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Champions of the Force Preview 4

Dark Trooper Phase I and Sith Trooper Commander


In this fourth preview of the upcoming Champions of the Force set for the Star Wars Miniatures Game, we look at two more minis. First, Sterling Hershey spills the secrets of the Dark Trooper Phase I, a rare Imperial droid. Then Gary Sarli shows what it takes to get ahead in the Sith Empire without Force powers.


Dark Trooper Phase I

After the destruction of the original Death Star, Imperial General Rom Mohc received permission to pursue his Dark Trooper Project. Dark Troopers were droids designed and built as "super stormtroopers." The secret project was developed aboard a manufacturing ship called the Arc Hammer. Ultimately, Rebel operative and future Jedi Kyle Katarn discovered and destroyed the Dark Trooper Project before it saw widespread deployment.

The project proceeded in three phases, each producing a different droid. The first and most basic unit was the Dark Trooper Phase I. Skeletal in appearance, it was armed with a long blade and an arm-mounted blast shield. While it lacked any ranged weaponry, it was tenacious in close combat. However, its programming was primitive. Later Phase II and III units received significant advancements in weaponry, programming, and technology.

In the Star Wars Miniatures Game, the Dark Trooper Phase I is one of the few droids within the Imperial faction. It has a high attack value for its cost, but its other attributes are similar to many Imperial characters in this point range. The Troopers are best deployed against low- and mid-level characters to maximize the effects of their excellent Attack and Damage scores. They just don't have enough hit points to last against upper-echelon characters.

Aggressive advancement is key. The Phase I can survive a few low-damage hits, but you'll want to minimize its exposure while closing to attack. Fielding the Troopers in groups should cut through lesser characters quickly and give stronger enemies plenty to worry about.


Star Wars Miniatures Stat Card Preview

Faction: Imperial
Cost: 12
Hit Points: 30
Defense: 16
Attack: +10
Damage: 20
Special Abilities: Droid, Melee Attack


Star Wars Roleplaying Game Statistics

Dark Trooper Phase I: Super stormtrooper droid, soldier 4; Init +5 (+1 Dex, +4 Improved Initiative); Defense: 15 (+4 class, +1 Dex, +1 shield, –1 size); DR 5, Spd 12 m; VP/WP 33/14; Atk +6 melee (1d8+2, forearm sword); or +4 ranged (by weapon); SV Fort +6, Ref +2, Will +0; SZ L; FP 0; DSP 0; Rep +1; Str 14, Dex 12, Con 14, Int 10, Wis 8, Cha 8. Challenge Code C.

Equipment: Forearm sword, forearm shield, heuristic processor, infrared vision, phrik alloy hardened frame (equivalent to medium armor), vocabulator, comlink, magnetic feet.

Skills: Climb +5, Intimidate +7, Jump +5, Speak Basic, Spot +3.

Feats: Ambidexterity, Armor Proficiency (light, medium), Dodge, Improved Initiative, Power Attack, Weapon Focus (sword), Weapon Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons).


Sith Trooper Commander

Although the term "Sith" is most often associated with powerful dark side Force-users, the Sith Empire included many characters with more mundane abilities. Sith troopers and Sith officers are the vanguard of any planetary invasion or boarding action, and the distinctive armor of the Sith Empire strikes fear into the hearts of the populace of countless worlds.

Advancing in the Sith Empire requires a sharp wit, keen perception, and an absolutely ruthless, cutthroat attitude. Anyone who has managed to advance to the officer rank has spotted and taken advantage of opportunities. But just as important, he's sabotaged his competition and manipulated his underlings to keep them dependent (and thus unable to find a way to eliminate him and take his place). Bribery, blackmail, fabricated evidence, and even assassination are common tools used by any Sith officer over the course of his career.

In the Star Wars Miniatures Game, the Sith Trooper Commander is a decent stand-alone character with a respectable punch and a good number of hit points -- some of the best among all the non-Unique commanders in the game. However, that kind of combat ability doesn't come cheap, so his point cost is also among the highest of that group despite having no special abilities.

The Sith Trooper Commander really has a chance to shine when in the same squad as Sith Troopers because his commander effect grants all of them the Deadeye special ability. Unlike most commander effects, it isn't limited by range, so you can spread your Sith Troopers across the battle map even while keeping your Sith Trooper Commander safely out of harm's way.


Star Wars Miniatures Stat Card Preview

Faction: Sith
Cost: 19
Hit Points: 50
Defense: 14
Attack: +9
Damage: 20
Special Abilities: Commander Effect: Allied characters named Sith Trooper gain Deadeye. (On this character’s turn, if it doesn’t move, it gets +10 Damage.)


Star Wars Roleplaying Game Statistics

Sith Trooper Commander: Male Human thug 3/diplomat 2/officer 5; Init +4 (+4 Improved Initiative); Defense 14 (+4 class, +0 Dex); Spd 10 m; VP/WP 36/14; Atk +6/+1 melee (2d6–1, vibroblade) or +9/+4 ranged (3d8+2/20, heavy blaster rifle); SQ leadership, requisition supplies, tactics; SV Fort +8, Ref +4, Will +8; SZ M; FP 2; DSP 6; Rep +7; Str 8, Dex 10, Con 14, Int 14, Wis 12, Cha 16. Challenge Code D.

Equipment: Heavy blaster rifle* (personalized, +1 attack/–1 damage), blaster pistol, vibroblade, encrypted comlink, code cylinder.

* Equivalent of BlasTech DLT-20A (Arms & Equipment Guide, page 15)

Skills: Bluff +15, Computer Use +5, Diplomacy +15, Gather Information +12, Intimidate +15, Knowledge (Sith lore) +8, Knowledge (tactics) +8, Listen +8, Read/Write Basic, Read/Write Sith, Search +9, Sense Motive +13, Speak Basic, Speak Sith, Spot +8.

Feats: Armor Proficiency (light), Improved Initiative, Influence, Persuasive, Sharp-Eyed, Skill Emphasis (Bluff), Trustworthy, Weapon Focus (heavy blaster rifle), Weapon Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons).

About the Authors

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.

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.





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