Qui-Gon Jin –
Set: Champions of
Date Reviewed: August 16, 2006
Ratings are based on a 1 to 5 scale 1 being the
3 ... average. 5 is the highest rating.
100 pt: 3
200 pt: 4.35
Sorry, we don't have this card image.
The new Qui-Gon
Jinn has one huge advantage over the old one: he's
not a Clone Strike VR, meaning you can have one if
you want one.
Actually, both Qui-Gon's offer great abilities, but
the Jedi Master version is probably a better fit for
most squads. For the modest cost of 35 points, you
get a very capable attacker, some initiative
control, and a nice bonus for another character when
QG inevitably bites it.
Numbers-wise, Qui-Gon is fairly solid, having lost
only one point of Attack from his previous,
excellent version. He also has a very healthy five
Force Points to power his abilities, which include
the stellar Master Speed and Anticipation. Speed
really helps any melee-bound piece, and initiative
control in this game is always very welcome. There's
also the occasionally useful Lightsaber Sweep, but
it doesn't come up much against most competitive
The one major thing that the Master is missing is
any sort of defensive abilities, which is a shame.
While losing a 35-point piece is never a good thing,
at least Qui-Gon tries to make you feel better by
giving some other Force-user on your team six extra
Force Points and an extra use of them per turn.
Important tactical note: Force Spirit is a cool
ability, and giving other characters the equivalent
of Master of the Force 2 allows for some fun combos,
but you shouldn't ever be in a hurry to get a
35-point character killed. Admittedly, he should
probably be the first on your squad to go, if you
can manage it, but he's a powerful fighter in his
own right, and too many of your points are tied up
in him to just throw them away.
Qui-Gon, JM is a surprisingly different-feeling
piece from the original Qui-Gon. Both are excellent,
though, and will serve you very well.
Overall rating in 100: 4
Overall rating in 200: 4.5
Jin – Jedi Master
Hit Points: 110
Force Powers: 5
Force Spirit 6
The Good: Qui-Gon (JM) offers an entirely
different option to Clone Strike’s Qui-Gon. While
the CS Qui-Gon is primarily a Jedi duelist, this
version is a team-player – with force abilities that
can benefit the whole squad. Anticipation allows you
to reroll initiative which can be tactically
valuable provided you’re not facing Thrawn. Force
Spirit is perfect for a republic squad … There are a
number of Jedi characters that can benefit from an
extra 6 force points. 35 points is affordable for
either a 100pt. or 200pt. skirmish. Qui-Gon, though
not the best lightsaber machine, can deal damage
while implementing his Anticipation ability. When he
finally succumbs to a greater opponent, his Force
Spirit will insure that his sacrifice was not in
The Bad: The new Qui-Gon sacrifices his
defensive abilities for a more team-oriented
strategy. This is only a negative point if your
strategy relies on heavy hitters and one-man armies.
100 pt. … 3/5
200 pt. … 5/5
Jedi Master is a very versatile piece. His stats are
average for a Jedi. 110 hp is good because it will
take at least two hits to kill him except when he
has only 10 hp left. +14 attack is good. The 20
defense isn’t very good however. Though he will be
able to get past grunts on average, other lightsaber
uses and strong pieces will get through him easily.
20 damage is almost a must for every Jedi. His
abilities make him more playable. Double attack is
always good to have. He has the standard melee
attack like every Jedi. His force powers a good too.
Anticipation can be used in certain cases. Master
speed and lightsaber sweep can be a good
combination. It’s force spirit that makes him good.
When he dies he adds 6 force points to one force
user. Like what was said Monday, this is a good
combination with Jedi Weapons Master. Overall, he is
a good piece.
100 3/5 he can be good but with so limited space
force spirit won’t be used often for the right
200 3/5 he can be good but with so many high attacks
and big damage he won’t last very long but force
spirit could help with his loss.
Force 5, Force Spirit 6, Lightsaber Sweep,
Anticipation, Master Speed
Today we review "Kill me Qui-Gon." I'm not gonna
lie, I really dislike most of the Unique Republic
Jedi. Qui Gon Jinn- Jedi Master is an exception,
though. There are simply so many things this guy has
going for him.
First of all, the stats. 35 points is high enough to
be considered a medium-costed piece, but low enough
that it can "fit" into many squads. For that 35
points, you get standard jedi stats. 110 Hitpoints
is pretty good, but nothing to write home about. 20
Defense is a pretty average defense, heck it's
actually on the high end of a jedi of this cost. And
with a +14 Attack and 20 damage, he can deal some
pretty decent damage with a low rate of missing.
As for abilities, Qui Gon gets stuck with the "big
three" jedi abilities... Those being Unique, Melee
Attack, and Double Attack. Nothing too special here.
It's his force abilities that make him worthwhile,
though. With 5 force, this guy probally won't run
out of force too soon, if spent wisely. Anticipation
is a useful ability when both you and your opponent
roll low initative rolls, and you just happen to get
a lower roll. Furthermore, I simply love the Master
Speed ability, basically allowing him to move up to
12 spaces and still attack... or attack and run 12
spaces in the other direction. And as usual,
Lightsaber Sweep is meh, but not a bad thing to
It's really the Force Spirit 6 that sets this guy to
a playable level. Up to this point, Qui-Gon looked
like all the other Unique Republic Jedi: decent for
thier costs, but not really worth playing. However
it is this Force Spirit that allows you to break
There is a reason why I call this piece the "Kill-Me
Qui Gon," that being the best thing to do with him
is to charge the opponent, do as much damage as
possible and have him die. With a lack of defensive
abilties, it shouldn't be that hard. After that, the
force spirit allows you to give another one of your
force users an additional 6 force points and the
ability to use 2 force abilities per turn. As stated
on Monday, this is an obviously good choice for the
Jedi Weapons Master. I could also see this being
done with General Windu, or even Yoda. The fact of
the matter is, even on one of those crappy Unique
Republic Jedi, this is an extremely useful boost...
expessially on units with defensive abilities, such
as the Jedi Weapons Master.
Make sure you don't waste this though by throwing it
on a piece that is either injured or in a bad spot--
100 points: 3/5 Unfortanutly, it can't get much of a
use of his Force Spirit here. Sure, you could throw
him in with a few Jedi Weapons Master, but a smart
opponent will know to try to inflict as much damage
on the JWM first, before the Qui-Gon. It can be
good, but not terribly good.
200 points: 4/5 I do like this unit here. If you run
Republic Jedi, expessially the JWM, it wouldn't hurt
to give this guy a try. You might just find out you
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