It’s me, HonestlySarcastc, with TheHyperloops.com’s first spoiler of Spirit of the Rebellion, asking all the right questions. What happens when you take a spinning Electro-Baton, a Stormtrooper, and a thematic fight scene?? You get this!!!

The star of a wildly popular meme who is widely known as “TR-8R” is also TheHyperloops spoiler.

Meet FN-2199:

Weighing in at a very light 13 points for his elite version (10 for one die), I project FN-2199 to be the “Kylo” replacement in a lot of decks. 11 Health makes him very bulky, and his die sides, whilst not uniform in damage, give you consistency. Unfortunately, there is a resource cost on his 2 damage melee side, but what we lose there, we do gain on what can be one of the possible strongest abilities in the game.

There is a potential issue with his ability though. It reads “After you play a WEAPON on this character, roll that weapon die, if able. You may immediately resolve it.” The closest thing we have to this ability is Ace in the Hole, and that effect dictates that the die is rolled into the pool. So if the weapon die for FN-2199 rolls into the pool and we can still do rerolls and resolve it prior to it returning to the character card (to be possibly activated again), then this character is going to be very versatile and annoying to sit across from. If it happens to be a one shot deal where you roll it, and if you can resolve it, you resolve it and if you can’t, then it goes back to the character card, then it’ll still be solid, but not nearly as frightening.

Throughout the rest of the article, I’ll be addressing it as if the effect allows the die to stay in the pool if unresolved.

Our fellow compatriots over at the Knights of Ren podcast recently spoiled what happens to be the one of the best weapons both in general and for FN-2199 to do sneaky stuff with. For those that haven’t seen it, Vibroknife is going to be the “Chase Rare” for the set just like Holdout Blaster was for Awakenings. Do you have enough melee damage showing to finish off a character, but they just hid behind some shields? No problem! Equip FN-2199 with his handy dandy vibroknife with ambush, roll it in and then use your action to finish off that pesky opponent, the best part is that you didn’t even need to hit damage with the die. Even if we don’t have damage showing, maybe we roll it in, hit the base 1 melee and just pluck off a Hunker down from a character. Another “vibro” card from SOR, Vibroknucklers can do a lot of damage if you have the resources for to sneak in the 2-3 damage with its three damage sides or it can shred your opponent’s hand with its two Discard sides. Enough about Vibros! Let’s address some of the older weapons that may benefit from FN-2199.

Good ol’ Lightsaber getting to smash someone for 3 melee or 2 unblockable. Holdout blaster getting to pew pew for 1 or 2 ranged. F-11D Rifle has a couple 2 damage sides. Maybe your Flame Thrower makes an appearance (isn’t FN-2199 almost perfect for an eIG-88 deck?) and torches someone for 4! Even hitting a resource side on any of those works great to help circumvent the cost of playing the card or a shield helping to make your guys a bit bulkier.

We have yet to see the entire SOR set, so who knows what is coming out and how abusive FN-2199 can truly be. If FFG does rule that the die stays in the pool, it’ll give a heck of a lot more options even after FN-2199 rolls out. Having the flexibility to resolve modified sides of your weapon with dice already in the pool would really make this card exceptional. Using his single-die form while constatly overwriting weapons on him and getting additional rolls can make a three dice team into a psuedo four-dice team with just a couple of extra rolls.

We hope you enjoyed this article, please check out our video spoiler on our YouTube channel!

May the rolls be with you,

HonestlySarcastc

& TheHyperloops Team