Posted by Bryan | July 10, 2008 at 12:51 AM ET
The GenoHaradan is a secret guild of bounty hunters, controlled by unknown individuals out to influence the galactic government and other organizations through selective assassinations. Their activities are so secret that it's impossible to tell exactly how much of an impact they have over galactic events. GenoHaradan assassins range widely in skills and species. They never reveal their affiliation, and their anonymity greatly increases their effectiveness. They are trained in a wide variety of assassination techniques, from the quiet and subtle to the spectacular and devastating.
In the Star Wars Miniatures Game, the GenoHaradan Assassin has an array of special abilities that matches the reputations of guild members. The new Cloaked ability prevents nonadjacent enemies from attacking the unit as long as it has cover. Cunning Attack and Loner give significant bonuses to attack, and they encourage using the unit on its own against a target that has not acted this round. Mobile Attack allows this sneaky assassin to move, strike, and retreat immediately. Finally, Poisoned Blade delivers a potentially lethal blow to living enemies, inflicting up to 40 damage, enough to eliminate weak to moderately strong targets immediately.The assassin also
may attack at range but is much less effective that way. The
unit has an excellent Defense score and a decent number of hit
points, allowing it to survive a few hits if caught out in the
open.
Faction:
Fringe
Cost: 21
Hit Points: 60
Defense: 20
Attack: +8
Damage: 10
Special Abilities: Cloaked (If this character
has cover, he cannot be targeted by nonadjacent enemies); Cunning
Attack; Loner; Mobile Attack; Poisoned Blade (+10 Damage to
1 adjacent target; this counts as a melee attack. This attack
deals an extra 20 Damage to a living enemy; save 11.)
Star
Wars Roleplaying Game: Saga Edition Statistics:
GenoHaradan Assassin CL 7
Medium Human: scout
3/soldier 4
Destiny: 1; Force:Dark Side: 4
Init: +11; Senses Perception: +9 (may reroll)
Languages: Basic
Defenses:
Ref 22 (flat-footed 19), Fort 20, Will 18
hp 62; Threshold 20
Speed:
6 squares
Melee: vibroblade +8 (2d6+5 poison*)
Ranged: blaster rifle +10 (3d8+5)
Base Atk: +6; Grp +9
Atk Options: Deadeye, Devastating Attack (rifles),
Far Shot, Keen Shot, Point Blank Shot, Precise Shot, Running
Attack
Abilities:
Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 10
Talents: Acute Senses, Devastating Attack (rifles),
Keen Shot, Weapon Specialization (rifles)
Feats: Armor Proficiency (light), Deadeye,
Far Shot, Point Blank Shot, Precise Shot, Running Attack, Weapon
Focus (rifles), Weapon Proficiency (advanced melee weapons,
pistols, rifles, simple weapons)
Skills: Climb +10, Initiative +11, Jump +10,
Perception +9 (may reroll), Pilot +11, Stealth +11
Possessions: vibroblade*, blaster rifle, comlink
Poisoned Blade: When a creature takes damage from a successful hit with this weapon, make an attack roll (1d20+10) against the target's Fortitude Defense. If the attack succeeds, the target takes 4d6 points of damage and moves –1 step down the condition track. If the attack fails, the target takes only half damage and doesn't move down the condition track. The poison attacks each round until it is cured with a successful DC 25 Treat Injury check.
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