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Subject: KOTOR Preview #1

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06/26/2008 4:08 PM  
http://www.wizards.com/default.asp?x=starwars/article/KOTORminispreview1

Enjoy!

Originally posted by Schooly_D
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06/26/2008 4:09 PM  
For those firewalled:

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


GenoHaradan Assassin

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

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

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


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






Star Wars Roleplaying Game: Saga Edition Statistics

GenoHaradan AssassinCL 7


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


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

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

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

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

Czerka Scientist

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

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

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


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




Star Wars Roleplaying Game: Saga Edition Statistics

Czerka ScientistCL 2


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


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

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

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

Originally posted by Schooly_D
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06/26/2008 4:11 PM  
The assassin would be a great guy for D20 Modern as would the scientist (who would also nicely double as a noncombatant for D&D).

Originally posted by Schooly_D
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06/27/2008 5:00 AM  
i like the scientist for space themed rpg but cyclops with the sword is a big no no for me.

The ROCK layeth the smacketh down. Long live Farscape
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Umass Amherst Baby!

06/28/2008 8:27 PM  
I like them both!

Pathetic Earthlings. Hurling your bodies out into the void - without the slightest inkling of who or what is out here. If you had known anything about the true nature of the universe - anything at all - you would have hidden from it in terror.

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Umass Amherst Baby!

07/03/2008 10:43 PM  
Posted By wicked cool on 06/27/2008 5:00 AM
i like the scientist for space themed rpg but cyclops with the sword is a big no no for me.

All he needs is a touch of white paint on that collar.  Bam!  instant Vatican troubleshooter.

Pathetic Earthlings. Hurling your bodies out into the void - without the slightest inkling of who or what is out here. If you had known anything about the true nature of the universe - anything at all - you would have hidden from it in terror.

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Czech Republic

07/07/2008 12:31 PM  
Posted By Cthulhufnord on 06/28/2008 8:27 PM
I like them both!


Me 2!

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