Disciple of
Ragnos
Jedi Academy
#20
Date Reviewed: August 22, 2009
Ratings:
Ratings are based on a 1 to 5 scale 1 being the
worst.
3 ... average. 5 is the highest rating.
100 pt: 2.50
200 pt: 2.75
Killer_Nacho
Disciple of
Ragnos - 20 points
HP: 50
Defense: 17
Attack: 5
Damage: 10
Abilities: Melee Attack
Force 2, Force Renewal 1, Force Corruption 2, Force
Lightning 2
Today we look at an interesting uncommon from Jedi
Acadamy. The Disciple of Ragnos is an interesting
piece for the Imperials that brings a lot ot the
table. This piece certainly isn't a fighter, his 5
attack and 10 damage with Melee Attack keeps him
from that. Not to mention his pretty frail 17
defense and 50 HP. But for 20 points, his force
powers could provide a reason for him to see play in
some squads.
The Disciple of Ragnos gets two pretty destructive
force powers: Force Corruption 2, and Force
Lightning 2. Lightning is always useful: Who doesn't
like 30 direct damage to up to 3 enemies for a mere
two force points? Force Corruption can also be
useful in the right situation. It does 20 damage
right off the bat, and if your opponent can't make a
save that unit continues to take 20 damage. While I
would certainly like Force Lightning in most
situations, Corruption adds another option and can
certainly be more useful than Force Lightning in
certain situations. For example, when targeting a
single non-Force user, or when the target only has
40 health left or something. It's a nice option, and
could rack up a lot of damage if your opponent is
bad at making saves.
As for his force rating, he starts off with 2 force
but also gets Force Renewal 1. That's pretty good
since he can shoot Lightning or Corrupt right off
the bat, and on only his second activation he can do
it again. You can even sit him back for a few rounds
racking up some Force points then unleash him on
your opponent late-game. As a piece, it has striking
resemblence to the Nightsister Sith Witch of the
Universe set. To make a simple comparison, the
Nightsister Sith Witch has 10 more HP, 3 more
attack, 1 less defense, 10 more damage, 1 more
force, gains Empathy, and lacks Corruption and Force
Renewal. Quite simply, the Sith Witch is probably
better when paired with a Force battery and can do
some damage with her lightsaber too, however the
Disciple of Ragnos is pretty self-reliant and is
better if you don't have one.
One of the better uses for this piece I think is
with Ozzel's Imperial Reserves 20. I think this will
be one of the better targets of that ability. An
added 30 damage to your team is never a bad thing!
100 points: 2/5, Could be hard to fit into your team
here but you could try it.
200 points: 3/5, A few of these guys in your team
could go a long way! Or at the very least, if you
are using Ozzel, a good choice for Reserves.
Sculpt: 3/5, The dagger is classy.
Josh
Disciple of Ragnos
(20/40, Common—Jedi Academy; HP50, ATT 5, DEF
17, DAM 10, DEP20)
For only 20
points, the Imperials are getting a pretty solid
Force user. It’s surprising that he’s got Force
Renewal considering how cheap he is, but it’s
really great that he does. With Force Corruption
2 and Force Lightning 2, he is going to
be able to dish a lot of damage at range. Force
Corruption is a guaranteed 20 points of damage
at a range of six squares, with the possibility of
it continuing the damage well beyond one turn.
Force Lightning 2 gives you the ability to do 30
points of damage at the range of six with the
ability to arc that 30 points of damage to two other
adjacent characters. Like the Disciples of Ragnos
out of the Jedi Academy game, these guys can
be really annoying, especially if run in
pairs.
His stats are
decent for a low-level Force user, but he’s still on
the weak side, especially with those low damage and
attack scores. His biggest liability is that his
damaging powers are so reliant on the use of Force
powers. If your opponent is running Thrawn or a
bunch of Vong, he’s going to be really hard-pressed
to do much damage. Having only a single Melee
Attack that does 10 points of damage is really
going to limit his effectiveness against these
particular squads.
100 POINTS: Here, he’s
cheap enough to run with a second Disciple of Ragnos
to back up your primary beat-stick. Thrawn and the
Vong are less common at this level, making it much
more likely for them to be effective. SCORE: 3
200 POINTS: While they’re
good figures at the 100 point level, I think they
lose a little bit of effectiveness at this level,
just because Thrawn and the Vong are much more
viable squad options at this level. They’re still
decent pieces if neither of those options is
terribly common in your play environment, but if you
run afoul of either of those squad types, this
character is going to be a really ineffective way to
spend 20 points. SCORE: 2.5