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Jedi Weapons Master
Set: Champions of the Force
#28/60

Date Reviewed: August 14, 2006


Image from Wizards.com

Ratings:  Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.

100 pt: 4.5
200 pt: 5

 

Sorry, we don't have this card image.

 
Sith Dragon

 

Jedi Weapons Master
Republic
Cost: 26
HP: 90
DEF: 19
ATK: +12
DAM: 20

Double Attack; Lightsaber Duelist

Force 3
Lightsaber Assault; Block; Deflect; Riposte; Sweep

I remember when this piece was first previewed before the set came out. A firestorm of controversy erupted about how this piece is too cheap to have all the powers it has, and that it relegated all of the uniques, especially from CS to the garbage heap. Well, now that the set is out lets see if the cries of brokenness were justified or not.

The JWM is a non-unique follower, so right there it will get all the CEs the republic has for Jedi, and will not be hurt from the bounty hunter ability. A +12 ATK is very solid and double attack is great for any Jedi. It also has lightsaber duelist. This is very good on top of a 19 DEF, although with the huge Jedi we have in the game right now, it only makes it harder to hit by a very small margin. The 90 HP is good for 26 points, but I am finding that with all the 30 DAM characters out there, that is only three hits and he is gone.


When it comes to force powers, this guy has everything dealing with a lightsaber, hence the weapons master. For only 26 points this is a HUGE package of abilities. The balance is that he has only 3 force points and there is no force battery for the republic, so when this guy loses his FP he is done. Getting shot up on the way to a target will take away the riposte or assault once you get closer.

So is this guy the be all and end all? Many would have liked to see him be unique if they were going to make him this good, since he was based on Nick Guillard's (stunt coordinator for the films) character from epIII. People would not of had as many problems with him if you could only run one, but since you can run as many as you want and add characters like Tarfful, or CS Yoda it was thought broken. He is one helluva package - no doubts there - but in the end he isn't all that he was complained to be. I just don't like the 90HP. While he is more versatile that many of the other unique Jedi, I actually prefer the uniques. The extra HP negates a lot of the pros of the JWM. Being able to survive that one more hit can be really huge when they are trying to take you down in 3 turns. Plus if used correctly there are uses the uniques have that make them - well - unique. Even all those extra powers are nice, if you miss any deflects this guy will go down quick, and as good as he is he cant stand toe-to-toe with the big Jedi for very long. Is he good - oh yeah - but he hasn't had the impact that everyone feared he would. Very good, not great.

100pts: Not sure he has quite enough for here, but he can be worth a shot. Some good saves and he will hold his own for quite awhile.

200pts: Here he will really shine as he has access to loads of CEs. But when building a squad, don't be so quick to overlook the unique Jedi. In certain builds the difference can be huge. Should you use this guy with CS Yoda, Tarfful, or Gen Windu he becomes a mini beast, or as filler for the last few points he will do good, too.


"Dude, the fat guy totally just blew up!" -Pink 5
 
Kevin First up on return of the jedi week (as its being called, i would say republic god week) we have the jedi weapons master. Lets contemplate the word "Broken". Stats first.

Cost: 26
HP: 90
Defence: 19
Attack: 12
Damage: 20

Special abilities:
--Melee attack
--Double attack
--Lightsaber duelist (+4 Defence when attacked by an adjacent character with a force rating)

Force Powers:
Force 3
--Lightsaber assult (Force 1, Replaces attacks, Make two extra attacks) --Lightsaber block (Force 1, when hit by a melee attack this character takes no damage with a save of 11) --Lightsaber Deflect (force 1, when hit by a non melee attack this character takes no damage with a save of 11) --Lightsaber Riposte (force 1, when hit by a melee attack this character can make an immediate attack against that attacker) --Lightsaber sweep (force 1, replaces attacks, this character can attack each adjacent enemy once)


OK, I get it, he has a lightsaber. This character has nearly every ability with the word lightsaber in it there is. In essence we have every jedi beatstick rolled into one very small package. All he needs is lightsaber throw and reflect and you have a perfect jedi. With one small exception, he only has 3 force. All the force powers in the game can't save you without force to use for them. But that is just the most obvious trait of this character. Now for the lesser known. First up, he has double attack with an attack of 12...that's right...12. This character can hit things. Next up, he has a Defence of 19, which is nice, but against those jedi/sith pests, he has an impressive 23 Defence. Godly for 26 points. There is that melee attack restriction but otherwise this is a solid piece. Even its 90 hitpoints are good for its cost. I really have nothing bad to say about this character other then the 3 force. If the republic ever gets a force battery, the JWM will be in every major republic squad.

100 point: He has offence with LS assult and sweep, Defence with block and deflect, and double attack for good measure. The stats this guy has puts CS agen to shame and will annoy anybody until he runs out of force. 4.5/5

200 point: at 26 points, he goes in any republic squad. If you need a cheap beatstick for the Defence of your shooters, this is your man. 5/5

Tip: As you might have noticed, the JWM (as its called) has 3 force but 5 force powers. Meaning he can't use them all. Save the force for the right moment. You have to be conservative with him. However, if you have CS yoda and CotF qui gon jinn you can avoid this issue. Run jinn up and get him killed, then give the force to the JWM and that 3 force becomes 9 force.
Combine that with the ability to reroll saves from yoda and you have an untouchable character (since he can spend the force twice a turn he will not be hurt for a long time) If you are more offensive minded, do the same but run the weapons master with Jinn and lightsaber assult/double attack everything in your path. This character has the offence and Defence of everything you can ever want, but keep a close eye on the 3 force and the 90 HP. If either runs out, he is done.
 

Zeroph Zeal
Jedi Weapons Master
08/14/06

Points: 26
Hitpoints: 90
Defense: 19
Attack: +12
Damage: 20

Abilites: Melee Attack, Double Attack, Lightsaber Duelist

Force 3, Lightsaber Assault, Lightsaber Block, Lightsaber Deflect, Lightsaber Riposte, Lightsaber Sweep

To start, you don't get anymore solid than the Jedi Weapons Master. Period. The Jedi Weapons Master alone puts many unique jedi of simular cost to shame, making them completely useless in this game. Why? Because a non-unique jedi is simply better than them. Period.

The Jedi Weapons Master has so many things going for it, and its stats are no exception. 90 hitpoints is solid, expessially when backed by an impressive 19 defense. Furthermore, +12 Attack is enough that it can hit just about anything with a good ratio, and the 20 damage he has is standard.

His normal abilities may seem normal for a jedi character, but its still a great help. Double Attack is not even the norm for some jedi of this cost, and it serves the Jedi Weapons Master well. Furthermore, Lightsaber Duelist helps him "duke it out" with other jedi characters, giving him a +4 defense when one of these attacks the Jedi Weapons Master. A few of these could easily make mincemeat of a Darth Vader-Jedi Hunter or Darth Bane.

The only downside with these guys is thier low force count. As you can see, the Jedi Weapons Master has an array of Force abilities, but only 3 Force. This means, unless altered by another means, you will only be able to use 3 of his amazing abilities. That aside, the Jedi Weapons Master has just about every standard force ability in the game. With both Lightsaber Block and Lightsaber Deflect, combined with the 19 defense and Lightsaber Duelist, this thing becomes a pain in the ass to kill. Let's face it. Defensive abilities on a jedi is a must. This thing has both. Lightsaber Assault is a great ability as well, giving the Jedi Weapons Master Double Attack, even if it did move.
While I am no fan of Lightsaber Sweep, I'm sure in some situations it can be useful. Finally, Lightsaber Riposte can help you finish off annoying enemies before those annoying enemies finish off you.

As previously mentioned, the only real downside to this guy is his low force rating. So... if you can manage to get his Force up... that is the key to breaking this guy, really. Put a few of these in a squad with Qui Gon Jinn- Jedi Master (who will be reviewed Wednesday), and then you get to start seeing sparks fly. Just go on and march in the Qui Gon, doing as much damage as possible before he dies, give the Force Spirit to the Jedi Weapons Master, and see what he can do with 6 extra force points, and being able to activate two force abilities per turn... ;)

100 points: 4.5/5 Near perfect, expessially with Qui Gon Jinn-Jedi Master.

200 points: 5/5 Did you expect anything less for a near-broken piece?
 

ninjaduelist
Jedi Weapon Master (Champions of the Force)

Faction: Republic
Cost: 26
HP: 90
DEF: 19
ATK: 12
DMG: 20

Melee Attack
Double Attack
Lightsaber Duelist

Force 3
Lightsaber Sweep
Lightsaber Reposte
Lightsaber Assault
Lightsaber Block
Lightsaber Deflect


Welcome to "Return of the Jedi" week, as we start off with one of my most favorite lightsaber-wielding pieces in the game: Jedi Weapon Master.

For starters, his stats for a 26 point non-unique character is impressive. 90 HP gives him enough juice to keep going, 19 DEF makes him hard to hit (especially with cover and Lightsaber Duelist), 12 ATK which is about average for his cost, and the common 20 DMG to wrap up his stats.

As for effects, he has Melee Attack (go figure), Double Attack (better than most Clone Strike jedis), and Lightsaber Duelist (Exar Kun defense, anyone?). So, as you can tell, he's good enough to use just because of those alone. However, what really makes him shine is the force points.

Although he only starts with three force points, he has 5 different force powers that allows him to be hard to defeat. Block and Deflect helps with attacks on him, while the other three helps with dealing damage. If only he had more force points, then he'd be a major hassle to defeat. However, that's where the death of Qui-Gon Jinn, JM comes in. If he dies, give the force powers to JWM and you'll be having a 26 point, non-unique tank running around the battlefield. Throw Yoda from Clone Strike into the fray, and you'll be blocking and deflecting even more than before! So, for just an uncommon, this piece is on the verge of being broken (and it would be if it had more force).

In 100 PT or 200 PT, this piece shines with the right pieces. However, don't get carried away, as there are a few beefy Jedi Hunters out (Bane, Darth Vader JH, etc.). If you need jedis for your Republic team, consider this as a piece to use.

100 PT: 4.8/5
200 PT: 4.8/5

"May the force be with you."
 


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