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 Post subject: Knights of the Old Republic: Summary
PostPosted: Tue Apr 15, 2008 10:07 am 
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Knights of the Old Republic

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The latest pending release of Star Wars Miniatures pits the heroes of the Old Republic against the evil Sith Forces and their Mandalorian allies. This set once again includes a large number of creatures and characters based on Expanded Universe content, mainly from the Knights of the Old Republic comic and video game series. The Legacy of the Force set allowed you to stage memorable battles from the future time periods of the Star Wars Expanded Universe. Knights of the Old Republic allows you to go 4,000 years in the past instead!

Set Information
  • 60 unique miniatures many from the series of Knights of the Old Republic video games and comic books
  • Miniatures are pre-painted plastic
  • Miniatures can be used to play skirmish-level or mass-battle combat scenarios or to add dimension to Star Wars roleplaying games
  • Collect Zayne Carrick, Jar Jar Binks, Darth Sion and more!
  • Releases the same month as the Star Wars Roleplaying Game Knights of the Old Republic Campaign Guide

Release Date: August, 2008
Pricing: Case - $110.00
Booster - $9.75
SKU: Booster - 215460000
ISBN: Booster - 978-0-7869-4740-9


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PostPosted: Tue Apr 15, 2008 10:37 am 
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Knights of the Old Republic Set List
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PostPosted: Tue Apr 15, 2008 10:38 am 
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Knights of the Old Republic Rules Sheet
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PostPosted: Tue Apr 15, 2008 10:45 am 
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Knights of the Old Republic Set Review {Out of 5 Lightsabers}
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Coming just 5 months after the stellar Legacy of the Force set, the Knights of the Old Republic expansion certainly had its work cut out for it. First of all, there is a pretty large fan base for the KOTOR video games and comic book series, and quite a few well-loved characters from those series. So living up to the hype was nearly an impossible task right from the start. In this case, Wizards of the Coast seems to have hit the mark in only about 50% of the characters. Almost all of the characters based on the comics or the games have a good representation in terms of the Special Abilities, Force Powers, or Commander Effects that they were given. However, some of those characters are much weaker than others in terms of playability. Some, like Carth Onasi, got a nice combination of abilities that make his miniature seem very much like the video game incarnation, however, his overall stats are such low quality that he may rarely see play. However, other pieces like Kreia, Mandalore the Ultimate, Zayne Carrick, Juhani, Lucien Draay, the new Darth Malak, and more will be quite competitive pieces. All in all though, it is a great set of pieces with a lot of neat variety. It is also the first set since Clone Strike to have no reprints of previous pieces. There are also Special Abilities and Force Powers on some pieces that have not made an appearance since the Universe set or prior, so it's great to see some of those making a comeback.

Perhaps the most important thing about this set is the boost it gives to the previously considered lower-end factions. This set gives a tremendous facelift to the Old Republic, Sith, and Mandalorian factions, which in the competitive side of the game, have always been considered 'Tier 2' or worse before now. With the addition of several of these new pieces, these 3 factions now have the chance to really compete at the 'Tier 1' level, especially in 200 point games. The Mandalorians have become especially deadly due to the Mandalorian Captain's CE and Mandalore the Ultimate's 'Mandalorian Conscription' ability. The Old Republic's Lucien Draay and Mira will valiantly lead their squads into battle, and the Sith's new Darth Malak, Dark Lord of the Sith has a Commander Effect for all followers that will make a huge difference for many of the lesser Sith Lords like Darth Sion, Darth Talon, and Darth Caedus. However, the other factions are not ignored either, as the new General Wedge Antilles and Darth Vader Scourge of the Jedi single-handedly give excellent improvements to their factions as well. Even the Republic gets some new life with everyone's 'favorite' character, Jar Jar. This set even has some of the best Commons and Uncommons ever introduced in the game with pieces like the Sith Heavy Assault Droid, the Mando Scout, Gungan Shieldbearer, and the Echani Handmaiden. The SWM game overall continues to expand, and more and more squad options are added with every set, both in terms of competitiveness and the fun-factor. KOTOR is certainly no exception.


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 Post subject: Re: Knights of the Old Republic: Summary
PostPosted: Tue Jun 24, 2008 7:40 am 
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Knights of the Old Republic Faction Review

Old Republic

The Old Republic gets a huge boost in this set, although it makes sense considering the theme. The faction more than doubles its character pool, and get some solid, and much need figs to boot. Master Lucien Draay gives the Old Republic its first beat-stick character, and he can even benefit from his in faction’s Force Valor, making him a very deadly and hard to take down fig. Although other iconic figures from the Kotor games such as Atton Rand, Carth Onasi and Bao-Dur finally show up, they stats are generally accepted as underwhelming, save Atton who can do some serious damage to an unactivated enemy Jedi. Squint from the comic series is an interesting piece with the new ’Mandalorian Hunter’ SA. His low cost and decent stats could help him to slip into a few squads. With Mira the OR finally gets its own, very deadly shooter. With Accurate, Bounty Hunter, Twin, Mobile and Splash, she’ll be able to hit whoever shee wants and deal out some hefty damage. Don’t bunch up when she’s around. Also, thanks to her one Force Power, Force Sense, she’ll no longer worry about having help to deal with those pesky Super Stealthed enemies. Visas from Kotor 2 also comes out of the woodwork, and is a comparable figure to Depa Billaba. With both It’s a Trap and Force Sense, she could me a major headache to enemies that don’t want to be seen. Of course we can’t forget the non-uniques in the set. The Wookiee Elite Warrior is a souped up version of the Wookiee Freedom Fighter, and with MR2, more defense and more hitpoints, he’ll be able to get off a 40 Damage charge more than once. Also, the OR get a unique version on door control with Shatterbeam on the Juggernaught War Driod. It also you to destroy any door you can see! Override isn’t gonna stop this guy. And with Mobile he can also pop back into hiding and let your shooters have a field day. Sonic stunner is also a handy SA to have, allowing you to activate a bunch of your enemies at once is always a good thing.

Key Pieces : Master Lucien Draay (Very Rare); Juggernaught War Droid (Uncommon); Mira (Very Rare)

Sith
Naturally the good guys can’t get a hand without the evil Sith empire also getting some tricks to match. In KotoR we see a new Sith Lord; Darth Sion, an old one; Darth Malak, Dark Lord of the Sith, and a pile of non-uniques. Darth Sion is an interesting piece. At first glance he seems to be over costed, with only 110 HP, 17 Def, and +11Att. Duelist gives him a bit of a hand, but its with his new Force Power that he really shines. Eternal Hatred. On a save of 6, he comes back to life where he was, with Full Hitpoints! Sion will be a pain to kill, over and over again. And running him with the new Malak, he becomes even more deadlier. Darth Malak Dark Lord of the Sith is a major improvement over his previous self. For 3 points less, you gain 10 HPs, and +1 Att, as well as Deadly Attack. Renewal, Force Lightning 2, Stun and Rage round out his Force Powers, making him versatile in any situation. However his CE is the real kicker: Followers get +4 attack. Any follower. Tired of Boba Fett, Enforcer missing, throw him in with Malak. Darth Caedus missing too often.. add Malak to the mix and see what happens. It’s a huge boost in faction, and on a piece that you can actually afford to put in most squads. The non-uniques are also diverse and interesting. The Sith Marauder fills the mid-cost Melee niche nicely, and the Sith Guard gives the faction is own 5 pt grunt. The Sith Heavy Assault Droid, however is in a class of its own. 49 points is a hefty price to pay, but you get quite a bang for you buck. 110 HPs, 16 Def, +10 Att and 20 Dam. For its SAs.. add in Double/Twin and Shields 2. Now you’ve got a quad attacking nightmare that will avoid most of the damage you do to it. Of course, it’s just screaming to be paired with Revan. His CE will let you intuition the Droid into place for its attacks, and boost its attack up to +14! While that Droid isn’t small, he’ll be something to watch out for.

Key Pieces: Darth Malak, Dark Lord of the Sith (Very Rare); Darth Sion (Very Rare); Sith Heavy Assault Droid (Uncommon)

Republic

Our favourite droid-crushing faction also gets a helping hand here. The Republic bolsters their ranks with some more gungans and some interesting uniques too. Our two new captains all but steal the show. Captain Panaka gives the Republic a version of Thrawn’s Swap and is a pretty decent attacker on his own. But Captain Tarpals really rocks the casbah. His commander effect allows followers to use abilities that replace attacks twice! Now you can missile twice, Atlatl twice, Flamethrower twice.. And if you have MoTF 2 on a figure you can even Lightsaber Sweep twice, or Lightsaber Assault twice! It really is a big twist to the game. Obi-Wan gets a much anticipated, though mildly disappointing Padawan version of himself. And the Chancellor finally makes an appearance. He’s definitely a finesse/luck piece. If your rolls are lucky, and your opponents are not.. Palps can Betray the enemy onto your side, or bring in some reserves on the roll of 11 or 20. The first piece that can bring in two types of reserves. Renewal, Alter and MotF 2 help when looking for that 1 roll, and his CE will help him stay round longer, giving bodyguard to adjacent followers with a Force rating. As well, Jar Jar Binks makes his grand entrance. You wanted him to be annoying, well he certainly is. Draw Fire will force you to shoot at him, which in turn will kick in Bombad Gungan. An ability that lets Jar Jar redirect the attack at anyone within 6. He can ever make you shoot or hit yourself! He’s a piece that will be bound to be the scourge of the game board, and the centre of many a self-kill story.

Key Pieces: Captain Panaka (Rare); Captain Tarpals (Rare); Jar Jar Binks (Very Rare)

Rebels
The brave and perilous rebellion sees some new incarnations of our favourite heroes. Leia Organa, Senator is a cheap piece with Diplomat, and can attack too! She’ll be bound to annoy. Han Solo, Smuggler brings us our first piece with Accurate and Opportunist, but with no way to hide, or dodge the damage, he’ll be able to lay down some hurt, but he’s going to get some in return. Luke Skywalker, Jedi is an improved version of his Jedi Knight compatriot from Rebel Storm. Djem So Style and Lightsaber Block means that he’ll be able to avoid the damage from a melee attack, and hit you back with only spending one Force Point. So long as the dice are in your favour.

Key Pieces: Han Solo, Smuggler (Rare); Leia Organa, Senator (Very Rare); Luke Skywalker, Jedi (Rare)

Imperials

The Imperial faction gets the second briefest of appearances in this set. Darth Vader, Scourge of the Jedi brings u a mid-costed, Jedi Hunting Beat-stick, that can hold his own and then some against other melee Jedi. Dark Armor will keep him around against the enemy, and the combination of Djem So and Riposte means that Vader can hit you back twice, for each time you hit him! Most jedi will think twice about smacking him. Also Lightsaber Throw 2 gives him a pseudo-Twin attack, without the need to back an enemy. The other piece that the Imperials gain is the RA-7 Death Star Protocal Droid. He’s a handy guy, for only 6 points he can run around exposing the enemy’s Stealthed figures, but he’s not going to be around long, hanging out in the open, so be wise to how you use him.

Key Pieces
: Darth Vader, Scourge of the Jedi (Rare); RA-7 Death Star Protocal Droid (Ucommon)

New Republic
With only 1 new piece you’re expecting it to be good, and General Wedge Antilles does not disappoint. He grants Mobile and Evade to all followers. Wow! He is just sick. Mara Jade, Jedi and Kyle Katarn, JBM really benefit from this boost as well as a slew of fringe characters. And at only 23 points, there is really now reason to not use him in a NR squad. He can even lay out some pain with Mobile and Accurate Shot. No Ugnaught is safe now!

Key Pieces: General Wedge Antilles (Rare)

Fringe
As with most sets we do get a slew of Fringe characters. Each with a place in some squad, they are certainly diverse this time. The ASN Assassin Droid heralds the return of Programmed Target; giving it Accurate Shot and Bounty Hunter +4 vs a single enemy. Also, as a final nail in the coffin of Zam, we see Kouhoun Infestation once again. Its still fifty-fifty, but 60 Damage is a lot to take if you fail the save. The Boma is another Savage that will enjoy working with Kun. A possible +18/50 from 12 squares. Top it off with a decent amount of hitpoints, and relatively low cost, he’ a force to be reckoned with. The Czerka Scientist, one of the first previewed pieces has cause a lot of buzz. She will grant Twin to allies with only 10 base damage, and Jolt to allies with 20 base damage. You still have to be within six as the effects are both SAs. There is a long list of figures that can benefit from her effect, one of the most prominent is the Storm Commando, who can now output up to 120 Damage if all their attacks hit! She is really a piece that has brought some older pieces back to life. With the right support, the Echani Handmaiden will be a deadly quad attacking nightmare, but on her own, typically she misses quite a bit. The Genoharadan Assassin is a wild piece. Loner, Cunning and Mobile are really great on one piece, but he has some new tricks as well. Cloaked is a standalone version of Superstealth that can’t be distrupted or removed with It’s A Trap. And Poisoned Blade changes the Assassin attack to a melee attack against adjacent enemies, as well as increasing his damage to a base of 20 (important for criticals) and deals an extra 20 damage, save 11. In the right situation, he can be +16/50,, all on his own, and he’s got a tough defense of 20. Jareal, from the Kotor comic series is the first figure with both Parry and Evade. And to top it off she’s got a couple of force points for re-rolls. Hook her up to a Spirit or a Force Battery, and she’ll stick around for a long time. Since her base damage is 10 she fits in to an Ithorian Commander squad well. She further introduces up Shockstaff +10, dealing an extra 10 Damage to non-living enemies, OR it can activate living enemies, save 11. She even has Triple Attack. A very nice package there. The Jawa Sout is one of the beefiest Jawas yet. Stealth will keep in around for awhile, and his Spotter +20 will help anyone out. And of course he’s got an Ion Gun, deal +20 damage to non-living enemies (Be aware of how that changed!) Jolee Bindo is an interesting and handy guy to have around. Decent stats though his attack is somewhat low. Avoid Defeat could pull him out of a scrape, but his trick is Force Valor. And since he’s Fringe, anyone has access to it! It gives him a great CE and will be a big boost to factions in the days to come. Juhani is a funky gal. Vicious and Deadly make her nasty if she rolls a crit, and Duelist gives her weak defense a boost. Stealth will keep her out of trouble for awhile, but you’re better off with Force Cloak; a new FP that for the cost of a turn, gives a character Cloaked for the rest of the skirmish. She’s a very Melee focus-ed piece, with Block and Sith Rage to fall back on. But Cloaked is a must to get her in close. Kreia, the Exile’s mentor from Kotor 2 shows up, interestingly enough, as a Fringe character. Her stats are decent, but not stellar Triple and Flurry could throw out a lot of damage so long as she’s able to hit with only her +11 attack. Kreia is also the third piece with Betrayal. It’s A Trap! rounds out her SAs. She also ahs two great Force Powers; Cloaked and Drain Life 3 (which can potentially bring her back from near death while killing off or damage a whole bunch of enemies. But with only 4 Force points, she’ll have to choose which one to use, unless she gets paired with a force battery or a Force Spirit. The Massiff and the Shyrack are both creatures and are interesting, but not terribly competitive. Mission Vao is capable of quite a bit of damage. And with a little help from some CEs she’ll be sure to get to hits off. 80 damage from a 27 point piece is never a bad deal. The Rakghoul is very well represented. Rakghoul Disease means they be able to keep on reproducing so long as they kill something, and the new Rakghouls don’t even count for kill points to your enemy. Triple, Ambush and Savage means you shouldn’t think twice about putting one or two in with Kun. The T1 Has a huge amount of Hps for its cost and base damage of 40! The Separatists can really benefit from this fellow. And Heavy Lift means that two or more of these guys can move each other around the board. T3-M4 brings us another fringe override, but this time he packs a bunch. Flamethrower 20 and the ability to shoot/combine fire make him one of the most dangerous Override characters yet. We get another Tuskan as well, and it’s a tough character with Stealth and Evade. We’re still waiting for a Tuskan chieftain though.. Zaalbar, Mission’s best bud, gets a mini. Nothing too special. He can double for +11/30 against adjacent enemies, but seems slightly too expensive. Finally Zayne Carrick, the protagonist from the Kotor comics makes his grand entrance. One of the cheapest pieces with Force Renewal, his Karmic Mettle, and Karmic Luck really make this guy a blast to play. But should he have access to Mettle, on a Lightsaber Block roll, on the reroll he only needs to roll a natural 10 to nerf the lightsaber-wielding foe. Karmic Luck also can improve his attack value to an effective +11.. or drop it to an abysmal +3 based on the roll of the initiative.

Top Pieces: Jolee Bindo (Rare); T1 Series Bulk Loader Droid (Uncommon); Jareal (Rare)

Mandalorians
One the most under supported factions, the Mandos get one of their biggest boosts since their original debut in Bounty Hunters. Mandalore the Ultimate, while excessively expensive, might prove to be worth every point with his Mandalorian Conscription and his Ce grant allies Charging Fire. Mandalorian Conscription means any character in your squad is considered to be of the Mandalorian faction, and thus applicable for all the CEs that are Mandalorian specific. And with Twin, Flurry and Charging Fire and beefy stats, he’s no slouch on his own either. The Mandalorian Captain grants Twin Attack to followers, which is a great boost, especially to those double attacking Mandos. The Commando is a cheap stealthy fellow who might see some play. The Marauder is just about as good as the Blademaster on his own, but even better with a couple of CEs. The Quartermaster is a great standalone fig and he pumps up other Mandos by boosting their attack. The Scout ends the Mandos and the whole set with a bang. Double, Greater Mobile, Opportunist and Cloaked. All for only 19 points, and he’s even Common, so getting a pile of them won’t be too hard.

Top Pieces: Mandalore the Ultimate (Very Rare); Mandalorian Captain (Uncommon); Mandalorian Scout (Common)


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