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===Operatives=== 0-2 Selections Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities, ====Boba Fett==== Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with '''Impact 1''' & his E-3 Carbine also putting out 2 black dice with '''Pierce 1.''' This coupled with '''Arsenal 2, Sharpshooter 2''' (allowing him to always fully ignore enemy cover), Movement 3 and '''Jump 2'''... he can practically ignore obstacles and make enemy units paste. He also has the '''Impervious''' rule, if your opponent has "Pierce x" roll x amount of extra defense dice, very helpful in some situations. Fett has an ability called "'''Bounty'''" where he can select the enemy commander or operative and puts a victory token on it. If Fett kills that unit, he gains the token and if he has it when the game ends while he has it, his side gets it added to their total. Watch the salt in your opponents eyes as you take that victory token off his hands. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Training Upgrades (x2 Slots)''' ''Duck and Cover'' (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Meh. Not terrible but not great- his defense is already excellent, and he'll probably be attracting a lot of fire so you'll get that suppression the old fashioned way. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. A decent choice to keep Fett moving and firing, although he has Courage 3- but he'll probably attract a lot of fire too. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Very useful for taking out that enemy character for Fett's Bounty rule. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Fett ideally needs to be mobile, considering his mostly short ranged weapons. Stopping to put him on Standby is not optimal. ''Tenacity'' (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. Fett's not bad in melee but his strength is his ranged attacks. Still... his guns have short range and he might find himself in melee- a little boost couldn't hurt if you've got a spare 4 pts to spend. ''Offensive Push'' (4 pts.) - exhaust while performing a move to gain Tactical 1 (which gives an aim token after performing a standard move). Aim tokens are always nice, especially when doing Fett's regular attacks (which are mostly black dice). '''Gear Upgrades (x2 Slots)''' ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Fett's an expensive combat monkey, you don't need him trying to be Veers. ''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. Lets a unit (hopefully) survive to shoot one more time. ''Environmental Gear'' (3 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. Fett's got Jump. Pass. ''Grappling Hooks'' (3 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. Fett's got Jump. Pass. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. Fett wants to be close to the enemy so anything that helps with that is welcome. And it's cheap! ''Targeting Scopes'' (6 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Fett throws four '''Black''' dice as range 1-2 (Wrist rockets+E-3+'''Arsenal 2'''), the odds of needing to reroll three of them are low but you will be very gratful you can if you do need to. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> (3 pip) ''Z-6 Jetpack Rocket'' - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has '''Blast''' and '''Impact 2''', and has 3 red dice. Wanna put some holes in an enemy tank? Here's how. Combine with his EE-3 to give the attack Pierce too (unfortunately the Wrist Rocket is only range 2 and can't be fired alongside this). (2 pip) ''ZX Flame Projector'' - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has '''Blast''' and '''Spray''', does has 1 red die (and Spray multiplies that red die by the number of models in the target unit- fire at an 8 man B1 droid squad and he's throwing 8 red dice...). Useful for making an enemy squad disappear, especially when you combine with his EE-3 to give the attack Pierce 1. (1 pip) ''Whipchord Launcher'' - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them. During his activation, Boba Fett gains the ability to, as a free action, give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens. Very useful for shutting down a melee oriented unit like a Jedi/Sith- especially when they just dropped a Command like "Implacable" or "Son of Skywalker". </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> You've seen ''The Mandalorian'', right? Remember how the main character fights in that? Not the sniping, but when he's fighting the stormtroopers up close? That's how you should use Fett. Use the environment and your many weapons and tricks to fight on your terms, not your enemy's. While he's got a 3+ armor save and 5 wounds, he's ''not'' a tank, and he can't wade in and murder entire squads like a Sith Lord. Make heavy use of his Jump 2 and movement 3 to put him right where you need him. His normal attacks (wrist rocket and EE-3) can pretty reliably do 2-3 wounds per turn to troopers and 1-2 wounds to armored units. He can take lots of upgrades but he doesn't really need them. Hunter is useful if you intend to actually pursue his bounty (you don't have to, although it's generally a good idea), and Tenacity can be handy if you wind up in melee, but otherwise, field him naked and let him thrash targets of opportunity. His pricetag is a little high at 140 points base (reduced to 120 pts as of 10/27/21), but you're paying for his versatility, not sheer killing power. You don't have to use all three of his Command cards- so take the 1 or 2 that are most useful to you in the circumstance to maximize his utility. Fighting a horde oriented army? Wipe out an entire squad using the flamethrower. The enemy brought a TX-130? Use the Rocket. Vader or Operative Luke are about to thrash your line using ''Implacable'' or ''Son of Skywalker''? Whipcord those bastards and let your line sort it out. There's also no rule saying that you have to put the Bounty on the enemy's most powerful character- so if your opponent takes a fully decked out Operative Luke and the 50 pt Officer, don't feel bad about putting it on the Officer and then shredding him. </div></div> ====Bossk==== The only bounty hunter polite enough to take off his shoes inside. A bouncing badass of punches, kicks and claws and a handy mortar, Bossk is tough as nails, and for what your pay, packs a solid punch. Bossk comes stock with the ''Bounty'' rule, like Boba Fett. At deployment, place a Bounty Token on an enemy Commander or Operative, at the end of the game, that Token is worth a victory point, depending on whether that character lived, or fell victim to the Trandoshan Terror. Bossk also has ''Enrage 3'', giving him ''Charge'' and Courage - when he’s taken 3 or more wounds. He’s an ''Expert Climber,'' can ''Regenerate'' up to three wounds at the end of his activation, and has the ''Unhindered'' rule, ignoring difficult terrain. He strikes with one red, two black and one white dice in close combat, with ''Pierce 1,'' and his Relby -v10 Mortar is Range 2-4, one red, four white, with ''Pierce 1'' and ''Suppressive.'' White defence dice, but 7 wounds, 2 courage, and surges to critical, with movement of two. Yeah, he’s a solid beast. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Training Upgrades (x2 Slots)''' ''Duck and Cover'' (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Helps with the lad’s survivability, although once his Enrage kicks in, he won't be able to use it anymore as he will be unable to gain suppression tokens (unless he regenerates enough wounds to lose Enraged). ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. It’s probably not worth your while taking this, considering Bossk has decent courage and becomes fearless once he starts feeling the pain. ''Hunter'' (6 pts.) - Literally has his face on the card! When attacking a wounded trooper unit, get 1 free aim token. Practically mandatory, this will help you collect that ''Bounty'' (especially considering all those white dice his main gun throws...). ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Situationally useful, but the shorter Standby Range probably doesn’t hurt our man anyway. ''Tenacity'' (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. This stacks beautifully with Bossk’s base rules, allowing him to hit even harder once he starts taking damage. ''Offensive Push'' (4 pts.) - exhaust to gain Tactical 1, which gives a free aim token after making a standard move. Good for getting you an aim token in that one turn where you really need to move before firing, or if charging into melee combat. '''Gear Upgrades (x1 Slot)''' ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. ''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. Yeah boy! Keep your wounded Bossk alive just that turn longer, making the most of his abilities. The controlling player decides the order of "end of activation" effects, so you can choose to try to regenerate before suffering the wounds. A solid buy, if you can make the most of it. ''Environmental Gear'' (3 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. Slow clap for the person who takes this. ''Grappling Hooks'' (3 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. Look, if you want to waste your points, go ahead. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. The mortar gun has excellent range so if you're looking to snipe, you don't really need this. But if you plan to rely heavily on his melee abilities or Dioxis Charge, then this is a good choice to help get you there slightly faster. ''Targeting Scopes'' (6 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Bossk chucks a lot of dice in his attacks, not a bad buy- especially if you've got Hunter or Offensive Push. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> (3 pip) ''Lying in Wait'' - [Bossk] - Bossk gains '''Sharpshooter 1''', and after an enemy unit activates, Bossk gains an aim token. Says it on the tin. This is not an opening card, and is great for that turn when you just know you’ll go second. Good for when you have to pick off a pesky Commander. (2 pip) ''Reptilian Rampage'' - [Bossk] - Bossk May make two attack actions in his activation, and suffer a wound for a free move action. If you took Tenacity, you’ll be laughing all the way to the bank! This command has some interesting potential. You can use it to fire the mortar, suffer the wound to take a free move into melee (and trigger Tenacity, as already mentioned), and then use the second attack action to punch. Or you can use it to double tap with the mortar gun, dropping 4 suppression in addition to whatever damage it manages to do (white dice are unreliable but that red with Pierce and critical surge isn't...). (1 pip) ''Merciless Munitions'' - [Bossk] - For the round you use this card, Bossk gains '''Arm 1: Dioxis Charge''' as an action, placing a Dioxis charge token within range 1 (and line of sight) of Bossk. After he performs this action, he may perform a speed 1 move. Until the end of the game, Bossk gains '''Detonate 1: Dioxis Charge'''- "Detonate" allows him to explode the charge token after '''any''' unit makes an action. The explosion does an attack against every unit within range 1 of the token with 1 red and 1 black die ignoring cover and surging to critical. After a trooper unit defends against this attack, it gains 1 poison token, which causes one wound to the unit when it discards the token at the end of its next activation (not in the End Phase like green tokens). It may not sound like much but it's going to pretty reliably do at least two wounds to whatever you manage to hit with the explosion. Bear in mind though that the enemy can use a medic to remove the poison token without suffering the extra wound (this takes up one of the medic's healing charges). </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Unlike his fellow bounty hunter Boba Fett, Bossk is actually kind of tanky. His armor is worse (5+ save compared to Boba's 3+) but he has more wounds and a 5+ roll each turn of healing them back. Not to mention he actually gets better if he suffers wounds thanks to Enrage (and Tenacity if you took it- it's a very good upgrade for him, so that's going to be a theme here). He has long range shooting that is actually pretty good (best used against someone who doesn't have immunity to Pierce)- it's almost guaranteed to do at least one wound per turn while dropping two suppression; and he's actually really good in melee too- along with Palpatine, he's the only non-lightsaber wielder in the game who does pierce in melee. Like Boba Fett, Bossk's command cards should be taken based on utility- you don't have to take all three, so take the 1-2 that are most useful to you. His 1 pip gives some short-ranged crowd control, the 2 pip doubles his damage output for a turn, and the 3 pip turns him into a super sniper. Also, like with Boba Fett, you don't necessarily have to target the most powerful enemy character for Bounty- there's no shame in putting it on that 50 point Officer or Princess Leia and sniping the crap out of them. One thing to remember though is that his mortar gun has a minimum range of 2- so once the enemy gets close, you're either going to have to charge (not a bad idea, especially if Enrage has kicked in and you've given him Tenacity) or make a tactical withdrawal to get back into shooting range (also not an awful option). </div></div> ====Darth Vader==== Not to be confused with the Commander version of the same guy. Note that operative Darth Vader may use the Command Cards of commander Darth Vader, and vice versa. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Force Upgrades (x2 Slots)''' '''Unaligned Powers''' ''Battle Meditation'' (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. I suppose this has its uses, but what they are, I don’t care to guess. ''Force Guidance'' (10 pts.) - Exhaust this card as a free action to dish out one token each to up to 2 units within range 1-2. Surges aren't super necessary since Imperials tend to already have them (mainly on offense), but if you're running a lot of Shore Troopers (which don't have surges), you could see some usefulness out of this. ''Force Push'' (10 pts.) - Exhaust this card as a free action to move an enemy unit speed 1. Vader is slow and wants to cut things with his saber- this will help you do that, especially if you can manage to combine it with Force Throw. ''Force Reflexes'' (15 pts.) - Exhaust this card as a free action to gain a Dodge token. You need Dodge tokens to trigger Vader's ''Deflect'' ability, so you definitely want this. ''Saber Throw'' (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. Not a bad choice, although this version of Vader actually has a useful ranged 1-2 attack (it has Scatter, which can give a little help getting Vader into melee, where he belongs). Three red dice with Pierce 3 and Impact 3 is pretty brutal though... '''Dark Side Powers''' ''Anger'' (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. It's not bad, but there's a few things to think about. First, Vader is slow and does best when he's in melee, so it'll be hard for him to actually benefit from this if he's being plugged from a distance (you can rest assured that he will). Second, Vader already chucks red dice in melee or with Saber Throw, which have a high probability of hitting (75% per die, jumps to 88% if you get surge somehow, like from Jedi Hunter or surge tokens)- so he doesn't really need it that much. Third, this version of Vader only gets two Force upgrades. If you're taking this, then you're NOT taking two of the following excellent powers: Saber Throw, Reflexes, or Push. ''Fear'' (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token. If you only have 3 spare points and an open Force slot, it's not bad. But there are other far more useful choices for Vader. ''Force Choke'' (5 pts.) - As a free action, exhaust the card to choose a non-Commander, non-Operative unit at range 1, and it suffers a wound. Could be useful to finish off a pesky enemy unit, but it's competing with other more useful Force powers for the two slots you get. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. This version of Vader is actually affected by Suppression, so this could give him a little extra defense as he plods towards his victims. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Vader has Courage 3, so suppression tokens aren't a huge deal to him. Although if you plan to make heavy use of his Spur rule, you may want this to keep your suppression under control. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Not terrible, but Aim tokens aren't that valuable to Vader, since he's already chucking red dice (which hit 75% of the time, 88% if you've gotten surge) with his lightsaber, and his Force Throw is best used on trooper squads (so he can actually make use of the Scatter effect), which usually can't be considered "wounded". ''Overwatch'' (4 pts.) - Gain Sentinel, making your standby range 1-3. You don't want Vader on standby, you want him bulldozing into enemies and mercilessly slaughtering them. Hard pass. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded gain 1 red attack die. Not a bad choice, as there's a good chance Vader will be hurt when he finally gets to melee. You could even use Implacable to ensure he does suffer that wound... </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> (3 pip) ''Darkness Descends'' - [Darth Vader] - When Vader is issued an order, he gains 2 surge tokens. If you reveal this card at the start of the Deploy Units step, you have to to use during round 1, but Vader gains '''Infiltrate''' and '''Scout 1''', at the cost of having to deploy Vader last. The 10/27/21 update changes this card to a standard Divulge card - if you divulge the card during deployment, Vader deploys at the end of the setup phase and has both Infiltrate and Scout 1. If you didn't divulge, Vader gains Reliable 2. Either way, the card is permanent. Note that this means if you play the card after divulging, you get nothing additional and only get an order for Vader on a 3-pip. Tough call, right? Have you ever wanted to see Vader deep strike like [[Terminator|Space Marine Terminators]]? Here's your chance! (2 pip) ''Fear and Dead Men'' - [Darth Vader] - When Vader uses '''Deflect''', the attacker suffers 1 wound for each blank result, instead of each surge result. When an enemy unit at range 1-2 and in line of sight of Vader activates, he gains a dodge token. Vader finally taps into his skill at Djem So to unleash death upon foes. He gains excellent defense with an increased chance of deflecting (1:3 instead of 1:6), although he'll also be suffering wounds when he successfully deflects. That one turn where the enemy unleashes everything they have to prevent Vader from reaching them is the one turn he'll make them pay for it. (1 pip) ''Vader's Might'' - [Darth Vader] - As a free action, choose another non-heavy unit at range 1 and place that unit on the battlefield within range 1 and height 1 of its current position. If its an enemy unit, you then get to roll a white defense die for each mini in the unit. The unit suffers a wound for each block or surge result. Vader picks up a unit and tosses it, and if it's an enemy unit, it potentially takes some damage. Yuck. And since it's a free action, he can still take his normal two actions and murderize things. Not bad, although the range is a little short. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> This version of Vader is a little weaker than the Commander version, but makes up for it with a little more versatility. He now has a Courage value, 2 fewer wounds, and throws one less die in melee. He gains the Spur rule (when he makes a move action, he can gain a Suppression token to boost his movement speed by 1), Jedi Hunter (critical surge when attacking someone with access to Force upgrades), and a ranged attack- "Force Throw", which is 2 black dice at range 1-2 with Blast (ignore cover) and Scatter (you may re-cohere the target unit). Scatter is particularly useful as you can use it to potentially move an enemy unit closer to Vader, or in range of Force Push. He also has two Force slots and one Training slot, rather than the three Force slots of his Commander variant, giving him access to some useful upgrades. Vader's still a combat monster, and that's where you want him- in front, mercilessly slaughtering his foes. The 10/27/21 rules update changed this Vader significantly as it did for his Commander variant. His points cost drops to 175 base, and he can take an extra Training upgrade (for a total of two). On top of that, he loses the Spur keyword and his movement speed is now 2. Plus he gains a wound for a total of 7. Operative Vader just went from being "meh" to "terrifying". </div></div>
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