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					Pojo's Star Wars 
					Minis SiteMini of the Day
 
 
						
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							Jedi Weapons 
							MasterSet: Champions of 
							the Force
 #28/60
 Date Reviewed: August 14, 2006
 
							 Image from 
							Wizards.com
 
							Ratings: 
							Ratings are based on a 1 to 5 scale 1 being the 
							worst. 3 ... average. 5 is the highest rating.
 
							100 pt: 4.5200 pt: 5
 
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							Sorry, we don't have this card image. |  
					  
						
							| Sith Dragon   | Jedi Weapons 
							Master Republic
 Cost: 26
 HP: 90
 DEF: 19
 ATK: +12
 DAM: 20
 
 Double Attack; Lightsaber Duelist
 
 Force 3
 Lightsaber Assault; Block; Deflect; Riposte; Sweep
 
 I remember when this piece was first previewed 
							before the set came out. A firestorm of controversy 
							erupted about how this piece is too cheap to have 
							all the powers it has, and that it relegated all of 
							the uniques, especially from CS to the garbage heap. 
							Well, now that the set is out lets see if the cries 
							of brokenness were justified or not.
 
 The JWM is a non-unique follower, so right there it 
							will get all the CEs the republic has for Jedi, and 
							will not be hurt from the bounty hunter ability. A 
							+12 ATK is very solid and double attack is great for 
							any Jedi. It also has lightsaber duelist. This is 
							very good on top of a 19 DEF, although with the huge 
							Jedi we have in the game right now, it only makes it 
							harder to hit by a very small margin. The 90 HP is 
							good for 26 points, but I am finding that with all 
							the 30 DAM characters out there, that is only three 
							hits and he is gone.
 
 
 When it comes to force powers, this guy has 
							everything dealing with a lightsaber, hence the 
							weapons master. For only 26 points this is a HUGE 
							package of abilities. The balance is that he has 
							only 3 force points and there is no force battery 
							for the republic, so when this guy loses his FP he 
							is done. Getting shot up on the way to a target will 
							take away the riposte or assault once you get 
							closer.
 
 So is this guy the be all and end all? Many would 
							have liked to see him be unique if they were going 
							to make him this good, since he was based on Nick 
							Guillard's (stunt coordinator for the films) 
							character from epIII. People would not of had as 
							many problems with him if you could only run one, 
							but since you can run as many as you want and add 
							characters like Tarfful, or CS Yoda it was thought 
							broken. He is one helluva package - no doubts there 
							- but in the end he isn't all that he was complained 
							to be. I just don't like the 90HP. While he is more 
							versatile that many of the other unique Jedi, I 
							actually prefer the uniques. The extra HP negates a 
							lot of the pros of the JWM. Being able to survive 
							that one more hit can be really huge when they are 
							trying to take you down in 3 turns. Plus if used 
							correctly there are uses the uniques have that make 
							them - well - unique. Even all those extra powers 
							are nice, if you miss any deflects this guy will go 
							down quick, and as good as he is he cant stand 
							toe-to-toe with the big Jedi for very long. Is he 
							good - oh yeah - but he hasn't had the impact that 
							everyone feared he would. Very good, not great.
 
 100pts: Not sure he has quite enough for here, but 
							he can be worth a shot. Some good saves and he will 
							hold his own for quite awhile.
 
 200pts: Here he will really shine as he has access 
							to loads of CEs. But when building a squad, don't be 
							so quick to overlook the unique Jedi. In certain 
							builds the difference can be huge. Should you use 
							this guy with CS Yoda, Tarfful, or Gen Windu he 
							becomes a mini beast, or as filler for the last few 
							points he will do good, too.
 
 
 "Dude, the fat guy totally just blew up!" -Pink 5
 
 |  
							| Kevin | First up on 
							return of the jedi week (as its being called, i 
							would say republic god week) we have the jedi 
							weapons master. Lets contemplate the word "Broken". 
							Stats first. 
 Cost: 26
 HP: 90
 Defence: 19
 Attack: 12
 Damage: 20
 
 Special abilities:
 --Melee attack
 --Double attack
 --Lightsaber duelist (+4 Defence when attacked by an 
							adjacent character with a force rating)
 
 Force Powers:
 Force 3
 --Lightsaber assult (Force 1, Replaces attacks, Make 
							two extra attacks) --Lightsaber block (Force 1, when 
							hit by a melee attack this character takes no damage 
							with a save of 11) --Lightsaber Deflect (force 1, 
							when hit by a non melee attack this character takes 
							no damage with a save of 11) --Lightsaber Riposte 
							(force 1, when hit by a melee attack this character 
							can make an immediate attack against that attacker) 
							--Lightsaber sweep (force 1, replaces attacks, this 
							character can attack each adjacent enemy once)
 
 
 OK, I get it, he has a lightsaber. This character 
							has nearly every ability with the word lightsaber in 
							it there is. In essence we have every jedi beatstick 
							rolled into one very small package. All he needs is 
							lightsaber throw and reflect and you have a perfect 
							jedi. With one small exception, he only has 3 force. 
							All the force powers in the game can't save you 
							without force to use for them. But that is just the 
							most obvious trait of this character. Now for the 
							lesser known. First up, he has double attack with an 
							attack of 12...that's right...12. This character can 
							hit things. Next up, he has a Defence of 19, which 
							is nice, but against those jedi/sith pests, he has 
							an impressive 23 Defence. Godly for 26 points. There 
							is that melee attack restriction but otherwise this 
							is a solid piece. Even its 90 hitpoints are good for 
							its cost. I really have nothing bad to say about 
							this character other then the 3 force. If the 
							republic ever gets a force battery, the JWM will be 
							in every major republic squad.
 
 100 point: He has offence with LS assult and sweep, 
							Defence with block and deflect, and double attack 
							for good measure. The stats this guy has puts CS 
							agen to shame and will annoy anybody until he runs 
							out of force. 4.5/5
 
 200 point: at 26 points, he goes in any republic 
							squad. If you need a cheap beatstick for the Defence 
							of your shooters, this is your man. 5/5
 
 Tip: As you might have noticed, the JWM (as its 
							called) has 3 force but 5 force powers. Meaning he 
							can't use them all. Save the force for the right 
							moment. You have to be conservative with him. 
							However, if you have CS yoda and CotF qui gon jinn 
							you can avoid this issue. Run jinn up and get him 
							killed, then give the force to the JWM and that 3 
							force becomes 9 force.
 Combine that with the ability to reroll saves from 
							yoda and you have an untouchable character (since he 
							can spend the force twice a turn he will not be hurt 
							for a long time) If you are more offensive minded, 
							do the same but run the weapons master with Jinn and 
							lightsaber assult/double attack everything in your 
							path. This character has the offence and Defence of 
							everything you can ever want, but keep a close eye 
							on the 3 force and the 90 HP. If either runs out, he 
							is done.
 
 |  
							|  Zeroph Zeal
 | Jedi Weapons 
							Master 08/14/06
 
 Points: 26
 Hitpoints: 90
 Defense: 19
 Attack: +12
 Damage: 20
 
 Abilites: Melee Attack, Double Attack, Lightsaber 
							Duelist
 
 Force 3, Lightsaber Assault, Lightsaber Block, 
							Lightsaber Deflect, Lightsaber Riposte, Lightsaber 
							Sweep
 
 To start, you don't get anymore solid than the Jedi 
							Weapons Master. Period. The Jedi Weapons Master 
							alone puts many unique jedi of simular cost to 
							shame, making them completely useless in this game. 
							Why? Because a non-unique jedi is simply better than 
							them. Period.
 
 The Jedi Weapons Master has so many things going for 
							it, and its stats are no exception. 90 hitpoints is 
							solid, expessially when backed by an impressive 19 
							defense. Furthermore, +12 Attack is enough that it 
							can hit just about anything with a good ratio, and 
							the 20 damage he has is standard.
 
 His normal abilities may seem normal for a jedi 
							character, but its still a great help. Double Attack 
							is not even the norm for some jedi of this cost, and 
							it serves the Jedi Weapons Master well. Furthermore, 
							Lightsaber Duelist helps him "duke it out" with 
							other jedi characters, giving him a +4 defense when 
							one of these attacks the Jedi Weapons Master. A few 
							of these could easily make mincemeat of a Darth 
							Vader-Jedi Hunter or Darth Bane.
 
 The only downside with these guys is thier low force 
							count. As you can see, the Jedi Weapons Master has 
							an array of Force abilities, but only 3 Force. This 
							means, unless altered by another means, you will 
							only be able to use 3 of his amazing abilities. That 
							aside, the Jedi Weapons Master has just about every 
							standard force ability in the game. With both 
							Lightsaber Block and Lightsaber Deflect, combined 
							with the 19 defense and Lightsaber Duelist, this 
							thing becomes a pain in the ass to kill. Let's face 
							it. Defensive abilities on a jedi is a must. This 
							thing has both. Lightsaber Assault is a great 
							ability as well, giving the Jedi Weapons Master 
							Double Attack, even if it did move.
 While I am no fan of Lightsaber Sweep, I'm sure in 
							some situations it can be useful. Finally, 
							Lightsaber Riposte can help you finish off annoying 
							enemies before those annoying enemies finish off 
							you.
 
 As previously mentioned, the only real downside to 
							this guy is his low force rating. So... if you can 
							manage to get his Force up... that is the key to 
							breaking this guy, really. Put a few of these in a 
							squad with Qui Gon Jinn- Jedi Master (who will be 
							reviewed Wednesday), and then you get to start 
							seeing sparks fly. Just go on and march in the Qui 
							Gon, doing as much damage as possible before he 
							dies, give the Force Spirit to the Jedi Weapons 
							Master, and see what he can do with 6 extra force 
							points, and being able to activate two force 
							abilities per turn... ;)
 
 100 points: 4.5/5 Near perfect, expessially with Qui 
							Gon Jinn-Jedi Master.
 
 200 points: 5/5 Did you expect anything less for a 
							near-broken piece?
 
 |  
							|  ninjaduelist
 | Jedi Weapon 
							Master (Champions of the Force) 
 Faction: Republic
 Cost: 26
 HP: 90
 DEF: 19
 ATK: 12
 DMG: 20
 
 Melee Attack
 Double Attack
 Lightsaber Duelist
 
 Force 3
 Lightsaber Sweep
 Lightsaber Reposte
 Lightsaber Assault
 Lightsaber Block
 Lightsaber Deflect
 
 
 Welcome to "Return of the Jedi" week, as we start 
							off with one of my most favorite lightsaber-wielding 
							pieces in the game: Jedi Weapon Master.
 
 For starters, his stats for a 26 point non-unique 
							character is impressive. 90 HP gives him enough 
							juice to keep going, 19 DEF makes him hard to hit 
							(especially with cover and Lightsaber Duelist), 12 
							ATK which is about average for his cost, and the 
							common 20 DMG to wrap up his stats.
 
 As for effects, he has Melee Attack (go figure), 
							Double Attack (better than most Clone Strike jedis), 
							and Lightsaber Duelist (Exar Kun defense, anyone?). 
							So, as you can tell, he's good enough to use just 
							because of those alone. However, what really makes 
							him shine is the force points.
 
 Although he only starts with three force points, he 
							has 5 different force powers that allows him to be 
							hard to defeat. Block and Deflect helps with attacks 
							on him, while the other three helps with dealing 
							damage. If only he had more force points, then he'd 
							be a major hassle to defeat. However, that's where 
							the death of Qui-Gon Jinn, JM comes in. If he dies, 
							give the force powers to JWM and you'll be having a 
							26 point, non-unique tank running around the 
							battlefield. Throw Yoda from Clone Strike into the 
							fray, and you'll be blocking and deflecting even 
							more than before! So, for just an uncommon, this 
							piece is on the verge of being broken (and it would 
							be if it had more force).
 
 In 100 PT or 200 PT, this piece shines with the 
							right pieces. However, don't get carried away, as 
							there are a few beefy Jedi Hunters out (Bane, Darth 
							Vader JH, etc.). If you need jedis for your Republic 
							team, consider this as a piece to use.
 
 100 PT: 4.8/5
 200 PT: 4.8/5
 
 "May the force be with you."
 
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