Can attack only adjacent enemies.
Opportunist - +4 Attack and +10 Damage against an enemy who
has activated this round.
Stealth - If this character has cover, he does not count as
the nearest enemy for an attacker farther than six squares when choosing
targets.
Star Wars Miniatures - Aqualish Assassin Strategy
Tips
Without his Black Sun mob bosses to power him up, this guy is
pretty weak. With them you can sneak this guy up into cover and toss
grenades at your opponent's
warriors, then use his Opportunist ability against anyone who
gets too close.
Star Wars Miniatures - Rodian Hunt Master Fig Info
Figure: Rodian Hunt Master
Faction: Fringe
Cost: 22
Hit Points: 40
Defense: 16
Attack: +7
Damage: 20
Set #: 46/60
Rarity: Uncommon
Special Abilities:
Deadeye - On this character's turn, if he doesn't move, he
gets +10 Damage.
Rapport - Costs one less when in the same squad as a
character named Jabba the Hutt.
Commander Effect:
Non-Unique followers within six squares gain Deadeye.
Star Wars Miniatures - Rodian Hunt Master Strategy
Tips
He isn't much good on his own, but if you team him up with a bunch of
stealthy allies who have Cunning Attack, Careful Shot,
Double Attack, or all three abilities, then he can give them a
nice boost. Just make sure to keep him under cover so he doesn't get
blasted!
Star Wars Miniatures - Klatooinian Hunter Fig Info
Figure: Klatooinian Hunter
Faction: Fringe
Cost: 11
Hit Points: 10
Defense: 12
Attack: +3
Damage: 30
Set #: 8/60
Rarity: Common
Special Abilities:
Black Sun - If a character whose name contains Xizor or Vigo
is in the same squad, this character gains Grenades 10 (Replaces
attacks: Range 6; 10 damage to target and to each character adjacent to
that target: save 11).
Heavy Weapon - Can't attack and move in the same turn.
Star Wars Miniatures - Klatooinian Hunter Strategy
Tips
With 30 Damage this guy must be hunting spaceships! He only
has +3 to hit though, so he needs a commander who can boost that.
A Black Sun commander is even better, because it gives him an
attack he can use while he moves up to use his bazooka.
Star Wars Miniatures - Tusken Raider Sniper Fig Info
Figure: Tusken Raider Sniper
Faction: Fringe
Cost: 8
Hit Points: 10
Defense: 13
Attack: +3
Damage: 20
Set #: 48/60
Rarity: Common
Special Abilities:
Careful Shot +4 - On this character's turn, if he doesn't
move, he gets +4 Attack.
Sniper - Other characters do no provide cover against this
character's attack.
Star Wars Miniatures - Tusken Raider Sniper Strategy
Tips
A cheaper version of the Mustafarian Soldier, this desert
raider is good for helping your
melee troops out. Send a bunch of them in to tie up your opponent's
warriors, then start blasting away!
|
----------------------------
Check Out two new preview figures for the upcoming Bounty Hunters
expansion for Star Wars Miniatures, images and information are from our
friends at
Kidzworld.com,
Star Wars Miniatures: Bounty Hunters
Preview Images
Star Wars Miniatures: Tamteel Skreej
Fig Info
Figure: Tamteel Skreej [Lando Calrissian]
Faction: Fringe
Cost: 23
Hit Points: 50
Defense: 18
Attack: +8
Damage: 20
Set #: 47/60
Rarity: Very Rare
Special Abilities:
Unique - Counts as Lando Calrissian.
Cleave - Once per turn, if this character defeats an adjacent
enemy by making an attack, he can make 1 immediate attack against
another adjacent enemy.
Double Attack - On his turn, this character can make 1 extra
attack instead of moving.
Melee Attack - Can attack only adjacent enemies.
Opportunist - +4 Attack and +10 Damage against an enemy who
has activated this round.
Stealth - If this character has cover, he does not count as
the nearest enemy for an attacker farther than 6 squares when choosing
targets.
Star Wars Miniatures: Mustafarian Soldier Fig Info
Figure: Mustafarian Soldier
Faction: Fringe
Cost: 12
Hit Points: 10
Defense: 12
Attack: +4
Damage: 20
Set #: 42/60
Rarity: Common
Special Abilities:
Careful Shot +4 - On this character's turn, if he doesn't
move, he gets +4 Attack.
Deadeye - On this character's turn, if he doesn't move, he
gets +10 Damage.
Sniper - Other characters do no provide cover against this
character's attack
|
----------------------
Bounty Hunters Preview 3
IG-88 and Dark Hellion Swoop Gang Member
By Gary M. Sarli and Sterling Hershey
|
The next great set to be released for the
Star Wars Miniatures Game is
Bounty Hunters, coming your way in September. But today,
we've got the third in a series of previews of the new minis. First,
Gary Sarli explains why you might prefer the new souped-up IG-88 over
the original model from the Rebel Storm set. Then Sterling
Hershey shows how the Dark Hellion Swoop Gang Member fights better when
his pals are nearby.
IG-88, Bounty Hunter
Only
seconds after being built and activated at Holowan Laboratories, IG-88
achieved self-awareness and killed his creators. Shortly afterward, he
downloaded his consciousness into three other prototypes of the same
design, and IG-88A, B, C, and D set forth on a plan of galactic
domination.
While IG-88A took over the massive droid factories on Mechis III and
began planting "accomplices" on countless planets, IG-88B began working
as a bounty hunter to draw attention away from the larger plot. By the
time IG-88B answered Vader's call for hunters to track down the
Millennium Falcon, he had already killed over 150 beings and was
subject to a "dismantle on sight" order in 40 different star systems.
Over the next year, IG-88's reign came to an end. First, IG-88B
confronted Boba Fett on Cloud City in an attempt to get the Han Solo
bounty for himself, but Fett destroyed him and left his wreckage to the
Ugnaughts in the city's smelting chambers. Later, IG-88C confronted Fett
in orbit over Tatooine, but Fett's Slave I managed to destroy
IG-88C's starship, IG-2000. IG-88D was reportedly destroyed by
Dash Rendar on Ord Mantell. And IG-88A, who had downloaded his corrupt
programming into the computer core that was installed on the second
Death Star, was destroyed along with the battle station at the Battle of
Endor.
In the Star Wars Miniatures Game, the new IG-88, Bounty
Hunter figure is a significant step up in power over the original IG-88
from Rebel Storm.
Flamethrower 20 is absolutely devastating to groups of enemies
because it deals an automatic 20 points of damage, no save or attack
required.
If you'd rather nullify your enemies for a round instead, use Sonic
Stunner, which leaves a living target and all living characters adjacent
to it activated and unable to act for the rest of the round.
On the other hand, if a notable enemy has already activated, you can
use Opportunist instead to get an extra edge against him.
Although IG-88, Bounty Hunter has a lower Attack bonus than his
Rebel Storm counterpart, he does have a higher bonus from Bounty
Hunter, making him just as effective against Unique enemies.
Star Wars Miniatures Stat Card Preview
Faction: Fringe
Cost: 44
Hit Points: 80
Defense: 19
Attack: +9
Damage: 20
Special Abilities: Unique, Droid, Bounty Hunter +6, Double
Attack, Flamethrower 20, Opportunist, Sonic Stunner (replaces attacks;
range 6; living target and each living character adjacent to that target
are considered activated this round; save 11 negates. Huge and larger
characters ignore this special ability.)
Star Wars Roleplaying Game Statistics
IG-88:
Medium walking assassin droid scout 4/soldier 3/bounty hunter 1; Init +3
(+3 Dex); Defense 19 (+6 class, +3 Dex); DR 7; Spd 12 m; VP/WP 68/17;
Atk +10/+5 melee (1d6+3, claws) or +11/+6 ranged (3d8+3, blaster rifle)
or +10/+5 ranged (special, neural inhibitor) or +6/+1 ranged (DC 18
daze, sonic stunner); SQ droid quirk (pompous), manufacturer
characteristics (Holowan Laboratories, +2 on Spot and Intimidate),
trailblazing, heart +1, uncanny dodge, target bonus +1; SV Fort +9, Ref
+7, Will +5; SZ M; FP 0; DSP 9; Rep +3; Str 17, Dex 17, Con 17, Int 11,
Wis 13, Cha 14. Challenge Code E.
Equipment: BlasTech DLT-20A blaster rifle, Mennotor DAS-430
electromagnetic projectile launcher with neural inhibitor darts (see
below), flamethrower, sonic stunner (DC 18 stun, burst radius 4 meters;
see below), claws, heavy battle armor, locked access, heuristic
processor, improved sensor package, infrared vision, low-light vision,
telescopic vision, 360-degree vision, motion sensors, sonic sensors,
vocabulator, comlink, environmental compensation (acid, heat, cold,
dust, water), rust inhibitor, assault starfighter (IG-2000).
Skills: Astrogate +2, Computer Use +5, Demolitions +3, Disable
Device +2, Gather Information +7, Intimidate +9, Knowledge (alien
species) +3, Knowledge (streetwise) +4, Knowledge (systems) +4, Listen
+5, Move Silently +8, Pilot +6, Profession (bounty hunter) +4,
Read/Write Basic, Search +4, Sense Motive +3, Speak Basic, Spot +8,
Survival +4.
Feats: Ambidexterity, Armor Proficiency (light, medium,
heavy), Starship Operations (starfighter), Track, Weapon Focus (blaster
rifles), Weapon Group Proficiency (blaster pistols, blaster rifles,
heavy weapons, simple weapons, slugthrowers, vibro weapons).
Mennotor DAS-430 Electromagnetic Projectile Launcher
The DAS-430 is similar in appearance to a standard blaster rifle, but it
actually fires small dartlike projectiles. The most common ammunition is
a dart filled with a neural inhibiting toxin.
Weapon Type: Dart shooter; Proficiency Group:
Slugthrower; Cost: 1,200; Damage: 1d6; Critical:
20; Range Increment: 8 m (burst radius by grenade type);
Weight: 3.5 kg; Fort DC: --; Type: Piercing;
Multifire/Autofire: --; Size: Medium; Hardness: 4;
WP: 5; Break DC: 17; Availability: Rare; Eras:
All; Special: The weapon holds eight shots before needing to be
reloaded as a full-round action.
Neural Inhibitor Dart
On a successful hit, the target is injected with a neurotoxin. This is
an injury poison (DC 15) with initial damage 1d6 Dex and secondary
damage Paralysis. Wound damage must be dealt for the poison to affect
the target. The cost is 10 credits per shot.
Availability: Rare, restricted.
Sonic Stunner
Sonic weapons have become increasingly common as an alternative to stun
weapons among law enforcement authorities (and others who like to
capture targets alive, such as bounty hunters). Anyone hit by a sonic
rifle set on "daze" must make a successful Fortitude save to avoid being
dazed for 1d4+1 rounds.
Weapon Type: Sonic stunner; Proficiency Group: Exotic
(sonic weapons); Cost: 1,500; Damage: --; Critical:
--; Range Increment: 4 m (4-m burst radius); Weight: 3.5
kg; Fort DC: 18 (daze); Type: Energy; Multifire/Autofire:
--; Size: Medium; Hardness: 4; WP: 5; Break DC:
17; Availability: Rare; Eras: All; Special: The
weapon holds five shots before needing to be reloaded as a move action.
Dark Hellion Swoop Gang Member
The
Dark Hellions -- better known as the Dark Star Hellions -- are a violent
swoop gang known to raid isolated settlements in Seswenna Sector in the
Outer Rim. Using a large freighter to ferry their overpowered swoops
around the sector, the Hellions target poorly defended outposts and
towns, and then escape before reinforcements arrive. At any given time,
the gang might have up to a hundred members. Their strength relies on
speed and numbers, so the more Hellions there are around, the better
they fight.
In the Star Wars Miniatures Game, characters with a
5-point cost are low-powered units, often used to fill out a squad of
high-power characters or serve as basic troopers (such as Stormtroopers
or Rebel Troopers). They usually have a single special ability to give
them a small boost in certain situations, and the Dark Hellion Swoop
Gang Member is no exception.
The Dark Hellions have the Gang +1 special ability, which grants them
a +1 bonus on their attack for every other gang member within 6 squares
of a target (not each other). To get the most out of these
characters, field them with other gang members.
Because a gang member's Attack bonus is only +3, throw in some backup
to boost his chances, and combine their fire. For example, support one
Dark Hellion Swoop Gang Member with two additional gang members, and
combine their fire to boost the Attack bonus to +13.
Of course, Dark Hellions only do 10 Damage, so you'll want to field
them with a character who has a commander effect that increases damage,
such as the Rodian Hunt Master and his Deadeye ability.
If you're using the Rebel or Imperial factions, you'll probably
choose a unit that has a higher Attack bonus -- such as a Rebel Trooper
or a Stormtrooper (which also has a higher Defense) -- over a Dark
Hellion. Other factions have fewer options in this range.
Star Wars Miniatures Stat Card Preview
Faction: Fringe
Cost: 5
Hit Points: 10
Defense: 13
Attack: +3
Damage: 10
Special Abilities: Gang +1 (+1 Attack against a target for each
other ally whose name contains Dark Hellion within 6 squares of that
target)
Star Wars Roleplaying Game Statistics
Dark Hellion: Male Human thug 1; Init +2; Defense 13 (+1
class, +2 Dex); Spd 10 m; VP/WP 0/10; Atk +3 melee (2d6, vibroblade) or
+3 ranged (3d6, blaster pistol); SV Fort +2, Ref +2, Will -1; SZ M; FP
0; DSP 1; Rep +0; Str 14, Dex 14, Con 10, Int 10, Wis 8, Cha 10.
Challenge Code A.
Equipment: Blaster pistol, comlink, credit chip.
Skills: Computer Use +3, Intimidate +2, Pilot +1, Repair +3.
Feats: Gearhead, Weapon Group Proficiency (blaster pistol,
simple weapons, vibro weapons).
|
Source:
http://www.wizards.com/default.asp?x=starwars/article/BHPreview3
Bounty Hunters Preview 2
Basilisk War Droid and Quarren Bounty Hunter
By Gary M. Sarli and Sterling Hershey
|
The next great set to be released for the
Star Wars Miniatures Game is Bounty Hunters, coming
your way this fall. But today, we've got the first in a series of
previews of the new minis. First, Gary Sarli details the massive mobile
weapons platform known as the Basilisk War Droid. Then Sterling Hershey
shows how the simple Quarren Bounty Hunter shines with some help from
his Black Sun friends.
Basilisk War Droid
During
the Sith War, four millennia before the rise of the Empire, Mandalorian
warriors rode into battle on the backs of Basilisk war droids. Massive
mobile weapons platforms, the Basilisks served as loyal allies and
faithful mounts for the Mandalorian riders. In fact, Basilisks were
attuned to their masters' emotions so that they served almost as an
extension of their riders' bodies.
The war droids could operate both in atmosphere and deep space,
lifting their rear wings to expose a set of high-boost engines. The
droids also featured a pair of laser cannons, a pair of shatter-missile
launchers, and set of shockwave generator rods whose plasma burst could
rupture a starship's hull. In addition to this formidable weaponry,
their heavy forward claws were used to smash through obstacles as well
as enemy infantry.
In the Star Wars Miniatures Game, the Basilisk War
Droid is one of the most mobile Huge figures. It can move across the
battle map very quickly to take advantage of an opponent's maneuvers.
Even better, it does more than just move -- its Huge size and impressive
damage allow its Strafe Attack to cut a swath through enemies as it
goes. In fact, given its speed, the Basilisk can potentially attack up
to 60 enemies in a single turn!
Star Wars Miniatures Stat Card Preview
Faction: Mandalorian
Cost: 51
Hit Points: 100
Defense: 18
Attack: +10
Damage: 30
Special Abilities: Flight, Mounted Weapon, Speed 10, Strafe
Attack
Star Wars Roleplaying Game Statistics
Basilisk War Droid: Huge flying war droid soldier 5; Init 1
(1 Dex); Defense 18 (2 size, 1 Dex, +5 class, +6 natural); DR 5; Spd
8 m, fly 20 m (average); VP/WP 57/42; Atk +12/+12 melee (1d8+12, 2
claws), +10 ranged (3d10 x 2, fire-linked laser cannons); SQ space
flight (maximum speed in space: 6 squares), shatter missiles (+10
quality, 3d10 x 2 damage), shockwave generator rods (breach hull in
DR/10 rounds); SV Fort +10, Ref +0, Will +1; SZ H; Face/Reach 6 m x 6
m/4 m; Rep +1; Str 30, Dex 9, Con 21, Int 4, Wis 10, Cha 9. Challenge
Code E.
Equipment: Heuristic processor, 2 claw appendages, 5 weapon
mounts, external seat for one rider, empathic link (+10 bonus to Sense
Motive checks to anticipate rider's commands).
Skills: Sense Motive +7 (+17 to anticipate rider's commands).
Feats: Armor Proficiency (light), Multiattack, Power Attack,
Skill Emphasis (Sense Motive), Weapon Focus (claws), Weapon Group
Proficiency (blaster pistols, blaster rifles, simple weapons, vibro
weapons), Weapon Specialization (claws).
Quarren Bounty Hunter
Quarren
are another species native to Mon Calamari (not surprisingly, the other
is the Mon Calamari themselves). Strife between the idealistic Mon
Calamari and the pragmatic Quarren is well known, and a major reason
some Quarren prefer to live elsewhere in the galaxy. Many of the
outsiders end up in organizations of dubious morals.
In the Star Wars Miniatures Game, the Quarren Bounty
Hunter embodies a typical low-level criminal operative. He has some
skill of his own, but he works best when augmented with equipment and a
command structure provided by his criminal organization -- in this case,
Black Sun. Between the Universe and the Bounty Hunters
sets, Black Sun is almost its own mini-faction within the Fringe,
thereby providing needed support for characters such as this.
The stats and abilities of 11-point-cost characters are fairly
widespread. Compared to other units at this level, the Quarren Bounty
Hunter has more abilities, but a lower Defense and only 20 Hit Points.
With a 14 Defense, the Quarren Bounty Hunter will need to stay under
cover. His Attack score is also low, but thanks to his Careful Shot and
Bounty Hunter +2 abilities, he can still threaten high Defense, Unique
targets, under the right conditions. The Quarren Bounty Hunter benefits
greatly in squads with a Black Sun Vigo or Xizor. Not only does this
activate his Black Sun ability (giving him Grenades 10), he also
typically receives the Vigo's commander effect, which further increases
his usefulness at a low point cost.
Star Wars Miniatures Stat Card Preview
Faction: Fringe
Cost: 11
Hit Points: 20
Defense: 14
Attack: +5
Damage: 20
Special Abilities: Black Sun (gains Grenades 10 in squads with a
Xizor or Vigo), Bounty Hunter +2 (Unique enemies), Careful Shot
Star Wars Roleplaying Game Statistics
Quarren:
Male Quarren soldier 3; Init +1; Defense 14 (+3 class, +1 Dex); Spd 10
m; VP/WP 20/10; Atk +4 melee (2d6, vibroblade) or +5 ranged (3d8,
blaster rifle); SQ Breathe Underwater; SV Fort +3, Ref +2, Will +1; SZ
M; FP 1; DSP 2; Rep +1; Str 14, Dex 13, Con 10, Int 12, Wis 10, Cha 8.
Challenge Code B.
Equipment: Blaster rifle, 2 frag grenades (4d6+1), vibroblade,
comlink, credit chip, datapad.
Skills: Computer Use +5, Gather Information +2, Intimidate +4,
Jump +6, Repair +5, Search +3, Read/Write Basic, Read/Write Quarrenese,
Speak Basic, Speak Quarrenese, Spot +4, Swim +6.
Feats: Armor Proficiency (light), Point Blank Shot, Precise
Shot, Track, Weapon Group Proficiency (blaster pistols, blaster rifles,
heavy weapons, simple weapons, vibro weapons).
|
Bounty Hunters Preview 1
From:
http://www.wizards.com/default.asp?x=starwars/article/BHPreview1
Bossk and the Mistryl Shadow Guard
By Sterling Hershey and Gary M. Sarli
|
The next great set to be
released for the Star Wars Miniatures Game is Bounty
Hunters, coming your way this fall. But today, we've got the first
in a series of previews of the new minis. First, Sterling Hershey
explains why you wouldn't want to meet a Trandoshan with a flamethrower
in a dark alley. Then Gary Sarli dodges shock whips to uncover the
secrets of the Mistryl Shadow Guard.
Bossk, Bounty Hunter
In
almost every Star Wars movie, bounty hunters play significant and
sometimes pivotal roles in the fate of the galaxy. Their very presence
-- and how different they all look -- hints at the depth and variety of
the universe.
The reptilian Bossk first appeared on screen in The Empire Strikes
Back as one of the elite bounty hunters personally invited by Darth
Vader to pursue the Millennium Falcon. He didn't manage to
capture the Falcon, or steal the frozen Han Solo from Boba Fett.
But Bossk maintained a long rivalry with Chewbacca before and after the
incident. Bossk is a Trandoshan, which is one of the native species of
the Kashyyyk system and a longtime enemy of the Wookiees.
In the Star Wars Miniatures Game, Bossk, Bounty Hunter
is an upgraded version of the Bossk miniature originally issued in the
Rebel Storm set. For a cost increase of only 8 points, Bossk, Bounty
Hunter has many more special abilities, plus slightly increased Hit
Points and Attack scores. Some of his new abilities are typical
Trandoshan traits, such as Regeneration and Rend. However, his offensive
abilities get a substantial boost from Flamethrower and Momentum, as
well.
Bossk, Bounty Hunter is highly effective in close-range combat, with
powerful claw attacks and his dangerous, crowd-thinning Flamethrower.
His Regeneration ability allows him to regain 10 hit points in any round
he doesn't move. This power should help him stay in the fight longer
when battling adjacent, non-moving enemies for consecutive rounds.
Opponents with few hit points will find Bossk, Bounty Hunter a
formidable foe. They won't last long in adjacent fighting, and they
can't survive even a single hit from his Flamethrower.
Star Wars Miniatures Stat Card Preview
Faction: Fringe
Cost: 25
Hit Points: 60
Defense: 17
Attack: +8
Damage: 20
Special Abilities: Unique, Bounty Hunter +4, Double Claw Attack,
Flamethrower 20, Momentum, Regeneration 10, Rend +10
Star Wars Roleplaying Game Statistics
Bossk:
Male Trandoshan scout 4/soldier 3/bounty hunter 1; Init +3 (+3 Dex);
Defense 22 (+1 natural, + 8 class, +3 Dex); Spd 10 m; VP/WP 66/16; Atk
+10/+5, melee (1d3+3, unarmed) or +10/+5 ranged (3d8/1920, blaster
rifle) or +10/+5 ranged (3d6/1d6 stun grenade) or +10/+5 ranged (2d6,
flamethrower); SQ darkvision 20 m, trailblazing, heart +1, uncanny
dodge, target bonus +1; SV Fort +9, Ref +7, Will +5; SZ M; FP 2; DSP 8;
Rep +3; Str 16, Dex 17, Con 16, Int 12, Wis 12, Cha 13. Challenge Code
D.
Equipment: Blaster rifle, grenade launcher*, flamethrower*,
binders, modified freighter (Hound's Tooth).
* See "Equipment of Jango and Boba Fett," page 316 of the Star
Wars Roleplaying Game Revised Core Rulebook.
Skills: Appraise +3, Astrogate +5, Computer Use +2, Disable
Device +5, Gather Information +6, Hide +8, Intimidate +6, Knowledge
(alien species) +2, Knowledge (streetwise) +3, Knowledge (systems) +3,
Listen +2, Move Silently +8, Pilot +10, Repair +5, Read/Write Dosh,
Search +3, Speak Basic, Speak Dosh, Spot +3, Survival +6, Swim +5.
Feats: Armor Proficiency (light), Dodge, Mobility, Point Blank
Shot, Rapid Shot, Starship Operation (Space Transports), Track, Weapon
Group Proficiency (blaster pistols, blaster rifles, heavy weapons,
simple weapons, vibro weapons).
Mistryl Shadow Guard
The
Mistryl Shadow Guards are an organization of assassins, bodyguards, and
mercenaries famed for their reliability and skill, but little else is
known about them in the galaxy at large. All Mistryl Shadow Guards are
Human women who have received extensive training in many types of
martial arts, and they accept contracts to perform almost any task
appropriate to their abilities. They will serve nearly any employer,
with one significant exception -- the Shadow Guards very rarely work for
the Empire and its agents.
The goals of the organization are mysterious. It has been observed
that individual Shadow Guards keep only a small portion of their
earnings for subsistence and send the rest back to their homeworld of
Emberlene, a once-prosperous planet devastated in the aftermath of the
Clone Wars.
In the Star Wars Miniatures Game, the Mistryl Shadow
Guard is one of the better non-Unique melee characters. On the defensive
side, she has several distinct advantages. First, her Stealth special
ability restricts her from being a legal target as long as she stays in
cover and keeps her distance. Second, Evade makes her difficult to hurt,
even for characters with Accurate Shot. And third, her naturally high
Defense is even harder to hit for all but the best opponents.
On offense, she may be limited by Melee Attack, but Melee Reach 2
gives her a bit more flexibility. Further, although she loses the
benefits of Stealth and Evade against very close targets, the Paralysis
ability granted by her shock whip gives her a good chance of keeping a
close opponent from being able to activate at all.
Finally, the Mistryl Shadow Guard is a flexible character. Loner
allows her to operate efficiently by herself, and Bodyguard lets her
protect vulnerable allies. And with her high number of Hit Points, she
can survive for awhile in either role.
Star Wars Miniatures Stat Card Preview
Faction: Fringe
Cost: 24
Hit Points: 60
Defense: 18
Attack: +12
Damage: 20
Special Abilities: Bodyguard, Evade, Loner, Melee Attack, Melee
Reach 2, Paralysis, Stealth
Star Wars Roleplaying Game Statistics
Mistryl
Shadow Guard: Female Human scoundrel 4/scout 4/Mistryl Shadow Guard*
3/bodyguard** 1; Init +4 (+4 Dex); Defense 21 (+7 class, +4 Dex); Spd 10
m; VP/WP 54/10; Atk +13/+8 melee (2d6+2, shock whip); SQ camouflage
prematch, dash, harm's way, heart, illicit barter, lucky (1/day),
precise attack +1, teamwork, trailblazing, uncanny dodge; SV Fort +7,
Ref +14, Will +5; SZ M; FP 3; DSP 5; Rep +3; Str 14, Dex 18, Con 10, Int
13, Wis 12, Cha 8. Challenge Code D.
Equipment: Shock whip*.
Skills: Balance +14, Bluff +9, Climb +11, Disable Device +8,
Disguise +9, Gather Information +7, Hide +19, Intimidate +7, Listen +10,
Move Silently +16, Search +10, Spot +13, Survival +5, Tumble +14.
Feats: Combat Expertise, Combat Reflexes, Endurance, Exotic
Weapon Proficiency (shock whip), Heart of Vengeance*, Improved Martial
Arts, Martial Arts, Improved Trip, Skill Emphasis (Hide), Weapon Finesse
(shock whip), Weapon Group Proficiency (blaster pistols, blaster rifles,
simple weapons, vibro weapons).
* See Hero's Guide.
** See Ultimate Alien Anthology.
Source:
http://www.wizards.com/default.asp?x=starwars/article/BHPreview1
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Rebel Snowspeeder
38 Points
Hit Points 60
Defense 16
Attack +8
Damage 20
Special Abilities
Flight (Ignores difficult terrain, enemy characters, low objects,
and pits when moving)
Damage Reduction 10 (Whenever this character takes damage, reduce
the damage dealt by 10. Attacks with lightsabers ignore this special
ability).
Harpoon Gun (Replaces attacks: range 6: target enemy with Mounted
Weapon cannot move this round; save 11)
Mobile Attack (Can move both before and after attacking)
Mounted Weapon (Only allies with Mounted Weapon or adjacent allies
with Gunner can combine fire with this character)
Speed 16 (Can move up to 16 squares and attack, or 32 squares
without attacking)
Twin Attack (Whenever this character attacks, it makes 1 extra
attack against the same target)
Rebel, 12/60, Uncommon Source:
http://boards1.wizards.com/showthread.php?t=679664&page=1&pp=30
___________________
The battle moves to
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Starship Battles set. Challenge your friends to epic battles using the most
powerful starships in the galaxy. Contains 7 randomized, prepainted, fully
assembled, durable plastic starship miniatures from the Star Wars universe
and full-color game stat cards
Source:
Hasbro.com
___________________
Happy Fourth of July!
Happy Fourth of July to all our readers in the USA form the crew at
Yodasnews.com, StarWarsMiniGames.com and VoldemortsVault.com!
Have a safe and fun day and May the Fourth be with you!
___________________
Champions of the Force Avatars added to the Forums!
All 60 have now been added for you to pick from!
___________________
Welcome Infinity Collectables
We would like to welcome
Infinity Collectibles to the site today! A great place to shop for all
your individual mini needs. All miniatures are shipped in boxes with packing
peanuts regardless of what you buy. All orders are treated with the same
respect whether you spend $.25 or a $100. Cards are also shipped in hard
plastic sleeves. They ship everyday the post office open. Click
right here to check out the selection!
___________________
Latest news from Wizards of the Coast!
STAR WARS MINIATURES GAME ADDS A NEW DIMENSION TO THE SAGA Champions of
the Force Unites Your Favorite Heroes and Villains From the Star Wars
Expanded Universe!
Renton, Wash (June 9, 2006) Champions of the Force, the latest
expansion from Wizards of the Coasts highly popular Star Wars Miniatures
Game, allows heroes from the light side of the Force to fight the powers of
the dark side in this collection of characters that delves deep into the
expanded universe of the Star Wars saga. With an all-new, very-rare Yoda,
and more plastic weaponry elements than any prior expansion, Champions of
the Force kicks the gameplay into hyper-drive!
Click here to read more
___________________
Champions of the Force Preview 5
Republic Commando Sev and Darth Malak
By Gary M. Sarli and Sterling Hershey
Source:
http://www.wizards.com/default.asp?x=starwars/article/CotFPreview5
|
In this fifth preview of the upcoming
Champions of the Force set for the Star Wars Miniatures
Game, we look at two more minis. First, Gary Sarli introduces us to
another member of Delta Squad who is probably not psychotic. Then
Sterling Hershey goes back 4,000 years to relate the tragic tale of a
Jedi who became a Sith Lord.
Spoiler Warning!
The information below about Darth Malak might
spoil your enjoyment of the Star Wars: Knights of the Old
Republic computer game. |
Republic Commando Sev
Republic
Commandos were designed to find the middle ground between rank-and-file
clone troopers and the much more elite ARC Troopers. Raised from birth
in four-man "pods," these clones are trained to work together so that
their individual strengths combine to make a team greater than the sum
of its parts.
The clone designated RC-1207 was a member of one such four-man team,
Delta Squad. Delta Oh-Seven, or "Sev" to his squad mates, is a little
too eager to get into a fight. While not actually psychotic (or, more
accurately, probably not), he definitely finds joy in wading
headlong into battle. Still, his grim sense of humor doesn't get in the
way of his cold, ruthless efficiency, and even his overwhelming
application of force has a pragmatic side: "Rule 17: Always make sure
they're dead."
Republic Commando Sev is one of four members of Delta Squad found in
Champions of the Force, and they work together quite well as a
team or deployed individually. Although they don't have many Hit Points,
their Stealth gives them the ability to avoid being attacked more often
than not, and they are good shots with a decent punch. Sev gives the
Deltas an improved ability to pick off distant targets with cover
(Accurate Shot) or to pack a little extra punch against a target using
his preferred sniper rifle at the expense of mobility (Deadeye).
Sev also appears in the
Star Wars Republic Commando computer game and video
game.
Star Wars Miniatures Stat Card Preview
Faction: Republic
Cost: 16
Hit Points: 30
Defense: 17
Attack: +9
Damage: 20
Special Abilities: Order 66, Accurate Shot, Deadeye, Stealth
Star Wars Roleplaying Game Statistics
Delta Oh-Seven ("Sev"): Male Human thug 5/soldier 3; Init +1
(+1 Dex); Defense 17 (+6 class, +1 Dex); DR 5; Spd 8 m; VP/WP 24/12; Atk
+9/+4 melee (2d6+1, wrist-mounted vibroblade) or +9 ranged (3d8/1820,
DC-17m Sniper) or +9/+4 ranged (3d8+3/1920, DC-17m Blaster) or +7/+7/+2
ranged (3d8+3/1920, DC-17m Blaster with Rapid Shot) or +3/+3/+3/2
ranged (3d8+3/1920, DC-17m Blaster with Rapid Shot and multifire) or
+1/+1/+1/+1/4 ranged (3d8+3/1920, DC-17m Blaster with Rapid Shot and
autofire); SQ energy resistance 5, low-light vision; SV Fort +8, Ref +3,
Will +2; SZ M; FP 1; DSP 0; Rep +2; Str 12, Dex 13, Con 12, Int 10, Wis
10, Cha 8. Challenge Code D.
Equipment: Katarn-class armor, DC-17m interchangeable weapon
system, DC-15s blaster pistol, wrist-mounted vibroblade, power packs
(5), sniper power packs (4), grenades (4), medpacs (2).
Skills: Demolitions +3, Disable Device +1, Hide +5, Listen +2,
Move Silently +5, Read/Write Basic, Speak Basic, Spot +11.
Feats: Armor Proficiency (light, medium, powered), Far Shot,
Point Blank Shot, Precise Shot, Rapid Shot, Weapon Group Proficiency
(blaster pistols, blaster rifles, heavy weapons, simple weapons, slug
throwers, vibro weapons).
Katarn-class armor:
Cost not available for sale (100,000 credits black market
value); DR 5; Max Dex Bonus +2; Armor Check Penalty
2; Speed 8 m; Weight 20 kg; Availability Rare,
illegal.
Special: Provides +2 equipment bonus to Hide checks, Listen
checks, Move Silently checks, Search checks, Spot checks, and Fortitude
saves made to resist hostile environments. The HUD's starlight mode
provides the wearer with low-light vision. The integrated shield unit
provides energy resistance 5, allowing the wearer to ignore the first 5
points of energy damage each round. Once the shields have absorbed 25
points of damage, they shut down. The shields reset after the wearer
takes no energy damage for 1 minute (10 rounds).
DC-17m Interchangeable Weapon System:
Cost not available for sale (20,000 credits black market
value); Availability Rare, illegal.
Special: You can switch between the repeating blaster, sniper,
and anti-armor attachments as a full-round action.
Repeating blaster attachment: Damage 3d8+3; Critical
1920; Range Increment 20 m; Weight 5.5 kg; Stun DC
--; Type Energy; Multifire/Autofire M/A; Size
Medium; Group Blaster rifles. Special: This weapon can
make 60 shots on a single power pack.
Sniper attachment: Damage 3d8; Critical 1920; Range
Increment 50 m; Weight 6.5 kg; Stun DC --; Type
Energy; Multifire/Autofire M/A; Size Large; Group
Blaster rifles. Special: If you make a single attack as a
full-round action, the threat range increases to 1820. This weapon can
make 5 shots on a single specialized power pack (cost 100 credits,
weight 0.5 kg).
Anti-armor attachment: Damage 6d8; Critical 20;
Range Increment 10 m (2 m); Weight 7.5 kg; Stun DC --;
Type Bludgeoning; Multifire/Autofire M/A; Size
Medium; Group Heavy weapons. Special: This weapon inflicts
half damage in its 2-meter burst radius. It holds a single round of
ammunition (cost 300 credits, weight 1 kg), and it requires a full-round
action to reload the chamber.
Darth Malak
Four
thousand years before the creation of the Empire, the Republic faced
many enemies and endured many wars. When the Mandalorians attacked the
Republic, the Jedi were split -- join the fighting or stay out of it?
Ultimately, two Jedi ignored the will of the Jedi Council and plunged
into battle. Revan and Malak led the Republic forces; the former
provided clever tactics, and the latter was relentless and reckless in
combat. The two pursued their enemies into the Unknown Regions. They
returned as Sith Lords backed by a huge military force from an unknown
source.
Darth Malak started as an apprentice but soon became the master. With
the Sith forces at his command, he tore through the Republic, razing
entire planets. His success was short lived, however, and he fell to an
unexpected enemy.
In the Star Wars Miniatures Game, Darth Malak is a
straightforward lightsaber combatant. True to his character, his
abilities and powers focus on attacking his enemies head on. His high
Defense and Attack scores enable him take on strong opponents, and he
can increase his damage through Sith Rage when desired (as limited by
his Force 4 ability).
Darth Malak is the only Sith faction character with a Commander
Effect that applies to most available followers. As such, he is most
effective when fielded with Sith and Fringe followers able to combine
fire, taking full advantage of his Commander Effect.
Darth Malak also appears in the
Star Wars: Knights of the Old Republic computer game.
Star Wars Miniatures Stat Card Preview
Faction: Sith
Cost: 52
Hit Points: 120
Defense: 20
Attack: +15
Damage: 20
Special Abilities: Unique, Melee Attack, Double Attack,
Lightsaber Duelist
Force Powers: Force 4, Force Stun, Lightsaber Throw, Sith Rage
Commander Effect: Followers who combine fire grant +6 Attack
instead of +4.
Star Wars Roleplaying Game Statistics
Darth Malak: Male Human Jedi guardian 11/Sith Lord 9: Init +2
(+2 Dex); Defense 26 (+2 Dex, +14 class); DR 5; Spd 10 m; VP/WP 158/16;
Atk +26/+21/+16/+11 melee (7d8 +5/1920, lightsaber) or +26/+21/+16/+11
melee (2d6 +9/1920, ancient mastercraft Sith sword), +22/+17/+12/+7
ranged; SQ Block, deflect (defense +4, attack 1), exceptional minions*,
Jedi Knight, resource access*; SV Fort +16, Ref +15, Will +13; SZ M; FP
11; DSP 30; Rep +6; Str 20, Dex 14, Con 16, Int 15, Wis 15, Cha 20.
Challenge Code H.
Equipment: Lightsaber**, ancient mastercraft Sith sword
(attack +1, damage +4), Darth Malak's Armor, vast resources of
mysterious origin.
**Darth Malak has constructed his own lightsaber.
Darth Malak's Armor: Cost: Not available for sale.; DR 5; Max
Dex Bonus +4; Armor Check Penalty 3; Speed 10 m; Weight 5 kg;
Availability: Unique.
Darth Malak's unique armor provides better protection than the
average light armor, thanks to ancient Rakata technology.
Skills: Balance +7, Computer Use +9, Intimidate +19, Jump +11,
Knowledge (Sith lore) +14, Pilot +11, Read/Write Basic, Read/Write Sith*,
Speak Basic, Speak Sith*.
Force Skills: Alchemy* +12, Affect Mind +9, Battlemind +17,
Control Mind* +14, Enhance Ability +15, Fear +20, Force Defense +15,
Force Grip +18, Force Lightning +24,Force Strike +11, Move Object +15,
Telepathy +13.
Feats: Armor Proficiency (light), Combat Reflexes, Exotic
Weapon Proficiency (lightsaber), Exotic Weapon Proficiency (Sith
sword)*, Force-Sensitive, Power Attack, Skill Emphasis (Knowledge [Sith
Lore]), Weapon Group Proficiency (blaster pistols, simple weapons, vibro
weapons).
Force Feats: Alter, Burst of Speed, Control, Drain Force*,
Force Mind, Force Whirlwind, Knight Defense, Lightsaber Defense,
Malevolent, Master Defense, Mettle, Rage*, Sense, Sith Sorcery*.
* described in The Dark Side Sourcebook.
About the Authors
Gary M. Sarli is a freelance writer and editor whose credits
include Ultimate Adversaries (Star Wars), Monster Manual III, Races
of the Wild, and Heroes of Battle (Dungeons & Dragons). He
also moderates on the Wizards.COMmunity message boards as WizO the Hutt,
cheerfully feeding Code of Conduct violators to the Sarlacc. Gary still
works as a staff member for
SWRPGNetwork, three-time ENnie Award winner in the Best Fan Website
category and host of the
Star Wars RPG Frequently Asked Questions.
Sterling Hershey has been a full-time architect and freelance
game designer for over 10 years. He authored and contributed to many of
West End Games' Star Wars: The Roleplaying Game products and
later contributed to Star Wars Gamer Magazine. These days, he
writes regular Star Wars Miniatures scenarios for the Wizards of
the Coast website, and he also wrote the Scenario Book for the
recently released Attack on Endor Scenario Pack. Gaming in a
galaxy far, far away is the focus of his starwars.com blog,
Delusions of Grandeur. Sterling lives in the Midwest with his wife,
Mary. |
Our friends at
Kidzworld.com do it again, Take a peek!
Star Wars Miniatures: Champions of the Force Preview Images #5
Star Wars Miniatures: Qui-Gon Jinn, Jedi Master Info
Figure: Qui-Gon Jinn, Jedi Master
Faction: Republic
Cost: 35
Hit Points: 110
Defense: 20
Attack: +14
Damage: 20
Set #: 32/60
Rarity: Rare
Special Abilities:
Unique
Melee Attack
Double Attack Force Powers:
Force 5.
Anticipation - Force 1: Reroll initiative once per round.
Force Spirit 6 - If this character is defeated, immediately add 6
Force points to an allied character with a Force rating; that allied
character can spend Force points 1 extra time per turn for the rest of the
skirmish.
Lightsaber Sweep - Force 1, replaces attacks: Can attack every
adjacent enemy once.
Master Speed - Force 1: This character can move 6 extra squares
on his turn as part of his move.
Star Wars Miniatures: Qui-Gon Jinn, Jedi Master Strategy Tips
Ok, he looks like he's wearing a poncho and just got wedgied,
but he's still a
powerful fig! He's decent at causing damage, has a ton of Force
powers and gives one of your
other figs
a big boost when he gets defeated. Team him with some other Jedi and
send him out first so your opponent has to clobber him first.
Star Wars Miniatures: Darth Maul, Champion of the Sith Info
Figure: Darth Maul, Champion of the Sith
Faction: Seperatist
Cost: 53
Hit Points: 150
Defense: 20
Attack: +13
Damage: 20
Set #: 40/60
Rarity: Rare
Special Abilities:
Unique
Deadly Attack - Scores a critical hit on an attack roll of
natural 19 or 20.
Melee Attack
Quadruple Attack Force Powers:
Force 3.
Force Leap - Force 1: This turn, this character can move through
enemy characters without provoking attacks of opportunity.
Lightsaber Assault - Force 1, replaces attacks: Make 2 attacks.
Lightsaber Deflect - Force 1: When hit by a nonmelee attack, this
character takes no damage with a save of 11.
Sith Rage - Force 1: +10 Damage on all attacks this turn.
Star Wars Miniatures: Darth Maul, Champion of the Sith Strategies
He slices, dices, makes julienne
fries
and looks
cool doing it. His Force Leap lets him move anywhere you want,
Lightsaber Deflect protects him from
shooty bad guys and if he starts his turn next to an opponent, his
Quadruple Attack and Sith Rage means it's over. Activate him last
in a turn, charge your opponent's
biggest fig or a cluster of
important
ones, then cross your fingers that you win initiative.
These two figs first appeared in
Inquest Gamer magazine #134 but this is the full info on their
abilities. Next week we have a list of all the
figs in
the set and then the review!
___________________
Champions of the Force Release Event
Tournament Fact Sheet
|
Celebrate the release of the Champions
of the Force set for the Star Wars Miniatures Game
with a day of kill-them-all battles. You could win Booster Packs of
minis from the new set!
Event Date
June 10th, 2006
Event Locations
Twenty-five venues across the United States and Canada. (Scroll down
for a complete list.)
Tournament Structure
The Swiss system will be used to determine the winner.
Tournament Format
Kill-them-all. This means the person who eliminates all of his or her
opposition is the winner.
Each player will put together a 100-point Constructed squad and use
rules located in a Starter Game box.
The tournament will be run according to the 2004 DCI Universal
Tournament Rules and DCI Penalty Guidelines.
Rounds will be a maximum length of 60 minutes.
Prize Schedule
One Champions of the Force Booster Pack will be awarded as a
door prize at the tournament. In addition, tournament winners will
receive Booster Packs as follows:
- The 5th, 6th, 7th, and 8th place winners each receive one
Champions of the Force Booster Pack!
- The 3rd and 4th place winners each receive three Champions of
the Force Booster Packs!
- The 2nd place winner receives five Champions of the Force
Booster Packs!
- The 1st place winner receives eight Champions of the Force
Booster Packs!
For More Information
If you have general questions about the Star Wars
Miniatures Game, Wizards of the Coast, Inc., or the DCI players
organization, please call Wizards of the Coast at 1-800-324-6496 or use
Wizards
Knowledge Base. |
___________________
Our friends at
Kidzworld.com do it again, Take a peek!
Star Wars Miniatures: Champions of the Force Preview
Images #4
Star Wars Miniatures: Republic Commando - Boss Info
Figure: Republic Commando - Boss
Faction: Republic
Cost: 19
Hit Points: 30
Defense: 17
Attack: +9
Damage: 20
Set #: 33/60
Rarity: Uncommon
Special Abilities:
Order 66
Mobile Attack - Can attack before and after moving.
Stealth - If this character has cover, he does not count as the
nearest enemy for an attacker farther than 6 squares when choosing targets.
Commander Effect:
At the end of this character's turn, 1 follower who's name contains
Republic Commando can make an immediate attack.
Star Wars Miniatures: Republic Commando - Boss Strategy
Tips
This guy is the leader of the clone troopers from the
Star Wars:
Republic Commando
video
game and he brought his whole squad to the
Star Wars
Miniatures game! With Mobile Attack and Stealth to make up
for his low Hit Points, he can run around, blasting enemies, while
Sev takes extra Deadeye shots for hefty damage.
Star Wars Miniatures: Jedi Consular Fig Info
Figure: Jedi Consular
Faction: Old Republic
Cost: 16
Hit Points: 60
Defense: 18
Attack: +9
Damage: 20
Set #: 2/60
Rarity: Uncommon
Special Abilities:
Melee Attack - Can attack only adjacent figures. Force Powers:
Force 3.
Force Alter - Force 1: range 6; any 1 enemy rerolls its last
attack.
Force Stun - Force 1, usable only on this character's turn: range
6; target living enemy is considered activated this round; save 11.
-------------------------------
Champions of the Force Preview 4
Dark Trooper Phase I and Sith Trooper Commander
By Sterling Hershey and Gary M. Sarli
Source:
http://www.wizards.com/default.asp?x=starwars/article/CotFPreview4
|
In this fourth preview of the upcoming
Champions of the Force set for the Star Wars Miniatures
Game, we look at two more minis. First, Sterling Hershey spills the
secrets of the Dark Trooper Phase I, a rare Imperial droid. Then Gary
Sarli shows what it takes to get ahead in the Sith Empire without Force
powers.
Dark Trooper Phase I
After
the destruction of the original Death Star, Imperial General Rom Mohc
received permission to pursue his Dark Trooper Project. Dark Troopers
were droids designed and built as "super stormtroopers." The secret
project was developed aboard a manufacturing ship called the Arc
Hammer. Ultimately, Rebel operative and future Jedi Kyle Katarn
discovered and destroyed the Dark Trooper Project before it saw
widespread deployment.
The project proceeded in three phases, each producing a different
droid. The first and most basic unit was the Dark Trooper Phase I.
Skeletal in appearance; it was armed with a long blade and an
arm-mounted blast shield. While it lacked any ranged weaponry, it was
tenacious in close combat. However, its programming was primitive. Later
Phase II and III units received significant advancements in weaponry,
programming, and technology.
In the Star Wars Miniatures Game, the Dark Trooper
Phase I is one of the few droids within the Imperial faction. It has a
high attack value for its cost, but its other attributes are similar to
many Imperial characters in this point range. The Troopers are best
deployed against low- and mid-level characters to maximize the effects
of their excellent Attack and Damage scores. They just don't have enough
hit points to last against upper-echelon characters.
Aggressive advancement is key. The Phase I can survive a few
low-damage hits, but you'll want to minimize its exposure while closing
to attack. Fielding the Troopers in groups should cut through lesser
characters quickly and give stronger enemies plenty to worry about.
Star Wars Miniatures Stat Card Preview
Faction: Imperial
Cost: 12
Hit Points: 30
Defense: 16
Attack: +10
Damage: 20
Special Abilities: Droid, Melee Attack
Star Wars Roleplaying Game Statistics
Dark Trooper Phase I: Super stormtrooper droid, soldier 4;
Init +5 (+1 Dex, +4 Improved Initiative); Defense: 15 (+4 class, +1 Dex,
+1 shield, 1 size); DR 5, Spd 12 m; VP/WP 33/14; Atk +6 melee (1d8+2,
forearm sword); or +4 ranged (by weapon); SV Fort +6, Ref +2, Will +0;
SZ L; FP 0; DSP 0; Rep +1; Str 14, Dex 12, Con 14, Int 10, Wis 8, Cha 8.
Challenge Code C.
Equipment: Forearm sword, forearm shield, heuristic processor,
infrared vision, phrik alloy hardened frame (equivalent to medium
armor), vocabulator, comlink, magnetic feet.
Skills: Climb +5, Intimidate +7, Jump +5, Speak Basic, Spot
+3.
Feats: Ambidexterity, Armor Proficiency (light, medium),
Dodge, Improved Initiative, Power Attack, Weapon Focus (sword), Weapon
Group Proficiency (blaster pistols, blaster rifles, heavy weapons,
simple weapons, vibro weapons).
Sith Trooper Commander
Although
the term "Sith" is most often associated with powerful dark side
Force-users, the Sith Empire included many characters with more mundane
abilities. Sith troopers and Sith officers are the vanguard of any
planetary invasion or boarding action, and the distinctive armor of the
Sith Empire strikes fear into the hearts of the populace of countless
worlds.
Advancing in the Sith Empire requires a sharp wit, keen perception,
and an absolutely ruthless, cutthroat attitude. Anyone who has managed
to advance to the officer rank has spotted and taken advantage of
opportunities. But just as important, he's sabotaged his competition and
manipulated his underlings to keep them dependent (and thus unable to
find a way to eliminate him and take his place). Bribery, blackmail,
fabricated evidence, and even assassination are common tools used by any
Sith officer over the course of his career.
In the Star Wars Miniatures Game, the Sith Trooper
Commander is a decent stand-alone character with a respectable punch and
a good number of hit points -- some of the best among all the non-Unique
commanders in the game. However, that kind of combat ability doesn't
come cheap, so his point cost is also among the highest of that group
despite having no special abilities.
The Sith Trooper Commander really has a chance to shine when in the
same squad as Sith Troopers because his commander effect grants all of
them the Deadeye special ability. Unlike most commander effects, it
isn't limited by range, so you can spread your Sith Troopers across the
battle map even while keeping your Sith Trooper Commander safely out of
harm's way.
Star Wars Miniatures Stat Card Preview
Faction: Sith
Cost: 19
Hit Points: 50
Defense: 14
Attack: +9
Damage: 20
Special Abilities: Commander Effect: Allied characters named Sith
Trooper gain Deadeye. (On this characters turn, if it doesnt move, it
gets +10 Damage.)
Star Wars Roleplaying Game Statistics
Sith Trooper Commander: Male Human thug 3/diplomat 2/officer
5; Init +4 (+4 Improved Initiative); Defense 14 (+4 class, +0 Dex); Spd
10 m; VP/WP 36/14; Atk +6/+1 melee (2d61, vibroblade) or +9/+4 ranged
(3d8+2/20, heavy blaster rifle); SQ leadership, requisition supplies,
tactics; SV Fort +8, Ref +4, Will +8; SZ M; FP 2; DSP 6; Rep +7; Str 8,
Dex 10, Con 14, Int 14, Wis 12, Cha 16. Challenge Code D.
Equipment: Heavy blaster rifle* (personalized, +1 attack/1
damage), blaster pistol, vibroblade, encrypted comlink, code cylinder.
* Equivalent of BlasTech DLT-20A (Arms & Equipment Guide, page
15)
Skills: Bluff +15, Computer Use +5, Diplomacy +15, Gather
Information +12, Intimidate +15, Knowledge (Sith lore) +8, Knowledge
(tactics) +8, Listen +8, Read/Write Basic, Read/Write Sith, Search +9,
Sense Motive +13, Speak Basic, Speak Sith, Spot +8.
Feats: Armor Proficiency (light), Improved Initiative,
Influence, Persuasive, Sharp-Eyed, Skill Emphasis (Bluff), Trustworthy,
Weapon Focus (heavy blaster rifle), Weapon Group Proficiency (blaster
|
-------------------------------
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Miniatures! Head over right now and pre-order your Star Wars Champions of
the Force Cases for only $96.99 (Set to ship June 9th) Or fill those voids
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-------------------------------
Making the Most of your Minis!
Issue #7 of the exclusive newsletter is now Live! In this issue crew
reports on:
Miniature Outlook: Luke Skywalker, Jedi Master
HK-47 Scenario, Part 1
Outer-Rim Siege Scenario
and much more! Be sure to check it out
right here!
---------------------------------
More
Champions of the Force!
Our friends at
Kidzworld.com do it again, Take a peek at Ulic Qel-Droma and Hoth
Trooper With Atgar Cannonby below:
Star Wars Miniatures: Champions of the Force Preview
Images #3
Star Wars Miniatures: Ulic Qel-Droma Fig Info
Figure: Ulic Qel-Droma
Faction: Sith
Cost: 61
Hit Points: 160
Defense: 23
Attack: +16
Damage: 20
Set #: 19/60
Rarity: Very Rare
Special Abilities:
Double Attack - On its turn, this character can make 1 extra
attack instead of moving.
Melee Attack - Can attack only adjacent enemies.
Unique
Force Powers:
Force 4.
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.
Sith Rage - Force 1; +10 Damage on all attacks this turn.
Commander Effect:
Your squad may include Mandalorian character. Mandalorian allies within
6 squares gain Bodyguard (If an adjacent ally would take damage from
an attack, this character can take the damage instead).
Star Wars Miniatures: Ulic Qel-Droma Strategy Tips
He's big, he's bad and he was the second in command of the Sith when the
Great Sith War exploded across the
universe.
He also defeated Mandalore, the leader of the deadly Mandalorian
warriors, so when he says "Jump!" they say "Want
fries with that?" In the
Star Wars
Miniatures game he's a powerful warrior who can haul buns across
the map fast enough to keep up with
Grievous's Wheel Bike and other
fast figs. Unfortunately, he's not a great damage dealer and can't
deflect ranged attacks. His Commander Effect might rock, but nobody
will know until some Mandalorian figs come out.
Star Wars Miniatures: Hoth Trooper With Atgar Cannon Info
Figure: Hoth Trooper With Atgar Cannon
Faction: Rebel
Cost: 15
Hit Points: 80
Defense: 8
Attack: +3
Damage: 30
Set #: 43/60
Rarity: Rare
Special Abilities:
Fragile 40 - This character can't attack as long as his Hit
Points total is less than 40.
Heavy Weapon - Can't attack and move in the same turn.
Machinery - Industrial Repair removes damage from this character.
Speed 2
Splash 10 - If this character's attack hits, all characters
adjacent to the target take 10 damage; save 11. If the attack misses, the
target and all adjacent characters take 10 damage; save 11.
Star Wars Miniatures: Hoth Trooper With Atgar Cannon
Strategy
These cannons were used to blast the massive
AT-ATs
in the battle of Hoth and now you can use 'em in any battle. They're no good
against
powerful Jedi or
Sith warriors, but if your opponent is using lots of Battle Droids
or Stormtroopers, they're awesome for blasting a bunch of them with
one shot. Keep a
high-defense character in front of them cuz 50 damage will shut one down
and they're super easy to hit, or keep a repair droid handy for some
battlefield band-aids.
Source:
http://www.kidzworld.com/site/p6648.htm
-------------------------------
Champions of the Force Preview 2
By Gary M. Sarli and Sterling Hershey
Source:
http://www.wizards.com/default.asp?x=starwars/article/CotFPreview2
|
In this second preview of the upcoming
Champions of the Force set for the Star Wars Miniatures
Game, we look at two more minis. First, Gary Sarli explains how the
demolitions-expert clone known as Delta Six-Two earned the nickname
"Scorch." Then Sterling Hershey introduces the special tandem fighting
style of Jedi Knight Barriss Offee.
Republic Commando Scorch
Republic
Commandos were designed to find the middle ground between rank-and-file
clone troopers and the much more elite ARC Troopers. Raised from birth
in four-man "pods," these clones are trained to work together so that
their individual strengths combine to make a team greater than the sum
of its parts.
The clone designated RC-1262 was a member of one such four-man team,
Delta Squad. Delta Six-Two was a highly skilled demolitions specialist
with an overly ironic sense of humor, always finding a way to make a
sarcastic comment even under fire. Delta Six-Two earned the nickname
"Scorch" as a result of a demolitions training mishap that left him and
his drill instructor without eyebrows for a short time. (The drill
instructor, Sergeant Walon Vau, was not amused.)
Republic Commando Scorch is one of four members of Delta Squad found
in Champions of the Force, and they work together quite well as a
team or deployed individually. Although they don't have many Hit Points,
their Stealth gives them the ability to avoid being attacked more often
than not, and they are good shots with a decent punch. Scorch adds
Grenades to the mix, giving the Deltas a way to deal with multiple
enemies trying to overrun their position.
However, Scorch's most distinct feature is his demolitions expertise.
Is an enemy using Override to keep you away from your objective? Just
apply a Satchel Charge, and that door is history. More than anything
else, the Deltas know how to make an entrance.
Scorch also appears in the
Star Wars: Republic Commando computer game and video game.
Star Wars Miniatures Stat Card Preview
Faction: Republic
Cost: 16
Hit Points: 30
Defense: 17
Attack: +9
Damage: 20
Special Abilities: Order 66, Grenades 10, Satchel Charge, and
Stealth
Star Wars Roleplaying Game Statistics
Delta Six-Two ("Scorch"): Male Human thug 5/soldier 3; Init +1
(+1 Dex); Defense 17 (+6 class, +1 Dex); DR 5; Spd 8 m; VP/WP 24/12; Atk
+9/+4 melee (2d6+1, wrist-mounted vibroblade) or +9/+4 ranged
(3d8+3/1920, DC-17m Blaster) or +5/+5/+0 ranged (3d8+3/1920, DC-17m
Blaster with multifire) or +3/+3/+3/-2 ranged (3d8+3/1920, DC-17m
Blaster with autofire) or +9 ranged (6d8, DC-17m Anti-Armor); SQ clone
immunities, energy resistance 5, low-light vision; SV Fort +8, Ref +3,
Will +2; SZ M; FP 1; DSP 0; Rep +2; Str 12, Dex 13, Con 12, Int 10, Wis
10, Cha 8. Challenge Code D.
Equipment: Katarn-class armor, DC-17m interchangeable weapon
system, power packs (4), anti-armor rockets (4), DC-15s blaster pistol,
wrist-mounted vibroblade, grenades (4), explosive charges (4), medpacs
(2).
Skills: Demolitions +16, Disable Device +4, Hide +5, Listen
+2, Move Silently +5, Read/Write Basic, Speak Basic, Spot +6.
Feats: Armor Proficiency (light, medium, powered), Cautious,
Point Blank Shot, Precise Shot, Skill Emphasis (Demolitions), Weapon
Group Proficiency (blaster pistols, blaster rifles, heavy weapons,
simple weapons, slugthrowers, vibro weapons).
Katarn-class armor
Cost not available for sale (100,000 credits black market
value); DR 5; Max Dex Bonus +2; Armor Check Penalty
2; Speed 8 m; Weight 20 kg; Availability Rare,
illegal.
Special: Provides +2 equipment bonus on Hide checks, Listen
checks, Move Silently checks, Search checks, Spot checks, and Fortitude
saves made to resist hostile environments. The HUD's starlight mode
provides the wearer with low-light vision. Integrated shield unit
provides energy resistance 5, allowing the wearer to ignore the first 5
points of energy damage each round. Once the shields have absorbed 25
points of damage, they shut down. The shields reset after the wearer
takes no energy damage for 1 minute (10 rounds).
DC-17m Interchangeable Weapon System
Cost not available for sale (20,000 credits black market
value); Availability Rare, illegal.
Special: You can switch between the repeating blaster, sniper,
and anti-armor attachments as a full-round action.
Repeating blaster attachment: Damage 3d8+3; Critical
1920; Range Increment 20 m; Weight 5.5 kg; Stun DC
--; Type Energy; Multifire/Autofire M/A; Size
Medium; Group Blaster rifles.
Special: This weapon can make 60 shots on a single power pack.
Sniper attachment: Damage 3d8; Critical 1920; Range
Increment 50 m; Weight 6.5 kg; Stun DC --; Type
Energy; Multifire/Autofire M/A; Size Large; Group
Blaster rifles.
Special: If you make a single attack as a full-round action, the
threat range increases to 1820. This weapon can make five shots on a
single specialized power pack (cost 100 credits, weight 0.5 kg).
Anti-armor attachment: Damage 6d8; Critical 20;
Range Increment 10 m (2 m); Weight 7.5 kg; Stun DC --;
Type Bludgeoning; Multifire/Autofire M/A; Size
Medium; Group Heavy weapons.
Special: This weapon inflicts half damage in its 2-meter burst
radius. It holds a single round of ammunition (cost 300 credits, weight
1 kg), and it requires a full-round action to reload the chamber.
Barriss Offee
At
the start of the Clone Wars, Barriss Offee was apprenticed to Master
Luminara Unduli, a fellow Mirialan. The Padawan fought extremely well
with her Master, using an uncommon tandem style made possible though the
Force. Among other actions, the two defended the Jedi-crystal caverns on
Ilum from Separatist chameleon droids (as shown in
Chapter Fourteen of the Star Wars: Clone Wars micro series).
Barriss was considered curious, reckless, and overconfident at times.
She often depended on the Force to get her out of trouble, a habit that
did not sit well with her Master. Barriss became a skilled healer,
working with Stass Allie and joining the Circle of Jedi Healers.
Barriss eventually became a Jedi Knight. In the final days of the
Clone Wars, she and her Padawan, a Selonian called Zonder, fought on
Felucia with Jedi Master Stass Allie. In the midst of battle, a massive
Republic AT-TE blasted Barris, making her yet another casualty of Order
66.
Barriss Offee brings value to Republic squads in two ways. First,
she's one of the lowest-cost Unique Jedi characters in the game. She
provides a very inexpensive way to add both a lightsaber and a healer to
your squad.
However, when paired with Luminara Unduli (from the Clone Strike
set), Barriss rises to a new level. She becomes slightly cheaper and
gains a +4 bonus to her Attack. Her new Attack score, plus her regular
Defense and Damage scores, make her equivalent to Luminara Unduli and
similar to other Jedi of much higher cost.
True to her tandem fighting style, Barriss must stay relatively close
to Luminara to retain her Attack bonus. Fortunately, Barriss' Defense
score is high and unaffected by Luminara's proximity, so if the two Jedi
are forced apart, Barriss isn't at a defensive disadvantage.
Star Wars Miniatures Stat Card Preview
Faction: Republic
Cost: 17
Hit Points: 60
Defense: 18
Attack: +8
Damage: 20
Special Abilities: Unique, Melee Attack, Rapport (with Luminara
Unduli), and Synergy (with Luminara Unduli)
Force Powers: Force 2, Force Heal 20
Star Wars Roleplaying Game Statistics
Barriss Offee: Female Mirialan (near-Human) Jedi Guardian
7/Jedi Healer 1*; Init +3 (Dex); Defense: 20 (+7 class, +3 Dex); Spd 10
m; VP/WP 56/12; Atk +11/+6 melee (3d8/1920, lightsaber); or +10/+5
ranged; SQ Deflect (defense +1), deflect (attack 4), deflect (extend
defense and attack); Healing*; SV Fort +7, Ref +10, Will +7; SZ M; FP 5;
DSP 0; Rep +3; Str 10, Dex 17,Con 12, Int 12, Wis 12, Cha 14. Challenge
Code D.
* from the Power of the Jedi Sourcebook
Equipment: Lightsaber**, Mirialan-style Jedi robes.
** Barriss Offee has constructed her own lightsaber.
Skills: Balance +6, Climb +3, Computer Use +3, Craft (lightsaber)
+4, Knowledge (Mirial) +4, Knowledge (Jedi lore) +4, Read/Write Basic,
Speak Basic, Speak Bimm, Speak Mirialan, Swim +4, Treat Injury +7,
Tumble +7.
Force Skills: Affect Mind +4, Battlemind +6, Empathy +4,
Enhance Ability +4, Force Defense +4, Heal Another +7, Move Object +5,
See Force +4.
Feats: Athletic, Combat Reflexes, Exotic Weapon Proficiency (lightsaber),
Force Sensitive, Lightning Reflexes, Weapon Finesse (lightsaber), Weapon
Group Proficiencies (blaster pistols, simple weapons).
Force Feats: Alter, Burst of Speed, Control, Lightsaber
Defense, Sense.
See the Power of the Jedi Sourcebook for Barriss Offee's
statistics as a Padawan. |
--------------------------------
Found Someone, You Have!
Our friends from
KidzWorld.com
have the latest two previews from the Champions of the Force expansion set.
The newstest additions to the Star Wars Miniatures Games are, the previously
seen, Yoda of Dagobah and a Coruscant Guard
---------------------------------
Making the Most of your Minis!
Issue #6 of the exclusive newsletter is now Live! In this issue they
address The Top 5 Commanders (a quick recap on who the top
commanders are), D&D to Star Wars Minis Conversions as well as COTF
Preview Comments! Be sure to check it out
right here!
---------------------------------
More Champions of the Force Figures
Leaked!
Thanks to forum member Starman for letting us know the the
latest issue of InQuest magazine, number 134, has more Champions of the
Force miniature figures for your viewing pleasure. These are the first
pictures of Darth Nihilus, Qui-Gon Jinn Jedi Master, Republic Command Boss,
and Hoth Trooper with ATGAR Cannon. Click on the picture for better look at
the stats of each miniature.
---------------------------------
Champions of the Force Official Preview
2
The
official site for Wizards of the Coast brings us the second preview in
the Champions of the Force expansion set for the Star Wars Miniatures game.
This time around we get a advance look at Republic Commando Scorch and
Barriss Offee! Click
here for the full stats and character description!
Kidzworld.com just posted two preview figs for the upcoming Champions of
the Force expansion for Star Wars Miniatures.
---------------------------------
Kidzworld.com
just posted two preview figs for the upcoming Champions of the Force
expansion for Star Wars Miniatures.
Star Wars Miniatures: Champions of the Force Preview Images
Star Wars Miniatures: Varactyl Wrangler Fig Info
Figure: Varactyl Wrangler
Faction: Fringe
Cost: 6
Hit Points: 10
Defense: 12
Attack: +3
Damage: 10
Set #: 60/60
Rarity: Common
Special Abilities:
Empathy - Allies with Savage within 6 squares lose Savage.
Grenades 10 - Replaces attacks: Range 6; 10 damage to target and
to each character adjacent to that target; save 11.
Melee Attack - Can attack only adjacent enemies.
Star Wars Miniatures: Varactyl Wrangler Strategy Tips
Keep this guy away from combat! Don't let his grenades fool you, this guy
needs to be cowering behind a wall as he gives your
Rancor the "Good monster, have a cookie!" treatment. Team him up with a
strong
commander to boost all your
beasts and it's party time! Once all your monsters have been defeated,
then have him start tossing his grenades. But, if you ever let him use his
normal attack, you need to have your brain checked.
Star Wars
Miniatures: Dark Trooper Phase II Fig Info
Figure: Dark Trooper Phase II
Faction: Imperial
Cost: 20
Hit Points: 50
Defense: 16
Attack: +7
Damage: 30
Set #: 48/60
Rarity: Uncommon
Special Abilities:
Droid - Immune to critical hits; not subject to commander
effects.
Flight - Ignores difficult terrain, enemy characters, low objects
and pits when moving.
SOURCE:
http://www.kidzworld.com/site/p6648.htm
---------------------------------
Champions of the Force
The Wizards of the Coast Official
Site starts of their official previews of the Champions of the Force
expansion set with a bang. The first official preview of the latest
expansion set for the Star Wars Miniatures games has not one, but two
figures! First off is HK-47, from the Knights of the Old Republic video
game, and Clone Commander Gree, from
Revenge of the Sith. Click
here for the full stats anf character description!
If that were not enough, we are also treadet to the first look at the latest
encarantions of Darth Maul and Yoda in miniature form. Click
here for more!
Sith Trooper Revealed!
The release of the Champions
of The Force expansion set, for the Star Wars Miniatures Game, might be a
few months away but that does not stop figures from being revealed early.
This time around we get a sneak peek at the Sith Trooper, courtesy of the
Wizards Of the Coast forums. Click
here to go to the thread where it was revealed.
Dark Jedi Master Revealed!
The
Austin Fan Force came up with some great pictures of the upcoming Dark
Jedi Master, from the Champions of the Force expansion for the Star Wars
Miniatures game. This miniature comes from the March miniature league
tournament kit. It is still unsure if the color scheme for this miniature
will be the same as the one for the miniature in the boosters, since most
tournament promo figures are repaints. For more pictures check out
this thread over at the Wizards of the Coast forums.
Champions of The Force Booster Art
Our sister site,
Yodasnews.com, has
obtained pictures for the booster art of the next set in the Star Wars
Miniatures Game expansion set; Champions of the Force. Check out more
pictures in their
Toy Fair 2006 coverage area.
AT-ST Final Image and More Info!
From StarWars.com:
Rid your battleground of pesky Ewoks with a giant AT-ST walker that can
do your bidding. Unleash the dark side with the Star Wars Miniatures: Attack
on Endor expansion set, due to hit shelves this February.
As previously reported, last year's release of the Universe Expansion Set
to the Star Wars Miniatures game added 60 more figures from the original
trilogy era and beyond, as well as introducing a big new aspect to the game
which may be a contradictory of terms -- the Huge miniature.
This year, Wizards of the Coast bring gamers the Attack on Endor set
which includes: a huge AT-ST walker, a scout trooper, a stormtrooper, a
stormtrooper commander, a mission scenario book with four new maps of Endor
and other combat zones, as well as scenarios for a ruined base, a Jedi
temple and an arena creature dungeon. Ewoks, however, are not included.
----------------
Server Update Overnight!
On Sunday, January 29, 2006, between the hours of 12:00AM and 3:00AM, Our
Server will be performing network maintenance. During this window the site
and forums will experience brief interruptions in connectivity during the
above-mentioned time window. We apologize for any inconvenience this may
cause and thank you for your patience and continued support.
----------------
Champions of the Force Preview
Wizards of the Coast gives
Star Wars Miniatures players a Christmas present in the form of the first
preview from the upcoming Champions of the Force set. And image and
statistics for Exar Kun have been released through the WOTC Forums and you
can see it
here.
----------------
Happy Holidays!
The entire staff and crew at StarWarsMiniGames.com would like to wish all of
you a very safe and happy holiday season! May your gifts be filled with
everything on your list!
----------------
Attack on Endor AT-ST Image
----------------
Jedi Counseling 80
By Gary M. Sarli
From:
http://www.wizards.com/default.asp?x=swminis/article/jedicounseling80
|
In this installment of "Jedi Counseling," Gary M. Sarli answers
your rules questions about the Star Wars Miniatures Game
and 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 then check back here for the official answer!
Star Wars Miniatures Questions
Q: Is General Grievous, Jedi Hunter supposed to have the
Jedi Hunter special ability?
A: No. "Jedi Hunter," in this case, is simply a part of his
name. It's there for the sole purpose of distinguishing him from the
other General Grievous figures. If he were meant to have the Jedi
Hunter special ability, it would appear on his stat card.
Q: Why does the Clone Strike version of Mace Windu
have Vaapad-Style Fighting, but the Revenge of the Sith version
does not? Why would he "forget" how to use Vaapad between movies?
A: Remember, the different versions of a character are not
necessarily meant to represent that character at different levels of
experience. They may simply be different interpretations of the same
character, emphasizing different abilities for the sake of flavor.
For example, consider Darth Vader, Dark Jedi (55 points); Darth
Vader, Sith Lord (60 points); Darth Vader (47 points); and Darth
Vader, Jedi Hunter (75 points). Darth Vader (from Revenge of the
Sith) is the weakest and is meant to represent Vader shortly after
his transformation. But what about the other three? Are these supposed
to be Vader at various levels of experience over the next quarter
century of his life? Not necessarily -- they're meant to be different
interpretations of Vader himself, with Darth Vader, Jedi Hunter being
the most holistic (and most devastating) of them all. Note, for
example, that Darth Vader, Jedi Hunter and Darth Vader, Sith Lord have
identical Hit Points, Defense, Attack, and Damage scores -- implying
roughly equivalent levels of experience -- but drastically different
special abilities and Force powers.
In this case, the two versions of Mace Windu aren't necessarily
supposed to be "Mace Windu, pre-Clone Wars" and "Mace Windu,
post-Clone Wars." In fact, their identical Hit Points, Defense,
Attack, and Damage scores strongly imply that there isn't much
experience and growth between them. Instead, the primary differences
between these two figures involve which special abilities and Force
powers are emphasized for the sake of flavor and playability.
Q: When a Dark Side Adept rolls a critical hit against an
adjacent enemy, would she deal 30 damage or 40 damage?
A: Your real question is, "Do you add bonus damage before or
after doubling damage for a critical hit?" The answer is you add bonus
damage (including the +10 from the Lightsaber special ability)
after doubling damage for a critical hit.
Q: In
Jedi Counseling 74, you addressed a question about Tow Cable in
which R2-D2 moves 12 squares and the "towed" character moves 12
squares. The questioner wondered if both characters had to end in the
same relative position. You answered that the towed character can end
in any adjacent square. But that would mean that the towed character
would move more than 12 squares! For example, if R2 starts in front,
moves 12 squares, and drops the towed character in front of him, the
towed character would actually move 14 squares. Is Jedi Counseling 74
incorrect?
A: No, Jedi Counseling 74 is correct: There's no restriction
on which adjacent square the towed character "lands" in. However, you
should assume that every answer in Jedi Counseling is prefaced by the
phrase, "Subject to the limitations of all other applicable rules,
errata, and official clarifications." In other words, all answers are
written on the assumption that all other rules apply unless
specifically stated otherwise. In this case, the assumption is that
both R2 and the towed character are moving no more than their movement
limit (12 squares), because this is specifically described in the Tow
Cable ability's description. Similarly, it's assumed that the "landing
square" is otherwise a legal square to end your movement in -- not
occupied by another figure, not a pit square, you don't have to move
through a wall to get to it, and so on.
Your example is one of the very few situations where the towed
character would have only one legal square adjacent to R2 in which to
land. In fact, the only time this situation will definitely occur is
if both R2 and the towed character move exactly 12 squares in a
straight line. If they move 12 squares in something other than a
straight line, they can potentially end up in any relative position.
For example, let's say that R2 starts in front, moves forward 11
squares, and then moves 1 square to the left. The towed character
starts in back and moves forward 12 squares. The towed character is
now on R2's right instead of behind him.
More at:
http://www.wizards.com/default.asp?x=swminis/article/jedicounseling80
|
-------------
The new online store
RazorsEdgeCollectibles.com wanted to make a grand entrance at
Yodasnews.com and StarWarsMiniGames.com so they decided to give one lucky
Yodasnews.com reader a Gentle Giant Barriss Offee and Luminar Unduli
Maquette, shipped to the winner free worldwide! Click the image below or
visit the contest link above for more information!
------------
Billstoysandgames.com NEWS
Hello from the crew at Bill's Toys and Games. As we approach our year
anniversary, our goal is to be your one stop shop for all those collectible
and hard to find items you need. As the holiday hustle and bustle gets into
full swing, and the stores become more hectic; be sure to keep checking back
as we continue to add new items on a daily basis to help ease those holiday
shopping blues.
Happy Holidays Blitz: With the holiday shopping season in full swing,
we are rolling out our biggest sale to date. These great deals expires on
12/15/05 and only one coupon can be used per order: For all orders over
$25.00-$99.99, use this code HHB10 to save 10% on your order. For all orders
over $100.00 and over, use this code HHB20 to save 20% on your order
.
Click here for
some of the newer and hotter things at
http://www.billstoysandgames.com
as well as a special offer on the Miniatures At-At!
-------------
We have made several updates to our forum community which
is approaching 1000 members!
Be sure to drop in and see what's going on and check out
our sponsors for great deals on minis!
Also Check out Razor's Edge Freebie for a Master Replicas FX Mace Windu
LightSaber! No purchase required,
just click and enter!
-------------
Vader's Pursuit
A Star Wars Miniatures Revenge of the
Sith Scenario
|
"A young Jedi named Darth Vader, who was
a pupil of mine before he turned to evil, helped the Empire hunt down
and destroy the Jedi Knights." Order 66 devastated the Jedi (see
the "Execute
Order 66" miniatures scenario), but not all of them were killed in
the initial onslaught. The few that survived fled and hid, aware that
even in the most remote corners of the galaxy, their existence would be
noted and eventually reported. Isolation would not guarantee survival.
Until all of the Jedi were destroyed, Vader's task was not complete.
He pursued the Jedi whenever they were revealed to him, and one by one,
the Jedi fell.
In this scenario for the Star Wars Miniatures Game,
Vader and his clone troops have disabled and boarded a starship fleeing
the Core Worlds. With many Imperial ships in the area, trying to get
away in an escape pod would be tantamount to surrender. Therefore, the
Jedi's only hope is to defeat her pursuers and try to flee once again.
This scenario depicts the clash between Darth Vader and one of the
surviving Jedi. The Jedi represented by the Shaak Ti miniature may
remain nameless, or you can provide your own. You may also set up your
own Vader versus Jedi skirmish. Use your own squads and select your own
maps, as stated in Alternate Setups, below.
This scenario uses the map board from the Revenge of the Sith
Starter Set. For this mission, you'll need miniatures from both the
Starter Set and the Revenge of the Sith Booster Packs.
Click here for more! |
-------------
Kidzworld.com just sent us this
very cool news:
Attack on Endor Set This is a theme box with a huge AT-ST, a few
Stormtrooper figs and some special Endor missions. It's coming in
January 2006.
Champions of the Force Set This is a full 60-figure expansion set that's
coming on May 30, 2006 in boosters like the Clone Strike expansion. We
don't have all the info, but it's going to be packed with Jedi! Here are
some figs that will be in it. Bastila Shan - from the KOTOR video games.
Corran Horn - from the Star Wars novels. Darth Maul - another fig of the
deadly Sith warrior. Exar Kun - from the ancient Sith Empire. Yoda -
this will be a new "Dagobah" Yoda. Bounty Hunters This is another
60-figure expansion set that's coming in June 2006.
It has more of the huge figs, like the Universe Huge expansion, so it
will be in big boosters with one Huge and six regular-size figs per box.
We don't know much yet, except that it's all about mercenaries and other
fringe scum. Star Wars Starship Game? The biggest news is that Wizards
has confirmed that they're developing a new Star Wars game that's all
about the spaceships. They aren't giving much info, but it's coming at
the end of 2006 and we'll have more info soon!
http://www.kidzworld.com/site/p6167.htm
-------------
Tusken Rustlers
A New Star Wars Miniatures Scenario By
Sterling Hershey
From:
http://www.wizards.com/default.asp?x=swminis/article/tuskenrustlers
|
From its earliest days, Tatooine has attracted more
than its share of dubious schemers. Profitless miners, foolish
criminals, witless dreamers and many others mark tales of failure time
and time again. No one gets rich on Tatooine (except Jabba the Hutt, of
course).
But repeated failures don't deter some people.
Recently, a group of misguided farmers brought a Reek to Tatooine,
hoping to develop a new market for the animals as beasts of burden. The
plan was a disaster from the start. The Reek has been unexpectedly
difficult to train, and injured many farmers in the process. After weeks
of work, the farmers have barely begun to exert the control they require
over the beast.
Now, things are taking a big turn for the worse. Some
local Tusken Raiders saw the massive creature at the farm. Already used
to riding enormous Banthas, the Sand People sent out a raiding party to
capture the Reek for use as a new, more powerful mount.
Things may not go any better for them...
This scenario depicts a Tusken Raider attack on an
outlying Tatooine farm. Hoping to make off with the large Reek, the
Raiders spring their attack in broad daylight while the farmers are
attempting to guide the beast back to its stall. The Reek has ideas of
its own.
This scenario uses miniatures from the Rebel Storm,
Clone Strike and Universe sets. You will also need the blank
map and terrain tiles from the Rebel Storm Starter Set, as
arranged on the map. This represents the farm and its associated
structures.
|
-------------
Star Wars Miniatures 2006 Releases
|
Here are the currently scheduled Star Wars
Minis releases for 2006.
Attack on Endor Febuary, 2006
Champions of the Force May, 2006
Bounty Hunters September, 2006
Galactic Conquest November, 2006
------------- |
AT-AT Imperial Walker Colossal Pack
Miniature? Hardly.
The struggle for the galaxy becomes more intense when the All Terrain
Armored Transport (AT-AT) Imperial Walker enters the battlefield. This
powerful reproduction makes an amazing display piece for any collection or a
deadly addition to any Star Wars Miniatures battle.
Proudly add this amazing figure to your Star Wars Miniatures
collection. Can any Rebel squad stand against the power of the AT-AT
Imperial Walker? Use the AT-AT Imperial Walker to relive the Battle of Hoth
or create your own Star Wars experience.
Colossal Pack Components
- 1 imposing AT-AT Imperial Walker figure
- Prepainted
- Fully assembled
- Durable plastic
- Double-sided, foldout battle grid depicting the Hoth combat zone
- Full-color game stat card
- Counters
- Rules and scenarios booklet
Release Date: November 11, 2005
Colossal Pack Dimensions: 18" wide x 14" high x 7" deep
MSRP: $49.99
SKU: 96787000
ISBN: 0-7869-3741-6
Source:
http://www.wizards.com/default.asp?x=swminis/article/ATATannouncement
-------------
Universe Gallery
The Official WOTC site brings us the entire Universe set, with
pictures!
Head on over if you just can't wait to the se entire 60 pieces in the
set. Thanks to forum member Hand of Thrawn for the heads up.
-------------
Errata Update
Have you been wondering how
some of the new abilities like Molecular Shielding are going to work?
Curios if you can use Darth Sidious and Emperor Palpatine in the same
squad? Have you had heated discussion with fellow gamer about the Battle
Droid Officer using Fire Control for its own benefit? Get all these answers
and more from the latest errata available at the
Official WOTC site..
-------------
Universe Set List
Kidzworld.com has posted the entire set list for the upcoming Universe
expansion set for the Star Wars Miniatures Game. Check it out, and be ready
for the release of the Universe set this Friday (08/19/2005)
-------------
More Universe Previews
Kidzworld
Posted a few more previews as well as statistics, click below for more
detail pictures and the stats on the miniatures
-------------
Universe Preview 10
Luke Skywalker, Jedi Master
The
Official WOTC site brings us the 10th and final preview of the Universe
set, Luke Skywalker, Jedi Master. Don't forget the Universe expansion set
comes out next Friday (08/19/2005)
Even
after the Emperors defeat, Luke Skywalkers journey -- and the story of the
New Jedi Order -- was just beginning. Seven years after the Battle of Endor,
Luke founded the Jedi Praxeum on Yavin IV in an effort to rebuild the ranks
of the Jedi. The Praxeum was, at one time or another, home to many notables
such as Kyp Durron, Corran Horn, Mara Jade, and the Solo children Jacen,
Jaina, and Anakin. Luke eventually married Mara Jade; soon after, she gave
birth to their son, named Ben after Lukes onetime mentor. By the time the
Yuuzhan Vong invaded the galaxy, Luke was a true Jedi Master, growing ever
more in touch with the Force. His struggle against the extragalactic
invaders would redefine Lukes life and even his view of the Force itself as
he learned from his own experience as well as his nieces and nephews
growth as Jedi.
Luke
Skywalker, Jedi Master is, by a wide margin, the most powerful figure in the
New Republic faction of this set -- in fact, he is virtually an army by
himself. His Hit Points, Defense, Attack, Damage, and special abilities are
virtually the equal of Mace Windu, Jedi Master (from the Revenge of the Sith
set), but his real strength is in his Force powers. Force Renewal almost
guarantees that he wont run out of Force points during the skirmish. Force
Leap and Master Speed give him a lot of mobility on a crowded battle grid.
The combination of Lightsaber Block and Lightsaber Deflect give him
longevity against all attacks. Lightsaber Sweep gives him a nice punch when
surrounded, and the new power Lightsaber Throw even allows him to attack
targets at a distance despite being a melee character. Finally, Luke
Skywalker, Jedi Master, is even more effective when deployed with other
Jedi: His commander effect grants an extra Force point to all allies with
Force ratings.
Universe Preview 9
Grand Admiral Thrawn
The
Official WOTC site brings us the 9th preview of the Universe set, Grand
Admiral Thrawn
A
tactical and strategic genius, Thrawn was the only non-Human to ever attain
the rank of Grand Admiral in the Empire. Prior to the Battle of Endor,
Thrawn commanded Imperial forces in the Unknown Regions, finally returning
to the rest of the galaxy years after the Emperors defeat. His reputation
(and effectiveness) quickly brought the support of the Imperial remnants,
and under his command the Empire reclaimed half of its former size. Thrawns
strategy hinged on the use of technology hidden away by the Emperor at Mount
Tantiss: Cloaking devices (successfully used in several battles) and Spaarti
cloning cylinders (a different form of cloning technology that allowed
clones to be grown much faster than with Kaminoan methods). He had even
discovered a means to resist the powers of the Jedi by using the
Force-repelling ysalamiri, and he almost always had one close at hand.
Thrawn also had the service of Noghri bodyguards who were indebted to the
Empire for aid they once received from Darth Vader, but they were kept
dependent by the Empire leaving their homeworld an environmental disaster.
When this treachery was revealed, Thrawn was assassinated by his Noghri
bodyguard, Rukh.
Grand Admiral Thrawn is an impressive commander by any standard. First, his
Master Tactician ability ensures that his squad will almost always have
initiative if it wishes. Second, he has two distinct commander effects, the
first making all nearby non-Unique followers more accurate and harder to
hit, and the second allowing any two nearby allies to switch places for free
at the end of Thrawns turn. Finally, his Ysalamiri suppress all nearby use
of Force powers and Force points, seriously undercutting the strength of any
Force-heavy enemy squad.
Universe Supplemental Preview E
The forums over at
The
Official WOTC site have revealed a supplemental preview for the Universe
set; Darth Vader, Jedi Hunter...complete with statistics!
Head on over for all the details.
Universe Supplemental Preview D
The forums over at
The
Official WOTC site have revealed a supplemental preview for the Universe
set; Abyssin Black Sun Thug...complete with statistics!
Head on over for all the details.
Kidzworld
Posted a few more previews as well as statistics, click below for more
detail pictures and the stats on the miniatures
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Universe Supplemental Preview C
The forums over at
The
Official WOTC site have revealed a supplemental preview for the Universe
set; Warmaster Tsavong Lah...complete with
statistics!
Head on over for all the details.
Universe Preview 8
The
Official WOTC site brings us the 8th preview of the Universe set, Wedge
Antilles
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Wedge Antilles is a legendary Rebel pilot,
second in fame only to Luke Skywalker, and the only pilot to have
survived fighting both Death Stars. After the Battle of Yavin, he flew
with Skywalker as a part of Rogue Squadron, and he and his gunner Wes
Janson took down one AT-AT during the Battle of Hoth. During the Battle
of Endor, Wedge led the Rogues (temporarily renamed Red Group in honor
of the X-wing pilots that fought over Yavin) in the fight against the
second Death Star. In the years that followed, Wedge commanded a new
batch of Rogues (including the notable Corran Horn) as they struggled
against Ysanne Isard to liberate Coruscant from the Empire. Later, Wedge
organized Wraith Squadron, which went on to fight Warlord Zsinj and
developed a fame (or infamy) rivaling that of the Rogues. Wedge was
eventually promoted to the rank of General and commanded New Republic
forces against Grand Admiral Thrawn and even the Yuuzhan Vong invaders.
Wedge Antilles lives up to his reputation as a pilot who is very,
very hard to kill: His Evade ability makes him very difficult for
nonadjacent enemies to damage him, and Avoid Defeat adds an extra bit of
protection against defeat. Like other Rebel Pilots, he supplements his
comparatively weak blaster pistol with Grenades 10 for a little extra
punch against clusters of enemies. However, Wedges real strength is in
his leadership, giving all pilot followers his ability to avoid damage
-- combine Wedge with other pilots (such as the Rebel Pilot or
Shistavanen Pilot), and you have a squad that is very difficult to
engage at a distance. |
Universe Preview 7
Nute Gunray
The
Official WOTC site brings us the 7th preview of the Universe set, Nute
Gunray
Nute Gunray was a minor Viceroy in the Trade Federation until Darth
Sidious manipulated events to lead to the assassination of the Federations
Directorate by the Nebula Front during a taxation summit on Eriadu. As the
new leader of the Trade Federation (and Sidiouss puppet), Gunray blockaded
and then occupied Naboo. Unfortunately for Gunray, Queen Amidala and her
allies captured the Viceroy and destroyed his droid control ship. Gunray
avoided being convicted for his crimes for the next ten years before joining
the Separatist movement under the leadership of Count Dooku. The Clone Wars
raged for three long years before Gunray and the rest of the Separatist
leaders were relocated to the volcanic world of Mustafar, allegedly for
their protection. It was there that he met his end at the hands of Sidiouss
new apprentice, Darth Vader, who slaughtered the Separatist leaders and cut
Gunray down in mid-sentence as he begged for his life. He died as he lived,
a disposable pawn in the Sith Lords grand design.
Nute Gunray is without question one of the worst
battlefield commanders the Separatists have to offer. His inherently
cowardly nature and poor command abilities make his allies less effective
than they would be without him. However, a squad made up of droids (and thus
immune to commander effects) does not suffer from his ineptitude. Nute
Gunrays saving grace is his access to resources (usually in the form of
wave after wave of battle droids): Separatist Reinforcements 20 gives him
some ability to tailor his squad to counter his enemys strengths, and
Separatist Reserves 20 means that he will occasionally have another group of
battle droids charging to his rescue.
Universe Supplemental Preview B
The forums over at
The
Official WOTC site have revealed a supplemental preview for the Universe
set; Bith Rebel...complete with statistics!
Head on over for all the details.
Two More Universe Previews
Kidzworld
Posted a few more previews as well, click below for more detail pictures and
the stats on the miniatures
Universe Preview 6
Shistavanen Pilot
The
Official WOTC site brings us the 6th preview of the Universe set, a
Shistavanen Pilot
The Shistavanens are an isolationist species from the Uvena system.
Their natural agility and keen senses make them particularly gifted hunters
and trackers, equally at home in the wild or in an urban sprawl. One
Shistavanen pilot of note was Lak Sivrak, a scout who was wanted by the
Empire after he discovered, aided, and concealed the presence of a Rebel
safe world in the Unknown Regions. On the run from Imperial agents, he found
himself in a Mos Eisley cantina the day that an old hermit and a farmboy
wandered in seeking passage to Alderaan. Sivrak went on to join the Rebel
Alliance, serving as an infantry gunner at the Battle of Hoth and as an
X-wing pilot during the Battle of Endor, where he was killed in action.
The Shistavanen Pilot is a character that is best
deployed alone to harass the enemy squad's flanks. If you keep him away from
the rest of his squad, his Loner ability takes effect and gives him
impressive accuracy against weaker opponents. Also, while his blaster
pistols don't have the same punch as a lightsaber or a Heavy Stormtrooper's
repeating blaster, he does have Double Attack. Thus, if moved into a good
sniping position by himself, he can impose a heavy toll on any enemies that
try to pass, very likely taking out the first two Stormtroopers or Battle
Droids that try to slip by. Two Shistavanen Pilots, deployed to support one
another (7+ squares apart) with overlapping fields of fire, provide an
efficient means to soften up an assault by many more lower-cost characters.
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Universe Supplemental Preview A
The forums over at
The
Official WOTC site have revealed a supplemental preview for the Universe
set; Darth Maul on Speeder...complete with statistics!
Head on over for all the details.
Universe Preview 5
Dark Trooper Phase III
The
Official WOTC site brings us the 5th preview of the Universe set, Dark
Trooper Phase III
Under the direction of General Rom Mohc on board the Arc Hammer, the
Dark Trooper Project was an attempt to create super stormtroopers in the
wake of the destruction of the Death Star. Unlike the battle droids used
during the Clone Wars, the dark troopers were equipped with advanced
heuristic processors that made them capable of independent thinking. Unlike
the clones that make up the majority of the stormtroopers, it doesn't take
ten years to grow and train them. Unlike the conscripts that make up the
rest of the stormtroopers, they are absolutely loyal, never disobey orders,
and don't need to be trained or brainwashed.
Three phases of the project were realized, with the last, Phase III,
being a massive battle droid armed with an assault cannon and rocket
launcher, its body designed to be capable of serving as an exoskeleton for a
sentient operator in addition to acting independently. Fortunately for the
Rebel Alliance, Kyle Katarn destroyed the Arc Hammer, and the Dark Trooper
Project with it, before these super stormtroopers could be put into mass
production.
The Large-sized Dark Trooper Phase III truly lives up
to the super stormtrooper ideal. It's far tougher than even the Elite
Stormtroopers and Stormtrooper Officers in Rebel Storm and its Damage is an
Elite Stormtrooper's equal while being much higher in accuracy. Finally, its
Missiles 20 ability will make enemy characters seriously regret standing too
close together. Unfortunately, as a Droid, it does not gain the benefits of
the commander effects one might normally build into a stormtrooper squad.
Two More Universe Previews
Kidzworld
Posted a few more previews as well, click below for more detail pictures and
the stats on the miniatures
Universe Preview 4
Yuuzhan Vong Warrior
The
Official WOTC site brings us the 4th preview of the Universe set, a
Yuuzhan Vong Warrior.
Brutal invaders from another galaxy, the Yuuzhan Vong waged a holy war
against the New Republic and its Jedi defenders for years. Their ritually
scarred and disfigured bodies are a tribute to a deity named Yun-Yuuzhan,
the Creator who they believe sacrificed parts of his body to create all that
is (even their other gods). They revel in battle as a sacrament of blood,
their fallen opponents being sacrifices to the glory of these gods.
The Yuuzhan Vong also represent something completely alien to life as
known to the Jedi -- they are wholly absent in the Force, a void in the
tapestry of life, making them particularly difficult opponents for the Jedi
to face. The Yuuzhan Vong abhor technology as known to the rest of the
galaxy, instead using only bioengineered technology such as Vonduun crab
armor and amphistaves that are both living and, like the Yuuzhan Vong
themselves, absent in the Force.
As one would expect for a completely alien being, the
Yuuzhan Vong Warrior features several abilities that are new to the game.
Their Force Immunity makes them very effective against Jedi: Not only do
Force powers not work on them, but you cant even use a Force point to
reroll attacks and saves when fighting them. Their Vonduun Crab Armor gives
them a little extra ability to absorb damage, and their Thud Bug can not
only damage a target but leave it unable to act for the rest of the round.
Universe Preview 3
Young Jedi Knight
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Seven years after the Battle of Endor, Luke
Skywalker was given permission by the New Republic to found an academy
for Jedi on the fourth moon of Yavin. This academy, called the Praxeum,
became home to many young Force-sensitive citizens of the galaxy for the
following decades. Among the more famous Jedi that served at the Praxeum
were Han and Leia Organa Solos children (Jacen, Jaina, and Anakin), Kyp
Durron, Kyle Katarn, and Corran Horn. By the time the Yuuzhan Vong
invaded the galaxy 25 years after the Battle of Endor, a well-trained
cadre of Jedi were available to help defend the New Republic and the New
Jedi Order.
The Young Jedi Knight is a member of the New Republic faction,
appearing for the first time in this set. Unlike the Jedi Guardian from
Clone Strike and the Jedi Knight from Revenge of the Sith,
the Jedi of this era have had to deal with literally decades of
conflict as the New Republic fought back the last remnants of the Empire
and then faced the brutal invasion of the Yuuzhan Vong. Thus, the Young
Jedi Knight is in many ways a much more capable fighter than either of
those two characters -- more Hit Points, a better Defense, and a much
better Attack bonus. While lacking the Lightsaber Sweep of the Jedi
Guardian, the Young Jedi Knight makes up for it with Knight Speed,
giving the character an outstanding ability to strike quickly from a
distance.
Source: Official
WOTC site
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Universe Preview 2
The
official WOTC site Posted today is the second of many previews from
Universe Huge! Click below for more info!
Also
Kidzworld Posted a few more previews as well, click below to check those
out!
Images from
Kidzworld
Universe Preview 1
The
official WOTC site brings us the first preview of the upcoming Universe
set, Tusken Raider on Bantha.
The Tusken Raiders, also known as Sand
People, are a nomadic species who roam the Jundland Wastes on Tatooine.
Their name has its origin in their first attack on a human settlement at
Fort Tusken. Tusken Raiders train banthas to serve as mounts, and they
always ride in single file to hide their numbers. Banthas also have deep
spiritual significance to the Tusken Raiders: Each individual works with the
same bantha for his entire life. If the bantha dies, its rider wanders the
desert alone. Only if the banthas spirit deems him worthy will he befriend
a new bantha in the wilderness. Otherwise, he dies alone in the sands.
Likewise, if a banthas rider dies, the bantha is turned loose into the Dune
Sea.
The Tusken Raider on Bantha packs some
impressive abilities. First, the Tusken Raider himself carries a powerful
handcrafted slugthrower rifle, his exceptional hunting skills represented by
the Sniper ability. When charging, a banthas mass is equally impressive,
allowing it to ram its target using its Momentum ability. Even without
moving, the bantha can rear up and inflict devastating crushing blows
against adjacent foes with its Mighty Swing. Given this figures Huge size,
impressive damage, and toughness, the Tusken Raider on Bantha can completely
dominate a melee environment while still having the ability to engage at
range. As a Fringe character with a mid-range cost, this figure can find a
place in almost any squad.
More Universe Booster Pack
Pictures
The
official WOTC site makes it official, the Universe set will be released
on August 19, 2005. The set contains 60 all new miniatures and each
booster will contain one huge figure and 6 regular miniatures. To hold
you over until then, you may drool over the artwork for the boosterpacks
DCI July Tournament Prizes
This month, the league kit
contains some very cool prizes for the winners of sanctioned play. The
kit includes 12 Tatooine maps, the same one that came with Rebel
Storm Ultimate Missions book, six Human Mercenaries (the same one from
the Revenge of the Sith set, but with a camouflage paint job), and three
cards with effects counters. Thanks to forum member Kimbote for the
pictures and information.
Click here for Older News!
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