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Fringe Benefits


Of the five factions in the Star Wars Miniatures game, the Fringe faction can be the most useful for the Star Wars Roleplaying Game. Most of them aren't restricted to a particular era or recognized as friends or enemies, so a Gamemaster has more options. This article presents roleplaying statistics for eight miniatures from the Rebel Storm Starter Pack.

The table below provides 18 encounters ranging from Challenge Code B to Challenge Code F. Further encounters can be created using the rules for "Combining Challenge Codes" on page 256 of the Star Wars Roleplaying Game Revised Core Rulebook.

Challenge Rating Bespin Guard Duros Mercenary,
Gamorrean Guard,
Ithorian Scout
Mon Calamari Mercenary,
Quarren Assassin,
Twi'lek Bodyguard,
Twi'lek Scoundrel
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 6
F 8
F 4 6
F 4 6 4

Bespin Guard The Wing Guard is the main security force for Cloud City. Also known as the Bespin Guard, these blue uniformed guards keep the peace.

Alternatively, a group of Bespin Guard figures could be used as militia, a police force, or freelance mercenary unit.

Bespin Guard

Male Human Thug 2; Init +1 (+1 Dex); Defense 12 (+1 Dex, +1 class); Spd 10 m; VP/WP 0/11; Atk +2 melee (1d4, martial arts) or +3 ranged (3d6 or DC 15 stun, blaster pistol); SV Fort +3, Ref +1, Will +0; FP 0; DSP 0; Rep +0; Str 10, Dex 13, Con 11, Int 10, Wis 10, Cha 10. Challenge Code A.

Equipment: Blaster pistol, comlink, datapad.

Skills: Computer Use +1, Intimidate +4, Pilot +2, Read/Write Basic, Speak Basic, Treat Injury +1.

Feats: Martial Arts, Weapon Group Proficiency (blaster pistols, simple weapons, vibro weapons).

Duros Mercenary

The adventurous spirit of a Duros can naturally lead to the unpredictable life of a mercenary. The mercenary allegiance doesn't lean toward either the Empire or the Rebellion, but instead toward the biggest paycheck.

Duros Mercenary: Male Duros Thug 4; Init +2 (+2 Dex); Defense 14 (+2 Dex, +2 class); DR 3; Spd 10 m; VP/WP 0/9; Atk +4 melee (1d4, martial arts) or +6 ranged (3d6 or DC 15 stun, blaster pistol); SV Fort +3, Ref +3, Will +1; FP 0; DSP 0; Rep +1; Str 10, Dex 15, Con 9, Int 12, Wis 10, Cha 8. Challenge Code B.

Equipment: Combat jumpsuit, blaster pistol, comlink, field kit, guild badge, company insignia.

Skills: Astrogate +4, Computer Use +3, Demolitions +3, Intimidate +6, Pilot +5, Read/Write Basic, Read/Write Durese, Speak Basic, Speak Durese.

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

Gamorrean Guard

The security force at Jabba's Palace is made up of nearly a dozen Gamorreans led by their Captain, Ortugg. Gamorrean Guards use their imposing stature to find employment wherever good bruisers are needed, working as bar bouncers, gang members, or part of a security team. The primitive armor worn by the Gamorrean Guard is described on page 155 of the Ultimate Adversaries roleplaying game book.

Gamorrean Guard: Male Gamorrean Soldier 2; Init -1 (-1 Dex); Defense 12 (-1 Dex, +3 class); DR 1; Spd 10 m; VP/WP 18/12; Atk +4 melee (2d10+2, vibro-ax) or +1 ranged; SV Fort +6, Ref –1, Will –1; FP 0; DSP 2; Rep +1; Str 15, Dex 8, Con 12, Int 9, Wis 9, Cha 8. Challenge Code B.

Equipment: Primitive armor, variety of personal belongings, vibro-ax.

Skills: Intimidate +4, Listen +0, Profession (Guard) +3, Speak Gamorrean, Spot +1.

Feats: Armor Proficiency (light), Power Attack, Weapon Group Proficiency (primitive weapons, simple weapons, vibro weapons).

Ithorian Scout

Ithorians are naturally observant and therefore well suited as scouts. Like many other of his species, this individual is adept at wilderness survival. The scout wields a force pike to defend himself when necessary.

Ithorian Scout: Male Ithorian Scout 2; Init -1 (-1 Dex); Defense 11 (-1 Dex, +2 class); Spd 10 m; VP/WP 11/9; Atk +4 melee (2d8+3, force pike) or +0 ranged; SQ trailblazing, +2 species bonus on Knowledge (nature) checks; +4 species bonus on Survival checks, +1 species bonus on Will saves; SV Fort +1, Ref +1, Will +3; FP 0; DSP 0; Rep +0; Str 16, Dex 8, Con 9, Int 11, Wis 11, Cha 10. Challenge Code B.

Equipment: Comlink, force pike, variety of personal belongings.

Skills: Hide +4, Knowledge (nature) +7, Listen +5, Move Silently +4, Read/Write Basic, Read/Write Ithorese, Speak Basic, Speak Ithorese, Spot +5, Survival +9.

Feats: Track, Weapon Group Proficiency (blaster pistols, blaster rifles, simple weapons, vibro weapons).

Mon Calamari Mercenary

The Mon Calamari Mercenary left the safety of his water-covered world to explore the stars. While considered a mercenary, he often volunteers his services to hopeless causes that he feels will benefit society.

This Mercenary has a customized blaster pistol that reduces the Rapid Shot penalties by 1. More information about altering weapons can be found on page 5 of the Arms & Equipment Guide.

Mon Calamari Mercenary: Male Mon Calamari Thug 6; Init +1 (+1 Dex); Defense 13 (+1 Dex, +2 class); Spd 10 m; VP/WP 0/11; DR 3; Atk +6/+1 melee (1d3, unarmed) or +8/+3 ranged (3d6 or DC 15 stun, blaster pistol) or +7/+7/+2 ranged (3d6 or DC 15 stun, blaster pistol with Rapid Shot); SQ +4 species bonus on Swim checks and Craft checks, +1 species bonus on Will saves in moist environments, –1 species penalty on Will saves in dry environments, breathe underwater; SV Fort +5, Ref +3, Will +2; FP 0; DSP 0; Rep +1; Str 11, Dex 13, Con 11, Int 11, Wis 10, Cha 10. Challenge Code C.

Equipment: Combat jumpsuit, personalized blaster pistol, comlink, field kit, guild badge, company insignia.

Skills: Climb +5, Intimidate +9, Jump +4, Read/Write Basic, Read/Write Mon Calamarian, Speak Basic, Speak Mon Calamarian, Swim +13.

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

Quarren Assassin

The galactic crime syndicates rely on secretive guilds when an assassin's deadly talents are needed. The Quarren Assassin is a member of such a guild. His allegiance lies with neither the Rebellion nor the Empire, but simply against the target he has been sent to defeat. He concentrates on his target so much that he leaves himself vulnerable to other attackers.

Flaws such as Vulnerable were first introduced on page 91 of the Dungeons & Dragons book Unearthed Arcana, but the rule systems are similar enough for use with the Star Wars Roleplaying Game. The Vulnerable flaw gives the Quarren Assassin an additional feat in exchange for a –1 penalty to Defense.

The Quarren Assassin has personalized his heavy blaster pistol, granting him +3 attack bonus and a –3 damage penalty.

Quarren Assassin: Male Quarren Scoundrel 2/ Soldier 2; Init +1 (+1 Dex); Defense 13 (+1 Dex, +3 class, –1 flaw); Spd 10 m; VP/WP 20/11; Atk +3 melee (1d3, unarmed) or +7 ranged (3d8-3 or DC 18 stun, personalized heavy blaster pistol); SQ Illicit barter, lucky (1/day); SV Fort +3, Ref +4, Will -1; FP 0; DSP 2; Rep +1; Str 11, Dex 13, Con 11, Int 13, Wis 8, Cha 9. Challenge Code C.

Equipment: Personalized heavy blaster pistol, robes.

Skills: Bluff +4, Climb +5, Computer Use +6, Craft (blaster pistols) +6, Disguise +4, Demolitions +6, Forgery +6, Gather Information +6, Hide +3, Listen +1, Move Silently +6, Profession (Servant) +1, Read/Write Basic, Read/Write Quarrenese, Search +3, Speak Basic, Speak Quarrenese, Spot +1.

Feats: Armor Proficiency (light), Dodge, Mobility, Point Blank Shot, Shot on the Run, Weapon Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons).

Flaws: Vulnerable.

Twi'lek Bodyguard

This lithe Twi'lek has dedicated her life to protecting others. Her training in martial arts means that she can never truly be disarmed, and she will even take a blaster shot to protect her charge.

The Bodyguard prestige class can be found on page 205 of the Ultimate Alien Anthology.

Twi'lek Bodyguard: Female Twi'lek Soldier 3/Bodyguard 1; Init +4 (Improved Initiative); Defense 15 (+5 class); Spd 10 m; VP/WP 25/9; Atk +4 melee (1d4+1, martial arts) or +4 melee (3d8+1, great force pike) or +3 ranged; SQ low-light vision, harm's way; SV Fort +4, Ref +3, Will +1; FP 0; DSP 0; Rep +1; Str 13, Dex 11, Con 9, Int 14, Wis 11, Cha 15. Challenge Code C.

Equipment: Comlink, Czerka great force pike, jewelry, variety of personal belongings.

Skills: Gather Information +5, Intimidate +9, Listen +2, Profession (Bodyguard) +5, Read/Write Basic, Read/Write Ryl, Sense Motive +2, Speak Basic, Speak Lekku (head-tails), Speak Ryl, Spot +3, Treat Injury +6, Tumble +2.

Feats: Armor Proficiency (light), Combat Reflexes, Heroic Surge, Improved Initiative, Martial Arts, Weapon Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons).

Twi'lek Scoundrel

Scoundrels are one of the more versatile classes in Star Wars, and the Twi'lek Scoundrel is no exception. This dagger-wielding ruffian is poised for whatever action heads his way.

Twi'lek Scoundrel: Male Twi'lek Scoundrel 4; Init +5 (+1 Dex, Improved Initiative); Defense 14 (+1 Dex, +3 class); Spd 10 m; VP/WP 13/9; Atk +5 melee (2d4+2, vibrodagger) or +4 ranged; SQ low-light vision, Illicit barter, lucky (1/day), precise attack +1; SV Fort +1, Ref +5, Will +0; FP 0; DSP 0; Rep +1; Str 15, Dex 13, Con 9, Int 10, Wis 9, Cha 14. Challenge Code C.

Equipment: Comlink, variety of personal belongings, vibrodagger.

Skills: Bluff +9, Gather Information +12, Hide +8, Intimidate +9, Knowledge (streetwise) +7, Listen +6, Move Silently +8, Read/Write Basic, Read/Write Ryl, Speak Basic, Speak Lekku (head-tails), Speak Ryl, Spot +6.

Feats: Improved Initiative, Skill Emphasis (Gather Information), Weapon Group Proficiency (blaster pistols, simple weapons, vibro weapons).





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