Every choice you have made...has led you to this moment.
FFG has revealed the Darth Maul and Sith Probe Droids Operative Expansion.

Maul comes with probably the most unique command cards of any character. At Last one of his two one pip cards give Maul an aim Jedi Hunter and when Maul activates he may suffer a wound. Which can bring his Juyo Mastery online if required.
Duel of Fates, Maul's second one pip card, gives Maul a dodge and Disengage and prevents engaged enemies from ANY tokens. This shutdowns Obi Wan Hello There turn if you can engage him.
Maul is 160pts, just like Anakin, Jump 1, Deflect, Immune: Peirce, six wounds red defence courage three. Maul's mastery is Juyo and reads while wounded, you can perform 1 additional action during your activation. Limit 2 move actions. One thing that is noticeable for such a character is lack of Relentless or charge. This mastery makes up for it. His melee attack is four red and four white, impact 2 pierce 2
Along with Maul are a group of 3 DRK-1 Sith Probe Droids. A special forces droid trooper detachment to Maul. These sneaky droids have Observe 3, Hover: Air 1 and Incognito. White defence dice with a wound per model. These seem interesting Observation tokens are placed on an enemy unit and can used by a unit attacking that unit to re roll a dice.

Maul comes with probably the most unique command cards of any character. At Last one of his two one pip cards give Maul an aim Jedi Hunter and when Maul activates he may suffer a wound. Which can bring his Juyo Mastery online if required.
Duel of Fates, Maul's second one pip card, gives Maul a dodge and Disengage and prevents engaged enemies from ANY tokens. This shutdowns Obi Wan Hello There turn if you can engage him.
The Phantom Menace is his two pip it has two options a Divulge option which discards once revealed gives Maul Infiltrate but him and his droids can not perform objective card actions. If used normally Maul cannot attack but cannot be attacked from beyond range 2.
So what are some builds for Maul. Two force slot and two training slots gives some interesting options, sabre throw would be something to serious to consider. Four red dice sabre throw (his melee is eight dice that you pick from when throwing) Maul does not have Master of the Force so the exhaust powers may not be the best option for Maul. So maybe Fear or Anger but I don't think it will be stapled to him. In the training slots, Tenacity because nine dice, five of which are red seems really good and you want to take atleast one wound to get Juyo online. Hunter seems like a solid fit aswell free aim tokens with all those dice will help.
In a Double the Fall type list Maul in for Dooku you gets Maul's Droids and a BX strike team aswell. Ten activations with two dangerous lightsaber users. Here is one example of that.
I can't wait to try Maul out. Let me know what you think.




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