In this our last post of our
character review series (at least until they decide whether or not to release
any more expansion sets), we’re looking at the great droid maker and all-around
great tank, Jarrod Kelvin. Released alongside Ko-Tun Feralo (who can play a great
tank) and Drokkatta (who can also play a good
tank), it’s easy for Jarrod to feel dwarfed by his friends, but let’s make this
clear from the get-go:
Jarrod is THE BEST TANK you can get.
As tough as
Biv and Onar are (read our posts on each of them for more info), no one gets to
pile on defensive bonuses like Jarrod (though he’s no slouch on offense,
either).
Jarrod Kelvin: Just
Give Me Another Melee Weapon (and Where’s My Droid?)
When it comes to Jarrod, all you
really want is an additional melee weapon – you can’t get rid of your Vibro-Claws and for both the Parry rule and Leaping Slash (if you choose to
purchase it), you want another melee weapon. Here are your options (I’ve
omitted both the Ancient Lightsaber and the Ryyk Blades, since the Ryyk Blades become a glorified Vibroblade and the Ancient Lightsaber becomes a glorified Vibrosword in the hands of Jarrod Kelvin – doesn’t make sense to
me to spend 3x the cash and wait until Tier 3 when you can just get the alternatives
at Tier 1 OR a different weapon altogether):
Weapon Name (Set Required)
|
Tier - Cost
|
Attack Pool (Mods)
|
Avg. Exp. Damage (Cleave)
|
Armored Gauntlets (Core)
|
1 – 300
|
Green-Yellow (0)
|
2.13 (0.31)
|
Vibroblade (Core)
|
1 – 300
|
Green-Green (1)
|
1.44 (0.85)
|
BD-1 Vibro-Ax (Core)
|
2 – 600
|
Red-Green (2)
|
2.11 (0.78)
|
Vibro Knucklers (Core)
|
2 – 400
|
Green-Yellow (0)
|
2.60 (0.14)
|
Force Pike (Core)
|
3 – 1100
|
Red-Yellow-Yellow (1)
|
3.53 (0.00)
|
Gaffi Stick (Twin Shadows)
|
1 – 200
|
Red-Yellow (1)
|
2.18 (0.00)
|
Vibroknife (Return to Hoth)
|
1 – 150
|
Green-Green (0)
|
2.38 (0.00)
|
Stun Baton (Return to Hoth)
|
2 – 500
|
Red-Blue (1)
|
2.60 (0.00) *
|
Vibrosword (Bespin Gambit)
|
1 – 350
|
Blue-Green (2)
|
3.00 (0.00) **
|
Double Vibrosword (Jabba’s Realm)
|
2 – 650
|
Red-Green (1)
|
2.11 (0.78) *
|
Polearm (Heart of the Empire)
|
2 - 600
|
Red-Red (1)
|
2.86 (0.50)
|
Electrostaff (Grand Inquisitor VP)
|
3 - 1250
|
Red-Green-Blue (1)
|
4.61 (1.99) ***
|
*Does not include weapon special
rule **1
Strain to apply Pierce 1 ***Apply
Cleave 2
Obviously, the average expected
damage of these weapons changes if you put different modifications on them, but
this baseline gives a rough idea of which weapons are good at doing direct
damage or cleave damage (and whether their damage is worth the cost you pay for
them). A few weapons play greatly to Jarrod’s strengths (since Jarrod doesn’t
need to strain very often to activate his abilities, the Stun Baton and Vibrosword are well worth the
purchase), but we’re not going to talk about these weapons today. Instead,
we’re going to look at how we can maximize cleave damage, maximize our choice
of targets with Reach, and getting the most out of Jarrod’s companion, J4X-7 (“Jax” hereafter).
Jarrod has REALLY GOOD 3XP and 4XP
upgrades – in this build, we’re taking two of them. With Leaping Slash, we get
a few spaces of movement with two attacks as
a single action. The first attack has to be made with the Vibro-Claws and the second attack has to
be made with a different weapon (in our case, an Electrostaff). The first attack is intended to do two things:
first, gaining a Damage Power token, and second, recovering 1 Strain. The
second attack then becomes even stronger with the Damage Power token. With Explosive Reflexes, we not only
increase our Endurance (useful for moving a bit further, healing more,
triggering Leaping Slash, or
removing Dodge results via the Focusing
Beam), but we can also change a die we’re using to a better one. Since
we’ve chosen to use an Electrostaff,
you want to get that Red-Red-Green combo instead of the standard
Red-Green-Blue. Thanks to the Focusing
Beam, we can be assured in the second attack that our attack won’t be
Dodged OR the defense will be -1 Block.
The pairing between Explosive Reflexes and Leaping Slash are not useful for making
Jarrod play the tank role (the other 3 XP and 4 XP skills are much better), but
it makes him incredibly strong on offense. We’ve paired this with Scout’s Loadout (great for removing Evade
results from your targets) as well as Balanced Approach, which is one of the best all-around 1 XP skills you can get
(granting healing, movement, or a Damage Power token based on what you didn’t
do during your activation).
So . . . how does this maximize
Cleave? Between Leaping Slash and strain, you can avoid using your actions to
move and instead you can focus on performing attacks. With a free Cleave 2 (or
Reach) to your attacks, the Electrostaff
is not only a flexible weapon, but all-but-guarantees that you’ll be able to do
damage to your foes thanks to the high damage output you’ll be generating.
While we’ve chosen the Focusing Beam,
you can also get good mileage out of the Balanced Hilt (which will make it more likely that you trigger that Surge for Damage
2 ability on the Electrostaff) or the Energized Hilt (which will get you to that envied Red-Red-Red).
Upgrades to purchase - 10 XP: Balanced Approach (1), Scout’s
Loadout (2), Explosive Reflexes (3), Leaping Slash (4)
Reach is one of the most useful
abilities in the game – warriors who don’t want to have to spend an action
moving can Strain to push themselves just a wee bit further and stretch out and
touch their targets. With Jarrod, the use of a Reach weapon gets even better
when paired with Leaping Slash,
since you’re not required to attack with the Vibro-Claws (which unfortunately don’t get Reach). Since we’re
looking at having a weapon that allows us to get more possible targets for our
attacks, we’ve designed this build towards one of Jarrod’s best strengths:
mobility.
By taking Leaping Slash and Mutual Progression, Jarrod can spend 1
action moving (5 movement points thanks to Mutual Progression) and move an
additional 2 spaces with Leaping Slash
(spaces, not movement points). We’re also going to pick up both of Jarrod’s 1
XP skills, Balanced Approach and Forward Momentum. We’re not going to be
using the Vibro-Claws in this build
for Leaping Slash, saving it instead
to Parry (giving us a free movement point whenever we Parry thanks to Forward Momentum). Forward Momentum also gives us free movement points at the start of
our turn. Sometimes, you won’t need to perform a move (Mutual Progression is still good for the defensive buff it gives) –
when that happens, you can gain a free movement point from Balanced Approach – which allows you to basically perform a free
move if you take into account the bonuses from the other skills.
On offense, we’ve chosen the Polearm with the Vibrogenerator – we’ve already talked about this weapon
build as one of the best melee weapons you can use. If you’re looking for
maximum damage, you’re basically agreeing to spend 2 Surge for 2 Damage, but
because you’re rolling a Red-Red, you hardly ever get a single Surge, so most
of the time, you’re getting a free Damage 2 bonus (which is like having a
Red-Red-Green pool). You’re not going to be able to surge for Cleave 2 or
Pierce 1, but worse things have happened. J
Prior to getting to Tier 2, I’d recommend picking up the Vibroblade with the Extended Haft (it’s got basically the same surge abilities as the Polearm) and keeping the Extended Haft on the Polearm until you get to Tier 3.
Upgrades to purchase – 9 XP: Balanced Approach (1), Forward
Momentum (1), Mutual Progression (3), Leaping Slash (4)
Huh, we also already talked about the Gaffi Stick
with High Impact Guard as one of the
best melee weapons you can take. J
The idea with this build is that you want to acquire a weapon early and stick
with it (see what I did there - "stick with the Gaffi Stick?"), focusing your upgrades on things that will help you and Jax – who is
really the center of this build. The Gaffi
Stick is a great weapon – static Pierce 1 with a Red die is awesome, but
all of the surge that’s generated doesn’t translate into Damage until you get
the High Impact Guard. If you never
see the High Impact Guard (or if one
of your buddies wants it), you can take the Energized Hilt instead and once per turn you can attack with a
Red-Red and static Pierce 1 (using any Surge you get to recover 1 Strain or
apply Weaken).
The goal of this build is to get
the most out of Jax: with Scout’s
Loadout, you can not only apply Pierce 1 to a friendly attack each
activation, but you can also apply -1 Evade (which will KILL a White die).
Thanks to Mutual Progression and Mechanical Master, not only are Jarrod
and Jax much more resilient and faster, but Jax can activate during Jarrod’s
activation AND during another Rebel figure’s activation. When Jax shoots, he’ll
roll a Blue-Green with a static Pierce 1 (not bad) and if you want to, Jax can
also gain a free movement point at the start of his activation with Forward Momentum. This makes Jax more
like an ally – very helpful on offense – but VERY VULNERABLE to attacks. Jarrod
for this build is an actual tank – able to gain a free Block with his Black
die, 12 Health, and two weapons to use with Parry (since you don’t have Leaping Slash - and benefiting from free movement whenever we Parry).
Now for those keeping tally at home, you'll notice that this build (and all the other ones) have left out one of Jarrod's upgrades: Slicer's Upgrades. I bring it up here because you could add it to your build (or even remove Forward Momentum if you only have 11 XP). In my mind, the benefits of this upgrade are too niche to plan on purchasing as part of a build - the other skills are far more helpful in the long-run and help both Jax AND Jarrod.
Upgrades to purchase - 10 XP: Forward Momentum (1), Scout’s
Loadout (2), Mutual Progression (3), Mechanical Master (4)
Jarrod in the
Skirmish Game
Jarrod Kelvin in the skirmish game
retains a few benefits from the campaign game: first, he gets a basic version
of Leaping Slash, getting a few more spaces of movement. With an automatic
Damage 1 on offense (to be supplemented by Jax’s static Pierce 1 if he’s
adjacent to the target), the Yellow-Yellow attack pool with the ability to
surge for Damage 2, Pierce 2, and a Damage Power token is made all the
stronger. Finally, Jarrod has a free Evade (which is different from his Mutual Progression bonus of a static Block) to supplement
his Black die. For only 5 points, Jarrod has a decent amount of health and is
hard to crack through by basic troops. Able to synergize with Leaders,
Brawlers, and Spies, Jarrod can be included in any Rebel list (even Smuggler
and Trooper lists will benefit from Jax’s static Pierce 1 benefit, as well as
the support cards provided by Spies/Leaders). We’ve used Jarrod in one of our previous posts – you can see how to
integrate him there.
This concludes our series on Rebel
heroes for now – I may do a series of posts on different team builds you can
do, but that’s probably a long way off. We still have an active series on
Imperial Class decks, but other content will probably be put up ad-hoc for the
various series we’ve already done on the blog. Until next time, happy hobbying!
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