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"There is a sense of satisfaction in looking at your men all ready for the fray"
-- W. Somerset Maugham
We’ve had this deck a long time, but we don’t play it very often.
AURRA SING
by Roman Farraday
Aurra Sing
16 HP
Blaster
22 cards
Orange Deck
2 Rodian Mercenaries
4 HP
Blaster
9 cards
Weak Ranged Minor Deck
Aurra Sing – 12 Talent Cards
3x SWOOP SHOT
A4. If target is not adjacent, Aurra may move up to 6 spaces.
2x PROJECTILE RIFLE
A6. You may play face up when attacking to ignore other characters when choosing a target.
2x BANE OF THE JEDI
A3. If a power defense is played, it is discarded, all effects are ignored, and target takes full damage.
2x DEADLY REFLEXES
A5, all adjacent enemies take 2 damage.
2x SENSOR TRACKER
Choose a target. Look at controlling player’s hand. Target takes 1 point of damage for each Special or Power Combat card in opponent’s hand.
1x DARK RAGE
A5*. #If the defending character is adjacent to Aurra, attack value is 9.
Theme: Dangerous ranged Jedi hunter with a melee game
Path to Victory: BANE OF THE JEDI or SWOOP SHOT followed by VENGEANCE
Strengths: Can shoot you anywhere, hit-and-run, strips power defense
Weaknesses: Mediocre attack power, less effective against those without power defense
Strategy: Shoot your opponent until he approaches you, finish him when he closes in
Test Level: Low
Tier: 3
Inspiration: She’s just such a cool Star War Minis figure and combines several great concepts: A Jedi hunter who is dangerous both with the rifle and with the lightsaber. It seems like there must be a deck for her that combines these elements.
Playing Aurra: Aurra typically has to use her entire bag of tricks to have a good game but she is very effective against anyone with power defense, especially pairs of Jedi. PROJECTILE RIFLE is tempting to use early in the game, but tends to work best on wounded characters. Use SWOOP SHOT in a hit-and-run game along with SENSOR TRACKER to weaken your opponents, and close in only when you’ve got VENGEANCE and a load of defense. A high card game maximizes the effects of SENSOR TRACKER and gives Aurra the best chance of surviving an exchange. She can then run away and finish with PROJECTILE RIFLE.
Playing against Aurra: Be wary if moving adjacent to her with a melee figure, especially pairs of Jedi, where cards like DARK RAGE and BANE OF THE JEDI are best. Limit SENSOR TRACKER by not stockpiling too much against her. Finally, remember that you’re not safe from PROJECTILE RIFLE when hiding behind allies. Aurra can’t win a fire fight against most shooters, so if you have one on your team, she’s likely your first target. If you let her hang around long enough, she can make you regret it.
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