Jar Jar Binks: Crew -5 points
This card has a negative point value
All it does it allow you five more points to spend at the cost of a crew slot and the knowledge that you flew with Jar Jar on your list
Jar Jar Binks: Crew -5 points
This card has a negative point value
All it does it allow you five more points to spend at the cost of a crew slot and the knowledge that you flew with Jar Jar on your list
No thanks bro I'd just rather kill myself.
Come on guys, of course the game needs a Jar Jar card. Think of the fun convention games. Every player gets a very small fleet (perhaps a bounty hunter each, Vader and his wingmen, etc etc)
Jar jar (in the senatorial shuttle but with a big hull and shield boost, using the most manouverable dial available) starts in the middle of the board, facing dirrection determined at random. His manouvering can either be determined at random (shouldnt be too hard to list everything available and roll on the list with an appropriate dice) or by the player furthest away... the manouver can never take him off the table edge.
Each player get's 1pt for every hit they land on the menace, double for the final shot.
Fluff text: The Emporer has disolved the Imperial Senate, and Senator Binks has suddenly found himself without protection or allies. Representatives of the Rebel Alliance hunt him seeking revenge for his pivotal role in founding the Galactic Empire, numerous worlds (and a virtually everyone who ever worked with Senator Binks) have bounties out on his head for his irritating and frequently distasteful behaviour. But only one hunter can claim the bounty, claim the honour, of slaying Jar Jar Binks.
Throw in some sound effects and people would be queing up to take a shot at him.
Jar-Jar Binks = (1pt)
Crew
"Your ship cannot perform attacks, nor be declared the target of an attack while this card is equipped. Discard this card if you take any damage, gain any stress, perform any action, or touch any ship."
So basically, he is a political escort, that takes you wherever you want to be then you can discard it, because nobody wants to have Jar-Jar hanging around all game. And with an un-attackable Jar-Jar ship flying around, it is sure to annoy the hell out of your opponent! His card ability allows bombers too get in position, or you can setup a range 1 APT attack with a b-wing before being attacked. ![]()
Look. In my hands. For this very topic. Hot stinky puke. Yup. Just like that. (Lord, give me the days when Ewoks were frowned on and Sy Snootles was a rod puppet.)
Truthfully I think Kettch is a better choice though I am fairly certain I saw that little fuzzball somewhere else in the forums.
I'm just waiting for the fans of the prequels to show up.
Jar Jar Binks - we already have a card for him. It's called Saboteur.
JarJar Binks (crew) cost=5
Large or Huge ship only
Discard this card to:
Remove one crew from opposing side (Large or Huge ship only).
If no crew available, remove one crew from your ship.
If no crew available, remove ship.
"Oops... Mesa Sorry"
Jar Jar Binks
Turn your damage deck over. If you would receive face-down damage, it is now face-up, and vice versa.
Ewoks
Discard this upgrade to place 1 Stranded Ewok on each Asteroid and Debris field. When a ship or maneuver passed over an obstacle, if it receives damage, it must discard 1 upgrade card. If it does, it gains a copy of Ewoks.
(This means you might snowball Ewok tokens on obstacles because those stupid rats breed like crazy)
Edited by spacelionOkay here is an Idea.
Jar Jar Binks. If you are the first ship destroyed you win the game.
So the goal would be to get Jar Jar Killed first before any other ship. I can see oh Jar Jar in a HWK-290 escorted by Y-wings with proton bombs. It can work, turn 1 win by destroying a ship Jar Jar is on.
“At the start of the Planning Phase you may have your opponent randomly rotate your maneuver dial face-down. This dial may not be viewed by either player until ship activation. If performed, you may roll 3 additional attack dice against a ship inside your firing arc.” 0 pts.
Might actually be useful on a HWK....
Jar Jar Binks
Crew
At the start of the activation phase roll an evade dice.
Evade: Receive a stress token
Eye: Receive an ion token
Blank: You may perform a free action.
Cost 0
Jar jar binks, crew. 2 pts.
When defending, in addition to your defense dice, roll 2 attack die. On a crit, take a damage. Focus can be used as focus. Hits and blanks do nothing
Jar jar binks, 100pts
At the start of the activation phase your opponent wins the game
Any Jar-Jar card must gave a mechanic that requires a player to physically destroy the card upon activation (rip it in half, burn it, etc).
Jar Jar Binks: If your opponent may choose to discard one of your upgrade cards, they must choose this card.
Inspired by the new Boba Fett card, and this t-shirt:

Jar Jar Binks
2 CREW
3 Points
At the start of the combat phase you may assign 1 Focus token to your ship for each enemy in your arc at ranges 1-3.
I know this thread is meant for crew card Jar Jar, but has anyone considered pilot Jar Jar?
