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Check out HOLOCRON's second batch of Dark Times previews: Rodian Raider, Emperor's Hand, K'kruhk Jedi Master, and Talz Chieftain! 
 Rodian Raider
Since when did the Rodians become the most dominant race in the Star Wars Universe you ask? Since The Dark Times, that's when! The Rodian Raider is perhaps the best addition to the game in this set. One of the most versatile pieces to date, the Rodian Raider has synergy with virtually every faction (although he shines in a few specific ones) and should find a way into many builds given just exactly what he is capable of. Consider that the first Triple Attacking piece in the Star Wars Miniatures game was 60 points (Rebel Storm, Darth Vader Sith Lord) just for a moment and had Melee Attack at that! Also consider that the cheapest shooter to date with Triple Attack is the Hoth Trooper with Repeating Blaster Cannon at 21 was unable to move and attack due to Heavy Weapon and has Speed 1. After that it's the Octuptarra Droid at 31 points. Well consider then for a second just how devastating the Rodian Raider can be at a mere 10 points. Let's look at the stats: 20 Hit Points, 14 Defense, +5 Attack and 10 Damage. Really, that is fairly low for 10 points but it's still decent. The real coup de grace is Stable Footing and Triple Attack--they don't really compliment each other, but Triple Attack is a great addition for a seriously low 10 points. Let's break that down for a minute. The first obvious friend of the Rodian Raider is the Czerka Scientist. The obvious reason: Twin Attack. So now the Rodian can move 6 and Twin (keep Stable Footing in mind) or, standing still, attack 6 times. No one may not be terrified of a 10 Damage piece having 6 attacks but let's keep going. We'll start with the Empire--the most obvious choice for this guy. Thrawn will grant Opportunist and with Ozzel that will mean virtually every attack with a Czerka worked in will be at +9 for 20 a pop--6 times for a possible 120 damage. Throw in General Veers (21 points) and they gain Accurate Shot and add in a few of their Brute friends for activations and you have the makings of a great squad--even with all the Evade out there, but we're not done. Just with the Empire alone you can start adding in Commanders like Moff JerJerrod (a useless 12 point addition who can now be brought in via reserves with Ozzel on a initiative roll of 6) and with a couple of Stormtroopers you can be combining fire with the Rodian Raiders and netting them +17 Attack with Thrawn's Opportunist again, 6 times for 120 damage (Accurate with General Veers as well.) Literally with the Empire alone the Rodian Raider brings some tremendous potential but in virtually every faction they can help boost a squad immensely for only 10 points. With Rieekan and General Wedge Antilles the Rodian Raiders gain Evade and thus, with the Twi'lek Black Sun Vigo you then have Greater Mobile Attack. Damage output boosts are plentiful: Jabba, Crime Lord for Cunning Attack, Talz Chieftain for +4 Attack and +10 Damage against non-unique enemies are just a few great considerations given their cost. The Rodian Raider doesn't just shake the walls of power creep; quite literally, they tear them down to the ground. I'll close on the inspiration of just one squad possibility of the literally dozens of possibilities for all factions. What an addition to the game--perhaps by far, the best piece in the set for it's cost and rarity. "(Rodian) Raiders of the Lost Ark" 150 Points, 16 Activations Thrawn Storm Commando Admiral Ozzel Lobot, CLO Mouse Droid x 2 Mas Amedda Rodian Raider x 3 Czerka Scientist Ugnaught Demolitionist x2 Rodian Brute x 2 Stormtrooper Possible Reserves: Imperial: Moff JerJerrod (+4 Attack Bonus on Combine fire, Stormtroopers) Fringe: Rodian Raiders, Combine Fire Pieces
 Emperor's Hand
The Emperor's Hand is another piece in the set representing the many minions that Emperor Palpatine had at his disposal during the Dark Times between the Clone Wars and the rise of the Rebels. For 20 points, the Emperor's Hand is pretty respectable defensively having some decent survivability with 80 Hit Points and 20 Defense. That is rounded out offensively with +9 Attack and 20 Damage that which isn't all that bad. The lack of either Twin Attack or Double Attack is a hindrance but Jedi Hunter will allow the piece +13 Attack for 30 Damage against enemies a Force rating and Hand of the Emperor--a nice ability that we haven't seen on any piece save Mara Jade/Arica--is pretty much wasted on this piece as it will only allow for another reroll on an attack or to move 2 squares or get one more chance at using Lightsaber Block. Still for 20 points, the Emperor's Hand isn't all that bad and will benefit from some of the Imperial commander effects. Thrawn and Vader, Champion of the Sith as well as the Imperial Inquisitor come to mind.  K'Kruhk, Jedi Master
With Master K'Kruhk being introduced just two sets ago it is a little surprising another version is being made but given the fact that K'Kruhk was around during The Dark Times it makes sense. This version is significantly different than his last miniature as well. Master K'Kruhk was 52 points, a staggering 19 points more than K'Kruhk, Jedi Master. Also differing are the base stats. This version has 50 Hit Points less, 2 less Attack and Defense and deals 10 less Damage all of which are significant differences and one of the few examples we have seen lately of a miniature being completely toned down. The last version of K'Kruhk also had Avoid Defeat where K'Kruhk, Jedi Master brings Impulsive Advance, a new special ability which allows him to move 3 squares when a Unique allied character is defeated. This special ability although situational is one of the better Impulsive abilities. It's too bad that K'Kruhk didn't have another ability that allowed him to trigger an attack while moving to boost the number of attacks as well. Comparing the two further, they both have Leap and Deflect, but where Master K'Kruhk had Force Heal 20 and Force 4, K'Kruhk, Jedi Master has Force 2 with Force Renewal 1 and another new Force Power: Indiscriminate Rage. Following the theme of letting the dice decide fate, K'Kruhk attacks at +2 Attack and +10 Damage until the end of his turn by spending 1 Force point. At the end of this, he makes a save of 11 and on a fail, he gains Savage. Really that’s not all that bad of a down side and also a great representation of the actual character. K'Kruhk, Jedi Master will work well in many builds and for only 33 points is a lot easier to fit in than the 52 point version even given the ability to deal some amazing damage. Commander effects such as that of General Skywalker or Commander Ahsoka will boost K'Kruhk and he is a great, playable addition to the Republic for only 33 points.  Talz Chieftain
The Talz Chieftain is in fact another excellent Fringe addition to The Dark Times set and will also play into some builds with a great Commander Effect. The Talz Chieftain has some great stats to start - 60 Hit Points, 17 Defense and +9 Attack with 10 Damage is a fair representation of a 16 point piece. Double Attack and Advantageous Attack boost that up to a +9 Attack for 40 total Damage against unactivated enemies if both attacks hit. The best bonus the Talz Chieftain brings is the first advent of "reverse Bounty Hunter". In essence, they give non-unique Fringe followers +4 Attack and +10 Damage against other non-unique enemies. This is an excellent commander effect to counter opponent non-unique swarms or other such squads (like Darth Baker's Gungan squad that finished in the Top 8 of Gencon in 2009). An excellent representation and a fantastic sculpt, the Talz Chieftain is another marvellous addition in The Dark Times set.
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