The success of a game depends greatly on how well
they can keep it balanced. In a set already
dominated by non-melee characters, Universe promised
to tip it permanently tip the game in their favor
with the additions of Thrawn, the AT-ST, and some
very powerful shooting support. Thankfully, the
answer to this tip was in the same set - the X-1
Viper. This piece is a shooters worst nightmare.
The X-1 has an impressive 130 HP. The 16 DEF is good
but not terribly great. The +8 is horrid (or is
it?). But the 30 DAM is very nice.
On the offensive, by itself it isn't very
impressive, but its strengths are numerous. When run
with the Separatists, it has access to all of the
boosts the CIS droids enjoy. With SC Grievous, the
BDO, and the SBD Commander, you can add +12 to the
X-1's attack, making it a double attacking +20 for
30 DAM. Even a Jedi will cower in front of firepower
like that. It would only need a 7 to hit Jedi Hunter
in cover. With power boosts like that the mounted
weapon restriction is irrelevant.
On the defensive, this has a power that in many ways
is superior to DR. With molecular shielding, any
character that attacks it who is not adjacent has to
roll a save 11 to prevent the shot from hitting the
character who originally did the shooting. Your
AT-ST is shooting my Viper? Whats that, You failed
your save? I am sorry your AT-ST just shot itself!
Now I am going to use my +20 double attack to pound
it for 60 DAM more.
This piece has two downsides. The first is the base
size. It can make it very hard for it to get around
on many of the maps out there from pre-AoE. The
other is that it is rigid, so there will be no
squeezing, which only compounds the base problem.
Now I started by talking about balance in the game,
so why isn't this piece dominating the game when it
can reflect ranged shots and hit all Jedi fairly
easily? Well even though it can hit Jedi, Jedi
generally have high enough HP to survive to base it
and inflict some damage. The X-1 lacks accurate shot
so it has to shoot whoever is in front, which will
usually be someone with deflect when possible.
Bodyguards also are a good counter to this piece.
Without the shielding, the 16 DEF means this piece
will go down pretty quickly, especially to
100 pt: You wont see this often simply because of
base size and map choices. Outside of that this can
do alright in 100pt especially because this format
is dominated by shooters.
200pt: Here the Viper does VERY well, either as the
focus of a droid army or as a meat shield for the
rest of your army. Either way this piece in many
ways is holding the game in balance. It is the
single best counter to all those imperials and their
gimmick, but it will usually fall to a well built
and well run Jedi army.
To finish off the "big guns week", we end with one
of my personal favorites: X-1 Viper Droid. This, in
my opinion, is probably the BEST very large piece in
the game. This machine, along with droid support,
can be one of the most deadliest pieces in the game.
For starters, the HP for a 46 piece is rather nice.
It can last longer than the AT-ST and can take a few
hits from melee attackers (Vader, Windu, etc.). Its
DEF is rather weak, but it has an effect to make up
for it (later). The ATK is not bad, especially with
a droid army, and the damage is rather nice. Sure,
it does 10 less damage compared to the AT-ST or the
AT-RT, but at least it can gain support via Battle
Droid Officer, Super Battle Droid Commander, General
Grevious SC, etc.
As for its effects, lets just say it makes quite a
name for itself. With it being a Droid, it doesn't
have to worry about Critical Hits and may benefit
from the fruits of the Seperatist. It has Double
Attack, which gives it the ability to do around 60
DMG if both attacks hit. Mounted Weapon and Rigid
doesn't do well for this piece, as like the AT-ST
and AT-RT, but what can you do. However, the REAL
reason we love this piece can be summed up to two
words: Molecular Shielding. Wouldn't you just love
to only worry about melee attackers? This bad boy
can help you with that. A firing squad will fall
helpless to this one piece just because of this
effect. What's better than throwing the barrage of
non-melee attacks right back at the attacker?
Definitely not generic tea!
As for its ratings, this thing excels in 100 PT, but
recieves even more support in 200. Nonetheless, this
is a worty piece to use!
100 PT: 4.6/5
200 PT: 4.6/5
"May the force be with you."
of the big guns this week is the X-1 Viper Droid.
Lets look at
--Droid (Immune to critical hits; not subject to
--Double attack (On his turn, this character can
make one extra attack
instead of moving)
--Mounted Weapon (Only allies with Mounted weapon or
adjacent allies with
gunner can combine fire with this character)
--Rigid (can't squeeze)
--Molecular Shielding (When hit by an attack from a
nonadjacent enemy, this
character takes no damage and the attacker takes
damage equal to the
prevented damage; the attacker can avoid this effect
with a save of 11)
The X-1 Viper Droid, probably the single best
uncommon in the game. With
130 Hit Points, Decent attack of 8, tolerable
Defense of 16, and a hefty
damage of 30, the X-1 is a decent character for 46
points. Double attack
allows for 60 Damage to be dealt in a round by this
droid, as a fringe
character, the X-1 can make its home in any squad,
leaving it an infinite
number of options for support, and don't forget
The obvious choice for this character is to place it
in a separatist squad.
With the battle droid officer, Supreme commander
Grievous, and a super
battle droid commander, this droid is happy to be a
droid. It can double
attack at 20 attack for 30 damage each attack,
meaning it won't miss very
often. Also, the shields make it a risk to any
ranged character because who
wants to have a 50 50 chance of hitting themselves?
The only true threat to
this droid, aside from good luck on the opponents
end, is melee characters.
Being able to hit it at "little risk" (only 60
damage to them a round)
stopping melee squads from basing this figure will
be your main, and
possible only, concern. This droid is well worth the
cost in almost any
100 points = 4.5/5. It is only held back by the fact
that it leaves 54
points to support. A well used melee squad could
take this droid down but
anything else will have to rely on a lot of luck.
Also the fringe sticker
makes it have almost unlimited support options, use
200 points = 5/5. With no trouble finding good
support, little chance of an
all melee squad, and 154 points to work with, this
character can make its
home in almost any squad. Accurate shooters will
take out support if
possible, big melee characters will concentrate on
it, you know the strategy
of the enemy with this piece in the squad, knowledge
is power, you should
have little trouble winning if you are a good enough
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