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====Jyn Erso==== (90 pts.) Stardust. She's an all-rounder who is decent at both shooting and melee, and has some abilities that coincide with Rebel Pathfinders <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Command Upgrades (x1 Slot)''' ''Aggressive Tactics'' (15 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Not that useful. There's better options. ''Commanding Presence'' (5 pts.) - When issuing orders, you can issue orders at range 1-4. Might be useful if you intend to rely on her as a commander and you use her infiltration to place her far from your front line. Pathfinders also infiltrate, so, if they're that far away, this can be useful. ''Esteemed Leader'' (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment. Not recommended. You're units, outside of Mandos, are durable enough to warrant this, as Jyn can probably take the hit better. ''Improvised Orders'' (5 pts.) - Exhaustible, but automatically readies in the end step. Draw 2, pick 1 token from your order pool. Not recommended. ''Inspiring Presence'' (5 pts.) - Friendly units at range 1-4 can use your courage value when checking whether they are panicked. This range can be reduced by other effects. This can be amazing, considering she has courage 3 and will be decently far away from half your army some of the time. However, Vigilance might still be better. ''Lead By Example'' (8 pts.) - You gain Inspire 2 (After your Rally step, remove up to 2 suppression tokens from other friendly units at range 1-2). This is a really good upgrade for removing suppression from units, which can be useful with Jyn if you run her alongside Pathfinders and other suppression hungry units. If you don't think Vigilance is necessary, this can be a good substitute. ''Strict Orders'' (5 pts.) - Guarantees a trooper unit with face up order token can remove a suppression when they activate, rather than leaving it to chance. This can be nice, for suppression management. Danger Sense needs suppression, but too much can be a problem. ''Vigilance'' (12 pts.) - During the End Phase, choose either 1 friendly trooper unit at range 1-2 or up to 2 friendly corps trooper units at range 1-2. Each chosen unit does not remove 1 dodge token. Vigilance can be used on yourself, so this will allow Jyn to keep a dodge token through the entire game! Equip her with situational awareness, and suddenly she becomes even harder to dislodge! '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (2 pts.) - You can intentionally gain 1 extra Suppression after being shot at. This is a really good choice, because Jyn ''wants'' suppression tokens to boost her defensive capabilities, and it doesn't require you to not have any already, so you can keep popping it each time she gets shot and max out her Danger Sense quickly. A really good upgrade for her. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Jyn wants suppression tokens because they boost her defense, so this may not be optimal. If you're worried you need more control over your suppression, though, this may be the case. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Not a terrible choice if you find a way to have her pick on something that's already hurt. Mildly recommended. ''Into the Fray'' (4 pts.) - When an enemy unit at range 1 activates, you may gain 1 surge token. Jyn doesn't need surge tokens, so don't bother with this. ''Offensive Push'' (6 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. This can be really nice. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Not worth it, because you'll rarely, if ever, take a standby action. It's just not worth it. ''Protector'' (5 pts.) - Exhaust. While using Guardian, you can cancel crit results as though they were hit results. During the End Phase, ready this card. Jyn doesn't have Guardian, therefore making this upgrade completely useless. ''Seize The Initiative'' (5 pts.) - Single use. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue and order to yourself. This can be especially useful when using other units that want orders and Jyn needs a one. Recommended, especially so you can better utilize her 3 pip command card. ''Situational Awareness'' (4 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This allows Jyn to effectively gain better Low Profile, an already amazing keyword, when combined with Vigilance. This is very much worth the consideration with how prevalent criticals are in the current meta. ''Tenacity'' (6 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. This is a pretty good choice as Jyn's pretty strong in melee anyway and this just makes her better. ''Up Close and Personal'' (8 pts.) - After you perform a ranged attack at range 1-2, gain 1 dodge token. Jyn loves to get into Tonfa range, so she may be shooting at range 2 pretty often. Not a bad upgrade. '''Gear Upgrades (x1 Slot)''' ''Ascension Cables'' (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can't really go wrong with this one. Although, Infiltrate does hurt its usefulness. ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Because of how she functions, she's probably not going to have a lot of opportunity to use these. Not recommended. ''Emergency Stims'' (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. An upgrade to take if you have the points, but otherwise very mediocre. ''Environmental Gear'' (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. This can help her get into melee faster, so not a bad choice. ''Grappling Hooks'' (2 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. This helps her get into melee more reliably, but not as recommended as Environmental Gear. ''Portable Scanners'' (6 pts.) - Gain Take Cover 1, which allows you to give a friendly unit at range 1 a single dodge token. Jyn doesn't want to be sitting around babysitting other units, so this really isn't worth taking. ''Prepared Supplies'' (5 pts) - Cache: Dodge 1 (during setup, place 1 dodge token on this card. You can spend tokens on this card). This is a singular free dodge token that you can use at any point throughout a match. This is a really good upgrade to grab if none others catch your eyes. ''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. She already has Infiltrate, so she doesn't really need it all that much. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. This is generally not that useful for Jyn, outside of quick thinking into melee. '''Armament Upgrade (x1 Slot)''' ''A-180 Blaster'' (0 pts.) - A free reconfigurable weapon for just Stardust. In rifle mode is has 2 black dice and a white die shooting out to range 3. In pistol mode it swaps the black dice for reds out to range 2. It's free. You literally have no reason not to take this, considering Jyn doesn't actually have a gun at all, unless you do. ''Jyn's SE-14 Blaster'' (10 (5) pts.) - Unique. 5 white dice. While Jyn Erso is in your army, reduce this cards points by 5. Pierce 1 and Suppressive. This is a very good option if you intend to get within range 2 fast. Whether you choose this or her configuration weapon is entirely up to whether you value the diverse usage of her configuration weapon, or the raw dice of this blaster. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 1 Pip: "Rebellious" - [Jyn Erso] - Jyn gains Charge. Once during that same game turn, when an enemy within 2 or less and line of sight of her activates, before it rallies she can gain a suppression token to make a free attack against that unit or make a free move. The Command makes her into a combat monster for one turn. She can run up and charge something, whack it with her baton, and then when it activates, whack it again. You can also send her into a group of enemies and progressively whack each unit as they activate. Panicking? Nah. Panic doesn't matter because these actions don't take place during her activation. About to run off the board? nah, Dooku just looked at you funny. Time to ruin his day, if he's in melee range, because Danger Sense makes you surprisingly durable. 2 Pip: "Trust Goes Both Ways" - [Jyn Erso and 1 Trooper] - Jyn gains Inspire and the unit she issues an order to gains Teamwork with her. A quick way to remove some suppression and potentially dish out some extra tokens, especially since Jyn's got "Quick Thinking". A decent card. 3 Pip: "Complete the Mission" - [3 Troopers] - Jyn gains Low Profile. When any trooper is given an order, it may gain 1 Suppression token. Additionally, any Trooper with a faceup order token can't become Suppressed or Panicked for that turn, and may remove one Suppression token at the end of its activation. Gives at least three units extra cover while rendering them immune to Panic and Suppressed, and ensuring you'll lose some Suppression tokens. All good things. Generally good when combined with Pathfinders, because they'll likely be having suppression troubles by this point. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Jyn Erso is like a hero version of the Rebel Pathfinders. She has '''Infiltrate''', better getting into threat range, so long as it's three away from any enemy units. If you're the blue player, therefore setting up first, literally the entire map is your deployment zone for her. She has '''Danger Sense 4''', the highest level of it in the game, which gives her extra defense dice when she's got suppression tokens.'''Quick Thinking''' lets her gain a Dodge and an Aim token as an action, which goes well with '''Nimble''' and combining wonderfully with the combination of Vigilance and Situational Awareness. She's decent for a non-saber wielding hero with her collapsible tonfa. Her four black dice in melee are nothing to sneeze at if your a regular trooper, and if she's got an extra red from Tenacity, all the better. She literally beats suppression into her enemies due to '''Suppressive''' on it, allowing her to rob low courage enemies of their action. She has a decent gun, though it does not have the raw power of her death stick, but it does have '''Pierce 1''' and it is free. The Rifle configuration gives her a range 3 attack while the Pistol configuration hits slightly harder but at range 2. '''Danger Sense''' can either make Jyn a nightmare to remove off the field, or fail her completely. Dice variance is your friend, and worst enemy here. It's also entirely possible she takes a good few wounds before you get full value out of it. Use Duck and Cover, if you didn't take Situational Awareness, to stack it quickly. Ideally, use her and Pathfinders to harass enemy flanks while avoiding specialist units that will tear them apart. She can use her Danger Sense and "Complete the Mission" to stay on the objective, playing it on turn 6 can ensure a game winning victory point. Jyn could be considered a generalist rebel commander. She doesn't really excel at anything, save for maybe early objective play. She isn't bad, but requires a skilled hand to get the most out of. </div></div>
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