Josh |
Death
Watch Raider (37/40, Common—Jedi Academy;
HP40, DEF 17, ATT 7, DAM 20, DEP 15)
For only 15 points, this piece is a pretty
interesting bag of tricks. With Cunning Attack
and Mobile Attack, this guy is a pretty nasty
late-round, hit and run specialist. You can pop him
in and out of the line of fire to hit for 30 points
of damage at a +11 to hit and then just get him back
out of the line of fire to keep him
protected.
His only serious drawback is Internal Strife.
If it happens late in the round, when your squad’s a
little more spread out, it won’t be as bad, but if
you manage to roll a natural 1 on an attack early in
the game, that’s going to put a pretty decent
low-level shooter right in the middle of your squad
and that could cause all sorts of trouble. Like the
other Mandalorians, though, he’s kind of a “glass
cannon” so if push comes to shove, it won’t
be too hard to put him down if he happens to turn on
you.
The Death Watch Raider is a decent mid-priced
Mandalorian piece, which is something they don’t
have much in the way of. However, Internal Strife
is enough a risk that you might not want to run him.
100 POINTS:
For only 15 points, he’s an all right piece, but
where activations are so key, an unlucky roll
turning him against you is just too much of a risk
to run. He’s an okay shooter so if you want to run
the risk you can try running him, but you’ll have to
be pretty careful. SCORE: 1.5
200 POINTS:
Really, he’s not that much better here. The only
reasons he’ s not as bad at this point level is that
one character turning on you won’t be as big of a
deal just because you have room for a lot more
characters. He’s a decent Mandalorian piece and
works well with the other Mandalorians. On the plus
side, if he does get turned, he at least
can’t take advantage of all the really good
Mandalorian commander effects unless your opponent
is also running them. SCORE: 2 |