Good morning gamers,
We'll be spending the rest of the year going through the four new Jedi Council heroes that we have for the Galactic Republic in Star Wars Legion. We start off with the one we saw first: Mace Windu. Mace has been highly anticipated for Star Wars Legion, but his launch has met mixed reviews - and while I won't dispute that he feels like he's priced too high given the current cost of Yoda and Obi-Wan (and with it, basically every other Force User in Star Wars Legion), I do feel like there's something here that you won't find elsewhere. Let's see what he's bringing to the table and take the most positive view possible on this very iconic Jedi!
Mace Windu: The Profile
Mace's best comparison in the game is probably Anakin or Yoda - but he's a nice joining of both profiles. He's got 6 Wounds (like Anakin, higher than Yoda), 3 Courage (like Anakin, lower than Yoda), surge for Crit and block (like Yoda, better on defense than Anakin), Speed-2 (like Anakin, higher than Yoda), and access to the standard "big Jedi" abilities of Deflect, Immune: Pierce, and Master of the Force 1 (lower than Yoda). He also has Charge, which is similar to most named Jedi (not Yoda - but he has ways of getting both Charge and Relentless). He has Jump 1 as an action, which many of the recent Jedi profiles lack by default (though most can gain it).
He has two unconventional rules in his profile. The first is Compel: Corps Trooper - this is something you'll see on Commander Vader, but not usually something you'd expect to see on a character who has Courage 2 Corps units (though it can be used on Clones that are taking a beating or on Courage 1 Pykes/Weequay - even with Self-Preservation active). While I don't know how much of his cost is predicated on this, in a game that is shifting to a split-fire-suppress-the-enemy meta, I feel like this could be a useful asset if Mace is kept near-ish to your Corps units. He also has Vaapad Mastery, which is unique to Mace at the moment and gives him an extra white die on attack/defense for each Wound he's suffered (with a limit of +3 dice). While you won't get the full bonus from this until you've taken at least half of your wounds, I will say that this rule encourages your opponent to try to nuke Mace quickly, as slow attrition will make it harder and harder to get wounds to stick. It's also useful in melee duels where the dice pools are likely to be smaller than super-sized units with heavies shooting at him and a surging-white die might succeed in blocking something. The extra dice on offense can be good, but I think you're looking at one of the new Force Upgrades by default to make those white dice more reliable.