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Champions of the Force Preview 5

Republic Commando Sev and Darth Malak


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 (3d8/18–20, DC-17m Sniper) or +9/+4 ranged (3d8+3/19–20, DC-17m Blaster) or +7/+7/+2 ranged (3d8+3/19–20, DC-17m Blaster with Rapid Shot) or +3/+3/+3/–2 ranged (3d8+3/19–20, DC-17m Blaster with Rapid Shot and multifire) or +1/+1/+1/+1/–4 ranged (3d8+3/19–20, 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 19–20; 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 19–20; 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 18–20. 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 +5/19–20, lightsaber) or +26/+21/+16/+11 melee (2d6 +9/19–20, 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.





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