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Soldiers of Fortune


Not every resource can be protected by manufactured squads of clones or battle droids. The majority of the galaxy relies on the services of less uniform groups. Presented below are roleplaying statistics for seven characters from the Star Wars Miniatures Game Clone Strike set that fill the need for independent military forces. Peace officers, mercenary groups, security teams, and militant outlaws are all possible uses for this selection of miniatures.

The table offers twenty encounters from Challenge Code B to Challenge Code G. Feel free to expand them after reading "Combining Challenge Codes" on page 256 of the Star Wars Roleplaying Game Revised Core Rulebook. These groups can easily be expanded using figures from the Rebel Storm set. For examples that coincide with the theme of this article, see the Bespin Guard from "Fringe Benefits" or the Rebel Trooper from "Arms of the Alliance."

Challenge Rating Naboo Soldier
Nikto Soldier
Weequay Mercenary
Rodian Mercenary
Wookiee Commando Captain Typho
Ishi Tib Scout
B 2
C 2
C 2 1
C 4
D 2
D 2 1
D 4 1
D 4
D 4 2
D 8
E 4
E 4 2
E 4 2 2
E 4 4 1
E 4 2 1
F 6 1
F 4 4 1
F 4 4 3 1
F 8 4 2 1
G 8 8 6 2

Captain Typho

Senator Amidala's head of security was the young Typho who welcomed the assistance of Amidala's Jedi friends to eliminate threats against her life. When it became too dangerous for the senator to remain on Coruscant, she fled with her Jedi protector, Anakin Skywalker. Captain Typho and the disguised handmaiden Dorme remained to make it appear that Amidala was still present.

Typho was blinded in one eye while serving as a junior palace guard during the Battle of Naboo. As a result, he suffers a –1 penalty to all ranged attacks due to his poor depth perception.

The statistics and miniature for Captain Typho are perfect for a gritty mercenary leader or veteran peace officer.



Captain Typho: Male Human Soldier 4/Bodyguard 2; Init +6 (+2 Dex, +4 Improved Initiative); Defense 17 (+2 Dex, +5 class); DR 4; Spd 10 m; VP/WP 46/13; Atk +7 melee (1d4, martial arts) or +8 ranged (3d8–3 or DC 18 stun, heavy blaster pistol); SQ Harm's way, combat sense +1; SV Fort +7, Ref +6, Will +3; FP 1; SZ M; DSP 0; Rep +1; Str 14, Dex 15, Con 13, Int 15, Wis 15, Cha 12. Challenge Code D.

Equipment: Security officer uniform, +1 masterwork combat jumpsuit, modified +1 masterwork SoroSuub Security S-5 heavy blaster pistol (+1 to hit), comlink, frag grenade, utility belt, Naboo N-1 starfighter.

Skills: Bluff +3, Computer Use +9, Demolitions +7, Intimidate +8, Knowledge (Naboo) +5, Knowledge (streetwise) +4, Knowledge (tactics) +5, Listen +6, Pilot +9, Profession (security guard) +9, Read/Write Basic, Repair +7, Sense Motive +6, Speak Basic, Speak Gungan, Speak Huttese, Spot +6, Treat Injury +4.

Feats: Armor Proficiency (light), Combat Reflexes, Improved Initiative, Martial Arts, Point Blank Shot, Starship Operation (starfighter), Weapon Focus (blaster pistol), Weapon Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons).

Naboo Soldier

The primary duties of the Naboo Soldier are the ground defense for Theed and the surrounding areas. These Humans make up the ranks of the palace guard as well as the security guard around Theed. As Naboo is a peaceful planet, these soldiers numbered only around five thousand.

The Naboo Soldier miniature can easily stand in for security guards and peace officers.



Naboo Soldier: Male Human Thug 1; Init +2 (+2 Dex); Defense 13 (+2 Dex, +1 class); DR 2; Spd 10 m; VP/WP 0/12; Atk +2 melee (1d3, unarmed) or +3 ranged (3d8–3 or DC 18 stun, heavy blaster pistol); SV Fort +3, Ref +2, Will +0; SZ M; FP 0; DSP 0; Rep +0; Str 12, Dex 14, Con 12, Int 12, Wis 11, Cha 10. Challenge Code A.

Equipment: Security uniform, blast helmet and vest, SoroSuub Security S-5 heavy blaster pistol, comlink.

Skills: Computer Use +3, Intimidate +4, Pilot +3, Profession (security guard) +4, Read/Write Basic, Speak Basic.

Feats: Armor Proficiency (light), Point Blank Shot, Precise Shot, Weapon Group Proficiency (blaster pistols, simple weapons).

Wookiee Commando

The brutal pose of the Wookiee Commando can really inspire the hit-and-run tactics that such an individual would use. His skills make him a possible scout for a military outfit or shock trooper for a mercenary band.

A raging Wookiee Commando gains +4 Strength, +8 vitality points, a +2 rage bonus to Fortitude and Will saves, and a –2 penalty to Defense. Note that in the skirmish game, the Wookiee Commando is already using his Wookiee Rage.



Wookiee Commando: Male Wookiee Scout 3/Soldier 1; Init +2 (+2 Dex); Defense 16 (+2 Dex, +4 class); Spd 10 m; VP/WP 25/11; Atk +4 melee (2d10+1, Vibro-ax) or +5 ranged; SQ Wookiee rage, extraordinary recuperation, trailblazing, heart +1; SV Fort +5, Ref +4, Will +1; SZ M; FP 0; DSP 0; Rep +0; Str 13, Dex 15, Con 12, Int 10, Wis 9, Cha 8. Challenge Code C.

Equipment: Tool belt, vibro-ax.

Skills: Climb +7, Demolitions +4, Hide +5, Intimidate +5, Jump +4, Knowledge (streetwise) +2, Listen +3, Move Silently +6, Profession (special forces trooper) +3, Read/Write Shyriiwook, Read/Write Basic, Search +2, Speak Shyriiwook, Speak Basic (understand only), Spot +3, Survival +3.

Feats: Armor Proficiency (light), Combat Reflexes, Deft Opportunist (see below), Track, Weapon Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons).

Nikto Soldier

This red Nikto Soldier rounds out the numbers of any diverse military group, but his reliance on primitive slugthrower technology makes him perfect for Fringe military outfits in the Outer Rim of the galaxy. He could be an enlisted thug, a basic mercenary, or someone simply trying to survive after escaping enslavement by a Hutt.



Nikto Soldier: Male Kajain'saNikto Thug 1; Init +1 (+1 Dex); Defense 14 (+1 Dex, +1 class, +2 natural); DR 3; Spd 10 m; VP/WP 0/12; Atk +1 melee (1d4, knife) or +2 ranged (2d8, slugthrower rifle); SQ Desert dweller; SV Fort +3, Ref +1, Will +0; SZ M; FP 0; DSP 0; Rep +0; Str 11, Dex 12, Con 12, Int 8, Wis 10, Cha 8. Challenge Code A.

Equipment: Slugthrower rifle, knife, combat jumpsuit, electrobinoculars, utility belt.

Skills: Intimidate +2, Profession (soldier) +1, Read/Write Nikto, Speak Basic, Speak Nikto, Survival (desert) +4.

Feats: Armor Proficiency (light), Point Blank Shot, Weapon Group Proficiency (simple weapons, slugthrowers).

Ishi Tib Scout

When a Human leader like Captain Typho doesn't fit a particular setting, the experienced Ishi Tib Scout is a good alternative. His Heroic Surge feat can give him an extra edge in combat to reach that perfect bit of color or snap off an extra shot. As the Ishi Tib Scout must often rely on stealth and guile, he doesn't normally rage when in combat.



Ishi Tib Scout: Scout 6; Init +1 (+1 Dex); Defense 15 (+1 Dex, +4 class); DR 1; Spd 10 m; VP/WP 24/9; Atk +4 melee (1d4, beak) or +6 ranged (3d6 or DC 15 stun, blaster pistol); SQ Breathe underwater, natural weapon (beak), rage, hydration, trailblazing, heart +1, uncanny dodge (Dex bonus to defense, can't be flanked), skill mastery (Pilot), extreme effort, evasion; SV Fort +2, Ref +4, Will +3; SZ M; FP 1; DSP 0; Rep +1; Str 11, Dex 12, Con 9, Int 15, Wis 10, Cha 11. Challenge Code D.

Equipment: Tracker utility vest, blaster pistol.

Skills: Climb +5, Computer Use +7, Hide +7, Listen +8, Move Silently +10, Pilot +7, Profession (scout) +6, Read/Write Basic, Read/Write Quarrenese, Read/Write Tibranese, Search +6, Speak Basic, Speak Quarrenese, Speak Tibranese, Spot +6, Survival +6, Swim +13.

Feats: Armor Proficiency (light), Heroic Surge, Point Blank Shot, Track, Weapon Group Proficiency (blaster pistols, blaster rifles, simple weapons).

Weequay Mercenary

While the miniature for the Weequay Mercenary certainly demonstrates melee prowess, the comic possibilities are not as obvious. A Gamemaster can find an appropriate prop for a "Quay" at a local fun shop. Page 181 of the Ultimate Alien Anthology should give you all the inspiration that you need.



Weequay Mercenary: Male Weequay Thug 4; Init +1 (+1 Dex); Defense 13 (+1 Dex, +2 class); Spd 10 m; VP/WP 0/15; Atk +5 melee (2d6+1, vibroblade) or +5 ranged; SQ Pheromonal communication; SV Fort +5, Ref +2, Will +0; SZ M; FP 0; DSP 0; Rep +1; Str 13, Dex 12, Con 12, Int 8, Wis 9, Cha 6. Challenge Code B.

Equipment: Vibroknife, quay orb, utility belt, guild badge, company insignia, variety of personal belongings.

Skills: Climb +2, Intimidate +1, Jump +2, Profession (mercenary) +1, Read/Write Sriluurian, Speak Basic, Speak Sriluurian.

Feats: Combat Reflexes, Heroic Surge, Toughness, Weapon Group Proficiency (simple weapons, vibro weapons)

Rodian Mercenary

The Mos Eisley cantina on Tatooine had a certain western flair, and this Rodian Mercenary would feel at home. The two-blaster pose brings thoughts of long gunfights in old cowboy movies.



Rodian Mercenary: Male Rodian Soldier 1/Thug 3; Init +2 (+2 Dex); Defense 16 (+2 Dex, +4 class); DR 3, Spd 10 m; VP/WP 11/12; Atk +4 melee (1d3, unarmed) or +6 ranged (3d6 or DC 15 stun, blaster pistol) or +4/+4 (3d6 or DC 15 stun, dual wielding blaster pistols; SV Fort +6, Ref +3, Will +0; SZ M; FP 0; DSP 0; Rep +0; Str 11, Dex 15, Con 12, Int 10, Wis 8, Cha 8. Challenge Code B.

Equipment: Combat jumpsuit, two blaster pistols, guild badge, company insignia.

Skills: Demolitions +2, Intimidate +6, Listen +1, Profession (mercenary) +4, Read/Write Rodese, Speak Basic, Speak Rodese, Repair +2, Search +1, Spot +1, Survival +1, Treat Injury +1.

Feats: Ambidexterity, Armor Proficiency (light), Track, Two-Weapon Fighting, Weapon Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons)

New Feats

Deft Opportunist You are aware of your surroundings in battle and can capitalize on vulnerable enemies. (This feat was first described in the Dungeons & Dragons supplement "Miniatures Handbook.")

Prerequisites: Dex 15, Combat Reflexes.

Benefit: You get a +4 bonus on attack rolls when making attacks of opportunity.



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