Posted by Bryan | August 18, 2008 at 12:33 AM ET
Most likely, he is as surprised as anyone.
In the Star Wars Miniatures Game, Jar Jar Binks is essentially a walking gimmick that forces your opponent to fight on your terms. Position him where he is within 6 squares of allies you want to protect and within 6 squares of one or more enemies. If any of these allies are attacked, you can use Draw Fire to force that enemy to target Jar Jar instead. At that point, Bombad Gungan can come into play, potentially redirecting the attack at a character of your choice within 6 squares. You only have a 50% chance to successfully use Draw Fire, and only a combined 25% chance to successfully use both Draw Fire and Bombad Gungan, but this is enough that your opponent will be forced to plan around it.
Ideally,
position Jar Jar so that he is adjacent to as many enemies as
possible. If any attempt to attack him, they'll trigger Bombad
Gungan. If they attempt to move so that he won't be the only
legal target, they'll trigger an attack of opportunity from
him. Granted, his attacks of opportunity are as weak as they
come, but it all adds up, and weaker enemies (such as Battle
Droids) will be particularly vulnerable to the chaos he brings
to the fight.
Faction:
Republic
Cost: 18
Hit Points: 60
Defense: 17
Attack: +2
Damage: 10
Special Abilities: Unique; Gungan; Melee Attack;
Bombad Gungan (Whenever an enemy targets him, this character
must attempt a save of 11. On a success, the attack is redirected
to another character of your choice within 6 squares. If no
other character is within 6 squares, the attack is negated.);
Draw Fire
Star Wars Roleplaying Game: Saga Edition Statistics
Jar Jar Binks CL 6
Medium
Gungan: nonheroic 6/scoundrel 3/soldier 1
Force: 3
Init: +6; Senses: low-light
vision; Perception: +8
Languages: Basic, Gunganese
Defenses:
Ref 21 (flat-footed 19), Fort 19, Will 15; Dodge, Mobility
hp 61; Threshold 24
Speed:
6 squares, swim 4 squares
Melee: unarmed +8 (1d4+3)
Melee: cesta +8 (2d4+4)
Ranged: energy ball +9 (2d4+4) with cesta or
Ranged: energy ball +9 (2d4+3) when thrown
Base Atk: +7; Grp: +9
Atk Options: Point Blank Shot
Special Actions: Disruptive, Draw Fire, Walk
the Line
Special:
hold breath
Abilities: Str 12, Dex 14, Con 14, Int 8, Wis
8, Cha 8
Talents: Disruptive, Draw Fire, Walk the Line
Feats: Dodge, Improved Damage Threshold, Improved
Defenses, Mobility, Point Blank Shot, Skill Training (Jump,
Perception, Survival), Toughness, Weapon Proficiency (simple
weapons)
Skills: Jump +10, Perception +8, Survival +8,
Swim +10 (can reroll, can take 10 when distracted)
Possessions: cesta, 2 energy balls
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