Home 
    Email a friend   Printer Friendly
 

Champions of the Force Preview 1

HK-47 and Clone Commander Gree


In this first preview of the upcoming Champions of the Force set for the Star Wars Miniatures Game, we look at two different minis. First, Gary Sarli introduces us to the unusual droid HK-47, who tends to refer to people as "meatbags." Next, Sterling Hershey brings us Commander Gree, a distinctive clone who served in the camouflage-clad 41st Elite Corps.

Spoiler Warning!

The information below about HK-47 spoils plot elements of the Star Wars: Knights of the Old Republic videogames.


HK-47

When HK-47 was found by a small band of heroes 4,000 years ago in a droid shop in Anchorhead on the planet Tatooine, it was immediately obvious that the droid -- billed as a protocol droid capable of speaking the language of the Sand People -- was more than he seemed. He displayed undisguised contempt for organic life (or "meatbags," as he called them), not to mention a disturbing enthusiasm for ruthless slaughter. But thanks to an apparent memory wipe, neither HK-47 nor his new owners could explain this incongruity.

In truth, HK-47 was an assassin droid owned by the Sith Lord Darth Revan, and he'd been modified to function as a translator during Revan's search for the long-lost Star Forge. Revan altered HK-47's memory core to hide all references to himself, leaving the secret information in heavily protected files until he could later regain control of the droid. But the Sith Lord's plan was complicated by the fact that his own memories were wiped clean during the capture spearheaded by Bastila Shan. Only when Revan's true identity reemerged was HK-47 able to reactivate all of his old programming.

As a Fringe character, HK-47 is a useful addition to almost any squad. A high Attack and impressive Damage make him devastating against high-value targets. In this role, he's best used early in the round so that he can apply his Cunning Attack against targets that haven't yet activated. In addition, HK-47's Flamethrower 20 gives him a powerful attack to use against clusters of enemies (or even to use as a reliable attack against an enemy with a very high Defense).


Star Wars Miniatures Stat Card Preview

Faction: Fringe
Cost: 32
Hit Points: 60
Defense: 18
Attack: +10
Damage: 30
Special Abilities: Unique, Droid, Cunning Attack, Flamethrower 20


Star Wars Roleplaying Game Statistics

HK-47: Fourth-degree walking protocol/assassin droid, Soldier 7/Sharpshooter* 2; Init +2; Defense 19 (+7 class, +2 Dex); DR 5; Spd 10 m; VP/WP 50/13; Atk +11/+6 melee (1d3+3, unarmed) or +11/+6 ranged (3d8+8/19–20, heavy blaster rifle) or +9/+4 ranged (5d6 fire, Reflex DC 15, flame rifle); SQ preferred weapon (heavy blaster rifle), ranged sneak attack +1d6; SV Fort +5, Ref +7, Will +5; SZ M; Rep +2; Str 16, Dex 14, Con 10, Int 14, Wis 12, Cha 10. Challenge Code E.

Equipment: Armor (medium), mastercraft (+3) heavy blaster rifle (3d8+6/19–20, range 30 m), flame rifle (5d6 damage, Reflex DC 15, range 4 m), heuristic processor, improved sensor package, infrared vision, locked access, secondary battery, translator unit (DC 5), vocabulator, weapon mount (2).

Skills: Demolitions +11, Hide +2, Knowledge (tactics) +7, Listen +10, Read/Write Basic, Read/Write Binary, Repair +11, Search +10, Speak Basic, Speak Binary, Speak Tusken, Spot +10.

Feats: Ambidexterity, Armor Proficiency (light, medium), Exotic Weapon Proficiency (flame projectors), Far Shot, Point Blank Shot, Precise Shot, Toughness, Weapon Focus (heavy blaster rifle), Weapon Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons), Weapon Specialization (heavy blaster rifle).

Special: Locked Memory -- Because of Darth Revan's programming, HK-47 can't access all of his memories until he is reunited with the Sith Lord. Until this happens, the droid has no memory of his connection with Revan and cannot use any of his sharpshooter class features. HK-47's memory can potentially be unlocked with a successful Computer Use check (DC 40), but doing so requires one day of work, and HK-47 won't allow anyone except his owner to attempt this.

* described in the Hero's Guide.


Clone Commander Gree

Commander Gree, originally designated CC 1004, became an early beneficiary of a special clone commander training program that encouraged more individuality and independent thought than allowed in average clones. CC 1004 was selected partially for his intense interest in obscure alien cultures. To emphasize the unique nature of his individuality, CC 1004 took the name Gree, in reference to a little-known Republic species.

In deference to his unusual knowledge base, Commander Gree's camouflage-clad 41st Elite Corps deployed to worlds with indigenous species. He served under Yoda on the Wookiee homeworld of Kashyyyk. Loyal to the Republic to the end, the Commander lost his life to the Jedi Master while attempting to carry out Order 66.

Commander Gree's unique alien knowledge and rapport makes him the centerpiece of a combined Wookiee and Clone Trooper squad. He gives bonuses to non-Unique Wookiees and Trooper followers, decreasing some costs and increasing their speed. Some of his Trooper followers do not provoke attacks of opportunity, allowing them greater maneuverability on a congested battlefield.

Commander Gree's low Defense score is the price for his enhanced mobility. At a lowly 13, you'll want to keep him moving and out of the line of fire whenever possible. Take maximum advantage of his high attack by using it along with his high speed and Mobile Attack special abilities. Get in, shoot, and get out. In the end, his greatest value comes in the abilities granted to his squad, especially given his own low cost.


Star Wars Miniatures Stat Card Preview

Faction: Republic
Cost: 18
Hit Points: 40
Defense: 13
Attack: +10
Damage: 20
Special Abilities: Unique, Order 66, Mobile Attack, Rapport, and Speed 8
Commander Effects:
Your squad may include non-Unique Wookiees of any faction.
Each Soldier or Trooper follower can move 2 extra squares at the end of its turn.
Characters in your squad with Order 66 and Mobile Attack (including Clone Commander Gree) do not provoke attacks of opportunity.


Star Wars Roleplaying Game Statistics

Clone Commander Gree: Male Human scout 2/thug 5/elite trooper 3; Init +2 (+2 Dex); Defense: 18 (+6 class, +2 Dex); DR 5; Spd 8 m; VP/WP 28/12; Atk +10/+5 melee (1d3+1, unarmed); or +12/+7 ranged (3d8/19-20, blaster rifle); SQ Republic Devotion, Cannot be bribed, blackmailed or seduced, Trailblazing, Uncanny Dodge; SV Fort +10, Ref +7, Will +5; SZ M; FP 1; DSP 2; Rep +2; Str 12, Dex 15, Con 12, Int 14, Wis 10, Cha 14. Challenge Code D.

Equipment: Camouflage clone trooper armor, blaster rifle, comlink, holographic comlink, thermal detonator (2), stun grenade (2), anti-droid grenade, medpac.

Skills: Climb +5, Computer Use +4, Demolitions +7, Hide +9, Intimidate +6, Move Silently +8, Jump +3, Knowledge (alien species) +10, Knowledge (tactics) +6, Listen +6, Profession (clone trooper officer) +6, Read/Write Basic, Read/Write Shyriiwook, Search +5, Sense Motive +6, Speak Basic, Speak Kaminoan, Spot +8, Survival +5, Swim +3, Treat Injury +5.

Feats: Armor Proficiency (light, medium, heavy, powered, Dodge, Heroic Surge, Mobility, Skill Emphasis (Survival), Weapon Focus (blaster rifle), Weapon Group Proficiency (blaster pistols, blaster rifles, simple weapons, heavy weapons, vibro weapons).

Clone Trooper Armor (Powered): Cost: 8,000+; DR 5; Maximum Dex bonus +2; Armor check penalty –2; Speed 8 m or 4 m; Weight 16 kg. Grants +2 equipment bonus on Listen checks, Spot checks, and Fortitude saving throws made to resist hostile environments.

Many versions of the standard clone trooper armor saw heavy use over the years. Though the design evolved over time, it retained its basic functionality. Many variations featured cosmetic differences that often designated rank or unit. Other versions provided additional protection in specific environmental conditions (such as cold or heat), improving the Fortitude bonus to +6. Armor sporting a camouflage color scheme adds a +2 bonus on Hide checks when in a similar environment. Attachments further enhance the armor. Common helmet attachments include flip-down macrobinoculars, visors, and communication boosters.

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.





About | Careers | Find a Store | Press | Help
Hasbro ©2010 Lucasfilm Ltd. & ® or TM where indicated. All rights reserved. Used under authorization.
© 1995-2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All Rights Reserved.
ESRB Privacy Certified
Terms of Use | Privacy Statement
Wizards of the Coast