Pojo's Star Wars Minis news, tips, strategies and more!

Star Wars Home
Message Board
Pojo's Books

Mini of the Day
Mini Strategies
Mini News
Top 10 Lists

Contact Us

Yu Yu Hakusho
Harry Potter
Vs. System

This Space
For Rent

Pojo's Star Wars Minis Site
Mini of the Day

image from Wizards of the Coast

Kyle Katarn, Jedi Battlemaster


Date Reviewed: April 29, 2008

Ratings:  Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.

Sith Dragon Kyle Katarn
New Republic
Cost: 54
HP: 140
DEF: 20
ATK: +14
DAM: 20

Disruptive; Grenades 40; Lightsaber Duelist; Triple Attack

Force 4
Force Grip 10; Force Lightning; Lightsaber Assault; Lightsaber Riposte

We finally get a Kyle that is reminiscent of the game Kyle, and one that is infinitely more playable than the last. For 54 points you get a very solid HP, decent defense, and solid attack. He is the second piece from this set to bring a beefy disruptive character to the game. Commander effect are getting harder and harder to play in this game, especially when they are melee pieces. He also has duelist to help against Jedi, and his triple attack bring a healthy can of butt-whoop. Add in grenades 40, and Kyle can do some healthy damage from afar, which is always a big plus to Jedi.

He has a nasty set of force powers as well, but unfortunately he only has force 4 and not renewal, unless of course you tie him to Luke Jedi spirit. Grip 10 is nice to kill grunts early. Force lightning is a nice add, It seems a bit odd on a Jedi, but again it is a throw back to the game. 30 DAM to target and two other adjacent characters is very nice. Assault helps him get in for some nice damage before he gets his triple off, and riposte will add yet another attack against melee attackers. All in all a very nice package.

100pts: Kyle's big dowfall is his lack of defensive abilities. He can dish some hurt, but it also means that he is going to take some hurt as well. Unfortunately this Kyle lost his stealth. I really dont see that he can handle the big guns, but at 54 points, he can bring lots of help. If you find teh right build, maybe he can do alright. You will also need the key init as well.

150pts: here Kyle can be very big. 150 is very much a commander based format, so his beefy disruptive can really cramp your opponent's style. As i said earlier, the key will be in the right support. Not having any type of defensive capabilities you can't let him take too much of a beating, especially shooters.

200pts: Kyle can be very deadly here as he can have lots of help. Luke, FS would be a good add to give him force renewal, but Luke isnt needed. New republic as a whole received a very nice boost from this set.

Kyle Katarn, Jedi Battlemaster
Faction: New Republic
Cost: 54

HP: 140
Def: 20
Att: +14
Dam: 20


Triple Attack
Lightsaber Duelist
Grenades 40
Force 4:
Lightsaber Assault
Force Lightning 1
Lightsaber Riposte
Force Grip 1
Today we have one of the newest and beefiest beatsticks for the New Republic.  The new Kyle is an accurate representation of his character in the video games as well as the EU.  With 140 HP, 20 defence and lighsaber duelist your opponent will have a really hard time bringing this guy down.  The +14 attack with triple is about as solid as it gets in this price range but Kyle also has a plethora of offensive abilities that puts him right over the top.  Assault gives him a little mobility allowing him to move six and attack twice.  Force lightning 1, grip 1, and grenades 40(!) makes him a ranged threat as well, especially since most opponents aren't used to a Jedi beatstick chucking 40 Dam grenades.  Riposte helps his damage output as well.  All of this by itself is already superb but Kyle has one more trick up his beard . . . he's also the hardest to kill disruptive piece in the game.   So anyone who wants to spar melee with Kyle has to do so without any CE's at all. 
Kyle works great in most New Repulic squads.  Put Luke, LS on him to grant him renewal and mettle.  Run him with Han, GH for double disruptive and better initiative options . . . or a number of Rebel Hans.  Garm works great too as he allows Kyle to move 3 (4 with a force point . . . new ruling) and triple.  Just lovely.
100pts 4/5:  Here he has the beef, versatility, and damage output to hang with the big dogs with another 46 points to build with.  He can be used here relatively safely although you'll have to play smart against figs like Bane, Exar, and Vader JH.
150pts 4/5:  Plenty of support and plenty of options.  Solid here.
200pts 5/5:  Even better here.  Play him.

Copyrightę 1998-2008 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.