Greater Mobile Attack; Opportunist; Double Attack;
Cloaked
This week we are going to look at some of the non-uniques
from the set. To be honest, they are the heart and
soul of this set. By far they are the most powerful.
The Mando Scout is a piece the Mandos have been
desperately needed to top the competitive charts and
be viable. For 19pts you are getting a critical 50
HP. This means you are going to need a way to do 30
DAM a hit or he will take three attacks to go down.
The 17 DEF is pretty solid for the price, and the +8
is okay with a window to get better. The 10 DAM is a
bit lack luster, but again that can be remedied.
His abilities are fantastic. First off he has the
new Cloaked ability. This is permanent, unstoppable
super stealth. It cant be stripped or disrupted, so
no matter what, you have to go to him. He has double
attack, which combined with cloaked means he can sit
still with umpunity and blast away, but it gets
better! He also has greater mobile attack, so he can
move and STILL get his double attack. That looks
pretty good, but a +8 with 10 base damage will not
scare many big D characters. That is where
opportunist comes in. Now he can be a +12 for 20 DAM
- TWICE! This guy is crazy good.
100pts: Because he is an opportunist, and 100 doesnt
allow much room, if you win init you cantdo much
damage and if you dont, you are probably going to
lose at least one. Also without accurate, they are
going to have problems getting around ug screens in
time to do the damage they need to.
150pts: While not their strongest suit, they can
compete here, Just look at all the comamnder effects
they have to draw from - Charging fire, Twin Attack
(thats 4, count them FOUR attacks and mobile), +4
ATK, momentum, and Accurate. While you cant
obviously get all of those at once, that is a
plethora of options to choose from. They can even
back Uliq up if you want to go Sith.
200pts: Here is where they will truly shine. You can
get lots of CE support, other damage producers, and
the activations to make the most of the opportunist.
With no way to get around cloak (for now), these
guys are a true pain to hunt down and kill. This is
what you would expect a Mando to be.
Its a great piece, check it out! Next up is an X-man
gone nasty!
Special Abilities:
Cloaked (If this character has cover, he cannot be
targeted by nonadjacent enemies)
Double Attack
Greater Mobile Attack
Opportunist
Today we look at easily one of the best pieces from
KotOR, and definitely the most helpful Mandalorian
piece. For 19 pts, you get decent enough stats with
50 HP, 17 Defense and an attack value that most can
live with given his points. He has a basic 10 damage
but given opportunist and his commander-based
faction, it is not hard to overcome that. He can get
accurate, Charging Fire, Twin, Momentum, and a +4
attack from the commanders in his faction plus all
the fringe commanders. He has Greater Mobile, which
synergizes beautifully with his other ability that
we will get to later. He has the basic greater
mobile double attack but throw in a captain and that
becomes a Double with Twin and Greater Mobile (that
is four attacks while moving for those keeping score
at home). However, his real usefulness lies in the
new gimmick from the set Cloaked this is basically
SS without the commander. But since it’s not stealth
it can’t be force sensed, or it’s a Trapped! (In
other words no counters yet). This with Greater
Mobile means he can move out of cover shoot you with
no cover then move back in cover so you can’t shoot
him. Basically put a few of these fellas with some
commanders and you’ve some annoying pieces
(especially if you can keep them from being based.
Basically his only real weakness is a reliance on
commanders to become godly (though he is fine by
himself just not the same.) Another is the fact that
if a Jedi bases him he probably will not live for to
long especially against beats, but he should do his
part before that happens.
100: 3/5 With little room for commanders and still
have enough to put more than 1-2 scouts they are
still good but just not the same.
150/200: 5/5 This is where they dominate you have
enough points for most of the mid 20’s commanders
(or multiples of the fragile commanders) and maybe
one 50+ point commander and still have enough points
to run 2-4 of these beasts.