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Fringe Stat Pack

Roleplaying Statistics for Star Wars Miniatures



        The letter T!
      he fringe is ever-present in the Star Wars universe. No matter what the era, there are always those who live in the shadows or apart from the galaxy at large. They may serve as enemies or allies for the heroes. This stat pack includes Saga Edition roleplaying game statistics for Star Wars Miniatures that are suitable for use during any era and that haven’t been presented in other roleplaying products or previews.

Duros Scoundrel

As accomplished pilots, Duros may be found serving aboard ships most anywhere in the galaxy. This miniature is from the Legacy of the Force set.


Duros Scoundrel CL 3


Medium Duros nonheroic 3/scoundrel 2
Force 3
Init +2; Senses Perception +9
Languages Basic, Durese, 2 others


Defenses Ref 14 (flat-footed 14), Fort 12, Will 15
hp 15; Threshold 12

Speed 6 squares
Melee unarmed +3 (1d4+1)
Ranged blaster pistol with Improved Accuracy +4 (3d6+1)
Base Atk +3; Grp +3
Atk Options Point Blank Shot
Special Actions Find Openings**, Vehicular Combat, Vehicular Surge**

Abilities Str 10, Dex 11, Con 10, Int 14, Wis 15, Cha 14
Talents Find Openings**
Feats Point Blank Shot, Tech Specialist*, Skill Training (Mechanics), Weapon Proficiency (pistols, simple weapons), Vehicular Combat, Vehicular Surge**
Skills Mechanics +9, Perception +9, Pilot +7 (can reroll), Use Computer +9
Possessions blaster pistol with Improved Accuracy (+1 to hit), comlink, YT-1300 freighter, tool kit, datapad
* See Starships of the Galaxy.
** See the Rebellion Era Campaign Guide.

Ewok Scout

Though natives of Endor, Ewoks are occasionally found offworld, such as in the employ or service of smugglers and other nomadic travelers. With training, some even learn to handle basic technology. Despite their size, Ewoks can be formidable opponents. This miniature is from the Imperial Entanglements set.


Ewok Scout CL 3


Small Ewok nonheroic 3/scout 2
Force 3
Init +3; Senses Perception +7
Languages Ewokese (speak only)


Defenses Ref 16 (flat-footed 15), Fort 14, Will 12
hp 21; Threshold 14

Speed 4 squares
Melee small axe +4 (1d6+3) or
Melee knife +4 (1d4+3) or
Melee small axe –1/knife –1 (1d6+2/1d4+2) with Dual Weapon Mastery I
Ranged small axe +4 (1d6+2)
Base Atk +3; Grp –1
Atk Options Dual Weapon Mastery I
Special Actions Forest Stalker*, Keen Scent*, Surefooted

Abilities Str 12, Dex 13, Con 13, Int 10, Wis 10, Cha 9
Special Qualities scent
Talents Surefooted
Feats Dual Weapon Mastery I (simple weapons), Forest Stalker*, Keen Scent*, Skill Focus (Survival), Skill Training (Perception), Skill Training (Stealth), Weapon Proficiency (pistols, simple weapons)
Skills Perception +7, Stealth +13 (can reroll, keeping better result), Survival +12
Possessions knife, small axe, leather garments
* See the Rebellion Era Campaign Guide.

Jedi Crusader

In the Knights of the Old Republic era, the Jedi Crusaders are also known as the Revanchists. They actively participate in the Mandalorian Wars against the orders and wishes of the Jedi Council. By the end of the war, most Jedi Crusaders are battle hardened and highly skilled combatants. After the war, many fall to the dark side and become Sith converts, along with their leaders, Darth Revan and Darth Malak. The Jedi Crusader is from the Jedi Academy set.


Jedi Crusader CL 11


Medium Human Jedi 7/Jedi Knight 4
Force 7; Dark Side 1
Init +8; Senses Perception +12
Languages Basic, 1 unassigned


Defenses Ref 26 (flat-footed 23), Fort 23, Will 25
hp 85; Threshold 23

Speed 6 squares
Melee lightsaber +15 (2d8+11) or
Melee lightsaber +10/lightsaber +10 (2d8+11) with Double Attack
Ranged by weapon +14
Base Atk +11; Grp +14
Atk Options Acrobatic Strike, Double Attack
Special Actions Block, Combat Reflexes, Deflect, Equilibrium, Lightsaber Defense, Makashi, Quick Draw
Force Powers Known (Use the Force +12): Crucitorn*, Force thrust, Makashi riposte*, mind trick, move object, rebuke
Force Techniques Extended Move Object*, Force Point Recovery

Abilities Str 10, Dex 16, Con 10, Int 13, Wis 14, Cha 14
Talents Ataru, Block, Deflect, Equilibrium, Lightsaber Defense, Makashi
Feats Accelerated Strike**, Acrobatic Strike, Combat Reflexes, Double Attack (lightsabers), Force Sensitivity, Force Training (2), Quick Draw, Relentless Attack*, Weapon Finesse, Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics +13, Mechanics +11, Perception +12, Use the Force +12
Possessions lightsaber (self constructed), Jedi robes
* See the Jedi Academy Training Manual.
** See the Knights of the Old Republic Campaign Guide.

Mercenary Commander

Mercenaries can be found in any Star Wars era, in virtually any region of the galaxy. As soldiers for hire, they’re loyal to their credits first, their unit second, and their employer third. Mercenary commanders are known for toughness and the ability to order irregular and well-trained troops around the battlefield. This miniature is from the Imperial Entanglements set.


Mercenary Commander CL 5


Medium Human nonheroic 6/soldier 1/officer 2
Force 4; Dark Side 2
Init +4; Senses Perception +11
Languages Basic, Military Sign*, 1 unassigned


Defenses Ref 16 (flat-footed 16), Fort 17, Will 19
hp 48; Threshold 17

Speed 6 squares
Melee unarmed +8 (1d4+2)
Ranged blaster carbine +7 (3d8+1) or
Ranged blaster carbine +7 (4d8+1) with Deadeye
Base Atk +7; Grp +8
Atk Options Charging Fire, Deadeye, Point Blank Shot, Precise Shot
Special Actions Assault Tactics, Fast Surge, Tough as Nails

Abilities Str 12, Dex 10, Con 14, Int 14, Wis 12, Cha 15
Special Qualities command cover, share talent (Assault Tactics)
Talents Assault Tactics, Tough as Nails
Feats Charging Fire, Fast Surge*, Deadeye, Martial Arts I, Point Blank Shot, Precise Shot, Weapon Proficiency (rifles, pistols, simple weapons)
Skills Knowledge (tactics) +11, Mechanics +11, Perception +11, Persuasion +11
Possessions blaster carbine, comlink with headset, paramilitary uniform, datapad, credit chip
* See the Rebellion Era Campaign Guide.

Sith Apprentice

Sith apprentices take many guises throughout the galaxy’s history. Some live in times where they hold official roles within an empire. However, most hide in the shadows and the fringes of society, sometimes by choice, often by necessity. They excel at using fear against their enemies. The Sith apprentice may be used in almost any era. This miniature is from the Jedi Academy set.


Sith Apprentice CL 10


Medium Human noble 5/soldier 2/Sith apprentice 3
Force 8 (Strong in the Force); Dark Side 13
Init +10; Senses Perception +11
Languages Basic, 3 unassigned


Defenses Ref 22 (flat-footed 22), Fort 24, Will 23
hp 80; Threshold 24

Speed 6 squares
Melee lightsaber +13 (2d8+9) or
Melee lightsaber +10/+10 (2d8+9) with Double Attack
Ranged throw lightsaber +9 (2d8+5)
Base Atk +8; Grp +12
Atk Options Double Attack, Throw Lightsaber
Special Actions Devastating Attack (lightsabers), Melee Defense
Force Powers Known (Use the Force +17): dark rage, fear*, Force grip, rebuke
Force Techniques Improved Move Light Object

Abilities Str 18, Dex 11, Con 12, Int 13, Wis 13, Cha 15
Talents Devastating Attack (lightsabers), Demand Surrender, Multiattack Proficiency (lightsabers), Presence, Weaken Resolve, Throw Lightsaber
Feats Double Attack (lightsabers), Force Sensitivity, Force Training (2), Linguist, Melee Defense, Skill Focus (Use the Force), Strong in the Force, Weapon Proficiency (lightsabers, pistols, rifles, simple weapons)
Skills Deception +12, Initiative +10, Knowledge (galactic lore) +11, Perception +11, Persuasion +12, Pilot +11, Use Computer +11, Use the Force +17
Possessions lightsaber, comlink, credit chip, holoprojector, datapad
* See the Knights of the Old Republic Campaign Guide.

Twi'lek Black Sun Vigo

Few criminal syndicates enjoy the power, prestige, and considerable secrecy that Black Sun consistently maintains over the years. The highest-ranking individuals are known as Vigos. Each Vigo is a crime lord that controls vast and/or influential regions of space. Their autonomy varies by era. Generally, Vigos in the Legacy era enjoy greater freedom to act than do those in previous eras, when strong leaders kept them relatively under control. Alternatively, this character may serve as another crime lord. This miniature is from the Imperial Entanglements set.


Twi'lek Black Sun Vigo CL 7


Medium Twi’lek nonheroic 6/scout 1/scoundrel 1/crime lord 3
Force 6; Dark Side 4
Init +7; Senses low-light vision; Perception +12
Languages Basic, Ryl, 1 unassigned


Defenses Ref 18 (flat-footed 17), Fort 18, Will 21
hp 37; Threshold 18

Speed 6 squares
Melee unarmed +6 (1d3+2)
Ranged blaster pistol +8 (3d6+2)
Base Atk +6; Grp +7
Atk Options Point Blank Shot, Running Attack
Special Actions Assured Attack**, Evasion, Impel Ally I, Inspire Fear I, Knack, Tactical Superiority*

Abilities Str 10, Dex 13, Con 11, Int 16, Wis 15, Cha 17
Special Qualities command cover
Talents Evasion, Impel Ally I, Inspire Fear I, Knack, Tactical Superiority*
Feats Assured Attack**, Imperceptible Liar**, Point Blank Shot, Running Attack, Weapon Focus (pistols), Weapon Proficiency (rifles, pistols, simple weapons)
Skills Deception +13 (can reroll), Knowledge (social sciences) +13, Perception +12, Persuasion +13
Possessions blaster pistol, cloak, datapad, credit chip
* See Scum and Villainy.
** See the Rebellion Era Campaign Guide.

Whiphid Tracker

Whiphids are native to the world of Toola in the Outer Rim. As nomadic hunters, they are used to moving vast distances to hunt and live. Those who leave their homeworld take to technology well. Whiphid trackers excel at their task, thanks to a combination of natural and learned abilities. Many find work in the shadier fringes of society due to their natural aggressive tendencies, questionable morals, and plain greed. This miniature is from the Imperial Entanglements set.


Whiphid Tracker CL 6


Large Whiphid* nonheroic 3/scout 5
Force 5; Dark Side 1
Init +4; Senses Perception +12
Languages Basic, Whiphid


Defenses Ref 16 (flat-footed 16), Fort 17 (22 vs. extreme cold), Will 18
hp 38; Threshold 22

Speed 6 squares
Melee claw +7 (1d6+3) or
Melee claw +7 (2d6+3) with Mighty Swing
Ranged bow +6 (1d6+2)
Base Atk +5; Grp +11
Atk Options Mighty Swing, Point Blank Shot, Precise Shot
Special Actions Cunning Attack

Abilities Str 13, Dex 11, Con 12, Int 14, Wis 16, Cha 9
Special Qualities scent
Talents Acute Senses, Expert Tracker, Improved Stealth
Feats Cunning Attack*, Mighty Swing, Point Blank Shot, Precise Shot, Skill Focus (Stealth), Weapon Focus (simple weapons), Weapon Proficiency (pistols, rifles, simple weapons)
Skills Perception +12 (can reroll), Stealth +9 (can reroll), Survival +12
Possessions bow, 20 arrows, belt, belt pouch
* See The Force Unleashed Campaign Guide.


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About the Author

Sterling Hershey is an architect and freelance game designer. He regularly creates Star Wars Miniatures and Starship Battles scenarios and previews for the Wizards of the Coast Web site. His past products include the Scenario Book for the Attack on Endor Scenario Pack. Sterling is also one of the authors of the Scavenger's Guide to Droids, the Rebellion Era Campaign Guide, and other products for the Star Wars Roleplaying Game Saga Edition. You can read more about gaming in a galaxy far, far away in his starwars.com blog, Delusions of Grandeur, and at his own website. Sterling lives in the Midwest with his wife, Mary.





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