Force Renewal; Lightsaber Assault; Sweep;
Throw;Master of the Force 2; Sith Rage; Sith
Darth Bane. They just dint get any bigger than this.
And just so as he is the one that created the Sith
rule of two, and reshaped what they would become.
All of his stats are off the chart, save 1. 200 HP
puts him up there with the Reek and AT-AT for HP.
His attack is a +16, and his base damage of 30 is
the largest base DAM for a Jedi. His defense? Well,
I will come back to that.
He only has double attack, but to give this guy a
triple would push him into the first `100 pt
character simply because nothing could stand against
him. Jedi already fear him as he becomes a +20 for
40 DAM with his Jedi hunter. Even with double attack
that puts him just 10 points of damage dealt lower
than a triple attacker who hits on all three triple
attacks with a rage. Bane's crits are just to be
feared, plain and simple.
His force powers are even bigger! Force 2 isn't very
good, but with force renewal he joins the class of a
growing number of characters. But where he steps
ahead of all but Yoda, Bane has master of the force
2, so he can spend force points twice per turn. He
has almost every offensive force power in the book.
Assault, sweep, and throw allows you to customize
his strategy accordingly. As i mentioned, he has
Sith rage to up his damage output to 40 per hit. He
also has Sith sorcery, which is really nothing new
and is rarely used. It simply activates all
characters within 6, save 11, but the good thing on
Bane as it does not replace turn or attacks, so he
can still use his powerful offense with it.
100pt: Bane has some serious potential here. He
really cant hang toe to toe with Jedi hunter, but he
has enough in his arsenal that he can customize his
attack to deal with him if you play smart. Time will
only tell how good he becomes here.
200pt: Actually Bane is one of the only character
that may actually take a dip at 200 pts. At 82 pts,
he takes almost half of your team, and with 200 pts
every gun that can will be trained on him to take
him down as fast as possible. His major downside
that keeps him from being insane huge is that he has
no defense. His DEF is only 20 and he has no
defensive powers, so he needs every one of his 200
HP. After playing him, he seems to go down hard and
fast if you cant get up there fast enough. He is fun
to play and is good, but without the right support
in 200 he is going to have some problems.
Abilities: Double Attack, Jedi Hunter, Melee,
Unique Force 2: Renewal 1 / Lightsaber Assault,
Sweep and Throw / Master of the Force 2/ Sith Rage /
The Good: Bane is the ultimate melee monster and
nasty to Jedi (if not to everyone in general). He
can dish out tremendous damage at close range, and
he can benefit from some Commander Effects.
The Bad: He's a melee monster - if you can
keep him at a distance or maintain 2 or three lines
of defense, you'll take him out quickly.
The Ugly: When I faced him, his player had
already beaten two others. I had barely beaten Darth
Vader Jedi Hunter earlier with my droid squad so
naturally, I was apprehensive about facing a bigger
Jedi. After I read his stats though, I new it was
going to be an easy kill. At 100 pts., my opponent's
squad was 82% Bane and 18% cannon fodder. My squad
consisted of Droids, including a droid officer and
two destroyer droids. Bane is easier to hit than
Vader (I needed to roll only an 8 or better to hit
Bane), and he has no way of blocking incoming
attacks and no damage damage reduction (unlike
Vader). Of course, I new I had to take him out
before he closed to melee. I sacrificed my crab
droid to stall Bane (and inflicted 50 damage before
he defeated it) while my other droids took out his
Dark Jedi master. By the time Bane reached the last
destroyer droid, he was dead.
100 pt …. 1/5: at 82 points, he'll have no support,
and a player who knows what he's doing and has the
right squad will take him out before he can fart.
200 pt … 4.5/5: Bane is logically better suited for
a larger squad where he'll find support. With more
targets on the field, he'll be able to close into
melee range. Yeah, I don't think I'd want to face
him in this format.
have a new face. So far this week i've seen slightly
versions of already existing figures, now, we have
darth bane. First, the
Double Attack, On its turn, this character can make
1 extra attack instead
Jedi Hunter, +4 Attack and +10 Damage against
enemies with Force ratings.
Melee Attack, This character can attack only
Force Renewal 1, This character gets Force 1 each
time it activates.
Light saber Assault Force 1, replaces attacks; Make
Light saber Sweep Force 1, replaces attacks: This
character can attack every
adjacent enemy once.
Light saber Throw Force 1, replaces attacks: Attack
1 enemy within 6
Master of the Force 2, May spend Force points up to
2 times in a single
Sith Rage Force 1: This character get +10 damage on
all its attacks this
Sith Sorcery Force 2, usable only on this
character’s turn: Enemy characters
within 6 squares are considered activated this
round; save 11.
I am overjoyed to review a character that there
isn't a half dozen copies
of. Darth bane is a wrecking machine. with a base
attack of 16, 20 ageist
force users, and a base of 30...yes I said 30
damage, 40 ageist force users,
not much is going to survive an attack from him. On
top of that, he has
double attack and sith rage, meaning ageist a jedi
he can hit for a gruesome
100 damage in a round. Throw in the force renewal,
and the ability to spend
force twice in a round, and you have a weapon. But
wait, it gets better.
He had light saber assault. Use that and sith rage
at the same time and you
can go 6 squares, attack twice, and do 80 damage,
100 vs force users. To
top it all off, he has light saber throw. Meaning he
has a 6 square ranged
attack for 30 damage. all I can say is WOW.
Unfortunately...darth bane is only a weapon. A meaty
weapon with 200 hit
points, but still a weapon. He has no defensive
abilities aside from sith
sorcery, which is hard to use at best, and that
defense of 20 makes him at
least possible to hit (unlike vader jedi hunter). If
your opponent is brave
enough, he can take this guy out, but he will take
heavy losses. The final
problem is the cost. 82 is more then I would spend
on almost anything. He
is good, but can you beat a squad with just him?
100 points: Well, like vader jedi hunter, you use
him and he is the squad.
Unlike him, he can't stand alone quite as good. With
the lack of the
ability to defend himself, and the very high cost,
he will pummel the enemy
then fade from existence. You have to be extremely
aggressive to mae him
work in a 100 point game, but it can be done. I'd
say he is about right for
his point cost. 3/5
200 points: Here he is trouble. You can give him
support and he can still
beat everything to a pulp. He is good but not
perfect. I would either run
him thru the enemy and tear them up asap or save him
till last. Either way,
he will do a lot of damage. 4.5/5
Holy crap. For
those of you who don’t know who Darth Bane is
supposed to be, he’s the guy who instituted the
Sith’s rather limiting “Rule of Two,” the idea that,
at any given time, there should be exactly two
members of their secret society to overthrow the
galaxy. Presumably the reason he did this is because
he assumed two guys like him would be able to
conquer the galaxy, and if you look at his stats,
it’s hard to argue.
Beginning with a
stellar +16 Attack, 200 hit points, and an
unprecedented 30 base damage for a lightsaber
wielder, Bane’s numbers make a solid foundation for
a power piece. The Achilles heel here is a mere 20
in Defense. 20 would be respectable on most pieces,
but on an 82-pointer, it’s pretty low.
As for abilities,
Double Attack would be unforgivable, except for the
aforementioned 30 base damage and the
as-yet-unmentioned Jedi Hunter. Since each of those
two attacks are likely to be for 50 damage (once you
factor in the Sith Rage that I haven’t yet brought
up), I’m willing to overlook a mere Double Attack.
Oh, and did I mention that, with Lightsaber Assault
and Master of the Force 2, he can move six squares,
activate Sith Rage, and hit a fellow Force-user for
100 points? I didn’t? That’s because it frightens
monstrosity also has Force Renewal, because it
wouldn’t be fair if he couldn’t do this stuff all
through the fight. He’s also got some other
lightsaber-related powers, so he has a few options
for getting those 50-point hits on you.
The problem with
Bane, naturally, is that he’s gigantically expensive
at 82 points. Normally, this would make him strictly
a piece for 200+ point games, because you get
out-activated and shot very quickly with that many
points lumped into one piece. The saving grace here,
and the reason Bane is playable in 100-point games,
is Sith Sorcery. With this insanely good power, Bane
doesn’t even have to break his stride or stop
killing people, he can use it any point during his
turn (as long as he doesn’t interrupt another
action). He can move twelve squares and use it, or
he can do it at the beginning, middle, or end of a
Double Attack. What does this easy-to-use power do?
It activates every enemy figure within six squares
(save 11). If too many enemies make their save, you
can even use Master of the Force to try again (and
your enemies won’t be able to use another Force
Point to make the save, since it’s still Bane’s
all of this doesn’t change the fact that putting 82%
of your eggs in one basket is still risky, but Bane
makes it a better bet than usual.
I say again: holy
Overall rating in
Overall rating in
the short review today, but all I can say is
this: Bane > Jedi Hunter. That's all there is
to it. Now, I probably would prefer Jedi Hunter
in 100 PT battles, seeing as I could run Sith
Witch and Probe Droid with him, but Bane is
really devestating in the right squad in 200 PT
battles. If you have him, and running Sith, run
100 PT: 4.5/5
200 PT: 5/5
force be with you."
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