Force Push 4 (F4, replaces attacks, sight)-40 DAM to
target. Push back 4 squares if huge or smaller
Force Push 5 (F5, R6, replaces turn)-50 DAM to
target and each character adjacent to target. Push
each back 5 squares if huge or smaller. Huge and
smaller are activated, save 16.
Today we look at the cannon ending to the game. He
costs the same as his dark side self. The only
difference in stats is that the redeemed has +2 DEF
and -2 ATK. As with the dark side version, he has
solid stats.
He has double attack like most Jedi will these days,
but because of the game his real focus is his force
powers. Normally the dark side focuses in heavy
offense, where the light side goes defensive, but
this time they are both pretty offensive in nature.
Only the type really changes. Push4 can be pretty
deadly because without range and being able to move
6 to get your target to become legal, is some nice
damage. Distance from afar is always a plus for
Jedi. Push5 can be even deadlier, but it is a bit
harder to set up correctly. It replaces turn, so
there can be no movement, and limited to a 6 square
range means you have to get up semi close. The bonus
to getting the ability set up is that it is
essentially force lightning and then some. You do a
very nice 50 DAM not only to your target, but anyone
adjacent to that target. Then you get to push them
all away from you up to five squares. If that wasn't
enough, you then get to activate those characters
with a whopping save of 16. It is good this is a bit
harder to pull because it can be brutal.
100pts: As with his evil twin, I am not going to say
he can't do it here. There is little init control
here, so if you can add a Rauntaun for recon, and
get some favorable rolls, you could do some real
damage. You also have room for a nice mid-range
shooter like Lando, DS and some solid activations.
Either that or try Garm for some reinforcements and
allowing him to move 3 and still double. Try him
here and see what happens.
150/200pts: Again, like his evil twin, i am going to
group these together. Add in some init control, Yoda
for more force points, Han rogue to stop opponents
from getting itit control over you, ect. There is a
lot you can do to help and support the Apprentice.
The thing i personally like is that you can now run
Jedi based squads with Him, Luke, Obi, Shaak, ect.
You will need to use him correctly, but he can be a
very nice compliment to rebel squads.
Stilla
Vader's
Apprentice, Redeemed
Set: Force Unleashed
Faction: Rebels
Number: 25/60
Rarity: R
Force Push 4 (Force 4, replaces attacks: sight; 40
damage; push back target 4 squares if Huge or
smaller)
Force Push 5 (Force 5, replaces turn: range 6; 50
damage to target and to each character adjacent to
that target, and push back target and each character
adjacent to that target 5 squares if Huge or
smaller. Huge or smaller characters are considered
activated this round; save 16)
Hello again fellow sentients,
Today we have the Lightside version of Vader's
Apprentice. Again, no backstory on this guy as of
yet. I would guess that Vader's Apprentice has been
saved from the Darkside. This is possible and has
been done by a few (Luke, Vader, Jacen Solo, Revan...)
but we'll have to wait for the Force Unleashed to
come out to know for sure. In SWM, this guy force
powers pack a punch. The offensive power of Force
Lightning has been replaced with the defensive-based
power of Force Push.
For stats he is similar to his evil self with a few
differences. VAR has +2 defence compared to his
other version. He also has -2 attack which is not
good. Seeing how this is the lightside version, it
makes sense for a character to be more defensive as
opposed to a killing machine. +11 attack is not that
great, as a matter of fact, its horrid for a 48
point piece. Defence of 22 is nice and solid. 130
hitpoints will be able to take some shots while he
moves in to use his double attack or push. The
Rebels needed another Jedi and they got a good one.
Once again, we have a piece who's force powers make
me want to play him. Pushing is awsome, plain and
simple. try to push people into difficult terrain to
slow them down. Not only can you push away triple
attackers to avoid damage, they take damage and can
be activated to boot. This is huge combo. If you get
based by a beatstick, you can push them away to
avoid taking damage. Even better than that, try to
push them adjacent to your beatstick. Luke, CotF can
then "Use the Force" and triple for massive damage.
There are many uses for Push and many different
scenarios that will call for it. I believe the rule
for push is that the "pusher" decides the movement
as long as each square is farther away than the
last. Have fun with this, the options are endless.
Oh and BTW, enemies pushed into a pit are considered
defeated, save 11. Save 6 if they have flight.
Enjoy.
Rating - 4. Fun to play. Force Push makes this guy
handy to have.
Sculpt - 4. Looks aggressive.