Greater Mobile, Cunning Attack; Accurate Shot; Never
Tell Me the Odds; Evade; Disruptive; Double Attack
This week we are looking at two of the biggest New
Republic characters from this set. We start off with
the new Han Solo. This guy is just incredibly big.
For 50 points his cost is a bit high, but he has
enough abilities to justify it. His stats are pretty
stereo typical Han Solo. They are the best stats he
has had in awhile (reminiscent of Han, Rebel Hero).
He gets a one point boost to his attack, but the
rest is pretty normal.
Now you get to what really makes him worth 50
points. This Han has Han's normal Accurate and
Cunning, but from there nothing is average. This Han
has NTMtO, so no opponents will be able to use init
modifying characters against you. Its straight up
initiative rolling. This Han has evade, so it really
stretches his HP, provided you can make his saves,
something i can never do. A lot of the Hans have
Mobile. This one has the new gimmick from this set
in Greater Mobile and Double Attack. Han can run out
double attack and then hide again. Why is this
better than twin? Simple - you can attack two
different targets. Finally, Han has Disruptive. Han
can shut down any commander effect within 6 squares.
This is huge because he is the first of two
characters to bring in beefy disruptive to the game.
Shooters cant drop him fast enough, and Jedi are
going to have a hard time catching him, as he should
be buried behind the rest of your squad. This Han is
basically an amalgam of every Han we have to date so
far, except maybe Stormie Han. The only real
downside to this Han is that he only has a +10 ATK,
so he will have a hard time hitting big Jedi in
cover, especially without his Cunning.
100pts: I havent seen him here. At 50pts you have
tons of room to bring in help and lots of it, as
well as some good tech. If he gets caught, he will
likely go down fast, but he can do some damage
before he gets caught. He has potential here, but it
will depend on what else you bring.
150pts: You can bring him with success here, but he
isnt going to hold down the fort by himself. His
attack is going to struggle against big Jedi, but
his disruptive will shut down lots of squads. You
can also bring in some major damage inducing help.
200pts: Here he can run for all his glory. The 50pts
can be a bit expensive for this format and 150, but
he is worth it. At 200, you are going to be able to
bring lots of help, and NR now has the tech and beef
to be effective in both formats. If well placed, he
can be a very big distraction to your opponent and
can really make them divide their fire, or ignore
your beats to get rid of him. His low attack keeps
him from being uber, but the rest of him is pretty
Faction: New Republic
Never Tell Me The Odds
Greater Mobile Attack
And finally the New Republic get they're very own
Han, now with 100% more "galacticness." No longer do
we have to run Jaina to bring in a Rebel Han
(although that's still a very viable option.) So,
stat-wise he's pretty low across the board. 90 HP is
typical of a Han, as is the 19 Defence. +10 Attack
is second only to Rebel Hero and of course 20 Damage
is standard. What REALLY sets this guy off is his
ridiculous amount of abilities, all of which are
First off, Han GH has Greater Mobile, Double Attack,
Cunning and Accurate. Essentially, he can mobile
from behind cover, chose any target he can see
(nearly,) make both attacks at +14 for 30 damage on
an unactivated opponent (or one on two different
opponents, as you can chose a different target for
each attack,) and then move back behind cover. In
other words, he's very solid offensively.
Defensively, assuming you finally get close enough
to take a shot, Han has evade to help out his subpar
HP and Defence. Melee pieces will ruin his face
though, so try and keep him behind the front lines.
But wait, there's more! In addition to a solid
offensive shooter, we also get an amazing support
piece! Never Tell Me The Odds nullifies any ability
that modifies initiative including Master Tactician,
Recon, and Tactics Broker. (Anticipation still works
though, as it is a force power.) If that wasn't
enough, the Galactic Gods of Awesome have also
bestowed the Disruptive ability upon him, negating
all enemy Commander Effects within six squares.
100pts 3/5: Here, considering there are very few
initiative modifiers or CE's played, some of his
useful abilities aren't going to do much for you.
He's still a solid shooter with another 50 pts to
help him out, but with only 90 HP, he's gonna
150pts 5/5: We start seeing Thrawn, Tactics Brokers,
and CE's here so that by itself will make him
extremely effective. With 100 pts left to build
with, there are already a handful of very effective
squads in this format that use Han GH.
200pts 5/5: Same as 150, but even more points to
play with. Wicked awesome here.
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