| Star Wars Miniatures | The Star Wars Miniatures collection offers a great board game that doesn't require too much time or space to play. The miniatures are also exactly the right size for use with the Star Wars Roleplaying Game, which I would highly recommend. The old roleplaying system was made by West End Games, which I haven't tried.
|
|
|
|
| 
| Authors: Jeff Grubb, Owen K. C. Stephens Publisher: Wizards of the Coast Category: Book
List Price: $21.95 Buy Used: $21.76 You Save: $0.19 (1%)
Used (17) from $21.76
Avg. Customer Rating: 9 reviews Sales Rank: 186300
Media: Paperback Number Of Items: 1 Pages: 96 Shipping Weight (lbs): 0.5 Dimensions (in): 10.7 x 8.4 x 0.2
ISBN: 0786927828 Dewey Decimal Number: 793 EAN: 9780786927821 ASIN: 0786927828
Publication Date: November 9, 2002 Availability: Usually ships in 1-2 business days Shipping: Expedited shipping available Shipping: International shipping available Condition: Pages are clean. Soft cover binding is secure. Cover is in good shape with just small creases in the upper corners. Have questions? We're happy to provide more information about any item in our store. We pack carefully, ship daily and email tracking numbers to US buyers. Our customer service is friendly and we comply with all Amazon return policies. International & APO orders are welcomed!
|
| Customer Reviews:
| Showing reviews 6-9 of 9 | | « PREV | | |
A lot of stuff... A must have for any GM April 12, 2003 12 out of 14 found this review helpful
If you are GMing star wars, living force or the like... this is a must. Why? It provides so much more than the Core Rule book does as far as specialized weaponry. It has simply pictures of selected weaponry, devices and droids. It has several new things that can really give your campaign that edge, taking into a different level of difficulty or adventure. It can also give your characters power they didn't know existed.Each item comes listed with its type, a small description, Price (standard), how available it actually is and which Era it comes from (a real plus). For weapons it gives everything the RCR gives along with Hardness and Break DC's. Such weapons include the BlasTech DLT-20A 3d8+3 30m Long blaster, Disruptor Pistols, Mobile Mortars, a variety of Hold out blasters, including the Happy Surprise (palm blaster). It's melee section isn't nearly as extensive as its ranged section. There are some nasty specialized weapons like the Verpine Shatter Gun (6d6) or the Rodian Repulsor Knives. Many different types of weapon attachements and a guideline for customizing your own weapons. Similarly there are the same thing for armors. Featuring multiple types of armor, from A/K Tracker Utility Vest, to the Shadowsuit to the AV-1A Assault Armor (that looks like something off of Warhammer). There is a nice list of droids that basically is an expansion of the RCR's list. Nothing really new, as far as game mechanics go, but a nice new list to pick and chose from. There is also a nice new listing for Vehicles in the same way for the droids, a basic expansion from the RCR. The Equipment section has a new lift providing different brands of the most common items, with a more extensive list and with some more speicalized items, like detection equipment, sensors and blaster repair kits. Again, everything comes priced with listedd availability and era availability. Again this is a must have for any GM. One of the first books I pass around before each module is this one. People make profession rolls, get some money, want to buy something, and this book is the first thing they turn to for merchandise. Now being the GM i am, i place certain restrictions, but that's just between you as the GM and the player. As far as any player goes... this is the book that you'll need to make that signature weapon for your bounty hunter, the location to find that R2 unit you've been looking for, or just finally have that little mobile mortar handy when you need it. "Hokey religions and ancient weapons are no match for having a good blaster at you side."
Guns, armor, and crunchy goodness... November 16, 2002 25 out of 25 found this review helpful
This is probably the one book that players of SWRPG have been waiting for. At first glance the book seems to be a bit on the small side at only 96 pages, and in truth it is- however, the authors have managed to do a good job of cramming all kinds of fun stuff in here. And now for a synopsis. Chapter 1: Weapons starts off with a quick-and-easy system for customizing your character's personal weapons. No longer must a character be a Tech Specialist to build a unique weapon (although it's still true that only Tech Specialists can mastercraft). Now anyone can make certain modifications or personalizations, as long as you have a sufficient Craft skill. Examples include increased range, improved critical, reduced weight, and increased accuracy. It is also very thoughtful that most modifications are balanced with a tradeoff in some other aspect of the weapon. There is also a small but useful section that describes the process of Concealing a weapon on your person. The main body of this chapter describes over 50 different blaster weapons, which is more than the entire weapon list from the Core Rulebook. There are also a few Ion Guns, a handful of lethal Disruptors (think disintegrator guns), slugthrowers, dart pistols, flechette launchers, crossbows and magna casters, wrist weapons, a good-sized list of melee weapons, grenades and grenade launchers, flamethrowers, sonic weapons, and even a few species-specific weapons like the Squip Tensor Rifle and the deadly but fragile Verpine Shatter Gun. Whew! Chapter 2: Armor also starts off with a description of how armor can be modified, just like Chapter 1. In total 17 pieces of armor and protective gear are described, from simple tracker vests and leather jerkins up to some very tasty (and very expensive) sets of power armor. Chapter 3: Droids, as you might guess, has an extensive list of Droid types. There are a lot of droids here, almost 20 pages worth in fact, which was a bit of a surprise. The droids cover the entire spectrum from Mouse Droids and assassin droids to Astromechs and tutoring droids. There is also some additional info on playing Droid characters. Chapter 4: Vehicles is pretty short but still manages to describe a good array of machinery, including speeders, swoops, aircars, and walkers. Like chapters 1 and 2, there are additional rules for customizing vehicles. Chapter 5: Equipment describes dozens of pieces of miscellaneous gear. Examples include breathers, comlinks, sensors, and medical equipment. Nothing here stands out as overly powerful, but most of it seems to be useful for a character to have. And there you have it. There's enough equipment and technology in here to keep players and GMs picking and choosing for quite some time. In that respect, the book certainly delivers. All the items seem to be well thought out and nothing appears to be game-breaking or overbalanced. The interior of the book is in black and white, not color, but is nonetheless tastefully done and easy to look at. The buyer should be aware that only about half the items described have a picture, but I found this to be acceptable, especially where a group of items were closely alike. I did have a few complaints. In some cases, the picture for a given weapon or Droid is not on the same page, but on a page several numbers away. This is just a tad annoying. While I like the rules for modifications, I was disappointed at the utter lack of blaster pistol attachments (0) and rifle attachments (a mere 2). There were no cybernetics, also a disappointment (although rumor is cybernetics will appear in a future book). In addition, there is not an alphabetical index, which can cause a bit of delay in finding a specific item. Finally, I felt that the book should have been hardcover. I don't like softcovers since they are too easy to damage. I would have gladly payed the few extra bucks. Overall, though, these were minor complaints. I was very pleased with the book and feel that it can add a great deal of depth to any campaign. The GM can now unleash a bunch of new equipment, and the players have enough options to keep them happy too. In total I give this book an extremely strong 4 out of 5. Along with the Core Rulebook, it is definitely the other "must have."
great star wars accessory November 12, 2002 3 out of 4 found this review helpful
the only thing lacking in this book is more detailed artwork. Yes, it has pictures, and lots of them, but it is simple line art lacking shading and flair. Not a major complaint, and some readers might not even care. As far as game mechanics, there are tons of weapon options for flamers, disinegrators, sith weapons, as well as droids. A great accessory any player or GM can use.
Star Wars Arms & Equipment Guide October 22, 2002 2 out of 2 found this review helpful
this book is great! this has everything from the weapons and armor to the droids and vehicles, from customizing to making from scratch. this and the starship is almost the most needed books needed to play th game with utmost enthusiesm.
|
|
| Powered by the Force.| Star Wars Miniatures Forum - latest postings |
HOW to make a Revan or Exile "PC" mini? Hey guys -
This is a minis thread for we KotOR fanboys. I understand not everyone is interested; please don't choose this as a place to make an anti-KotOR stand. Thanks.
There has been a LOT of chat about how could we possibly do PC representations of the main characters in the games, without...
Second call for Groups in the UK!! Me and my Lady are again putting the call out for Groups in the UK.
We play, and have got a couple of our friends into it, but there are no tournament groups to be found!
Any body in the UK know of any?
They're gonna purp your nerp This is souly for fun. It was an idea I had for the OR, and figured it could be just as in the R. And it's fun to see an old sergeant back to work with some old hairy followers
Wookiee Hunter AT-ST
Tarfful
Lando Calrissian, Hero of Taanab
Clone Commander Gree
Clone Trooper Sergeant ...
Wat Tambor & Droid Reinforcements Maybe I'm having a brain fart, but do you have to follow the normal squad building rules when bring in the non-unique droids for this SA? It doesn't say from any faction, so I'm assuming you must follow the normal faction rules.
Female Minis Players Out of curiosity how many girls do you guys have in your Minis Group. My LGS has two that shows up for tourneys on a regular basis, myself and another. Also how do the gals do in your events? Are they frequent attendees and what do they play?
I had a dream, it was weird. I had a dream last night. It went like this:
I went to my LGS and bought a pack, I don't remember what it was, but I remember being sad about what I pulled. Until I opened the cards and there was a letter from Rob in there. It said "congratulations, you've won a tour of the factory and you also...
Promo Maps!!!! Where can I get them? All right I know this might in the wrong spot but I really need to know where I can get the Clone Wars map and the KOTOR promo maps...
Also can someone post a pic of the CW map?
Thank you in advance. Oh and My LGS didn't have the right poster map for KOTAR :( So any help would be great!
Marka Ragnos Force Spirit Marka Ragnos, Dark Side Spirit
Cost ?
HP -
Def-
Atck -
Damage -
Special Abilities
Dark Side Spirit (Ignores all terrain. Cannot open doors. Cannot attack or be damaged, and does not count as a legal target. Does not provide cover. An enemy within six squares can spend 1 Force point to Remove this...
Imperials, 150 pts hi all,
what do you think of this imperial 150 pts squad to paly some scenarios and campaign battle, we use fringes as a different faction, so cannot be used from others.
darth vader IC
elite stormy x2
stormy officer
admiral ozzel
stormy on dewback
stormy with e-web
gen. veers Hologram
Working on a self prodject Everyone talks about it, I'm up for designing it. I have basic blueprints on how to build the first "Electronic Board"
First let me tell you that it is far from being started but the general idea of shape/sizie/workability is set. Many of you have wanted 3-D boards and such, well this isnt quite...
Rebel Direct Damage --YoD(a), Revisited--
48 Vader's Apprentice, Redeemed
36 Yoda of Dagobah
28 Luke Skywalker, Hoth Pilot Unleashed
27 Han Solo, Smuggler
18 C-3PO and R2-D2
14 Princess Leia, Rebel Hero
12 Deena Shan
9 General Dodonna
4 Mon Calamari Tech Specialist
Question about Furious Assault. Replaces turn: Can move up to 12 squares, then attack each legal target once"
I need someone to define "legal target"
Thank you!
Bastila Shan, Knight of the Old Republic Cost 75?
HP 150
Def 20
Attack 15
Damage 20
Special Abilities
Melee Attack
Quadrouple Attack
Munn tactics broker Just came to my head. If you had someone that had reinforcements X for a roll of 1
do you get them each round?
WIZARDS: SWM FOREVER!!! I don't post much here but I do read the threads quite often and I've noticed a bit of negativity as of late. I just wanted to encourage the admins and creators of star wars minis to not get discouraged by it. I for one want you to know that I'm not leaving the game, am not angry about any new...
Tourny Squad Just want some Ideas on this.
Jaba Crime Lord 15
Moff Nyna Calixte 18
Grand Admrial Thrawn 37
Mas Ameda 8
Kel Dor Bounty Hunter x5 65
uggie x2 6
149 pts. 11 Activations (6 Turns)
Thrawn and Ozzel Ok, I'm reading a thread in the General forum where someone says that they played someone using Thrawn and Ozzell and they were getting Ozzel's reserves every round.
Using Master Tactician, you do NOT get to choose what your initiative roll is, do you?
Master Tactician: Roll for initiative as...
Genohardans...tourny worthy? Wanted to make a tourny worthy squad with the genos. Kota buffs em and they get deathblows and czerka gives em twin. Try to swap for repulse...has door control...suggestions? Comments? Thank you....
Captain Panaka 23
Czerka Scientist 13
GenoHaradan Assassin 21
GenoHaradan Assassin 21
...
House rules for melee Please let me know if this thread belongs in a different forum (customs perhaps?)...
Would like to hear what folks are using for house rules to help melee out. I know a lot of folks generally agree that melee is underpowered in the game, and I happen to be one of them (and yes I know a lot of...
Vong able to go into any army? Can't remember where I saw this notion but somewhere it was suggested that the Vong could act as Fringe and be added to any army. Was this just an "idea" or something that's actually done in tournaments and whatnot? Personally I find the Vong near unplayable in any effective manner, but if they...
|
|
|
|
|
| |