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disciple_of_ragnos
image from Wizards of the Coast

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


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