Editing
Star Wars: Legion/Tactics/Rebels
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==='''Operatives'''=== 0-2 Selections Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities. ====Chewbacca==== (90 pts.) Wookiee first mate. The walking carpet, himself! No, like, really. It's his tag line under his name, on the card. [[Warhammer_40,000/Tactics/Imperial_Guard(8E)#Militarum_Auxilla|Nork Deddog]] but smarter, [[Victrix_Guard|Vitrix]] Guard but [[dakka|shootier]], [[Warhammer_40,000/Tactics/Tyranids(8E)#Elites|Tyrant Guard]] but with eyes. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Training Upgrades (x2 Slots)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Chewbacca only has courage 2, so suppression can be an issue. He's also one of the most durable commander or operative units Rebels have, out of sheer wounds alone. The cover from this would be nice, but isn't at all necessary. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Chewy is courage 2, so this isn't a bad one to take. Especially with his melee capabilities. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. When working with Han, this means that Han would also get an aim token through the Teamwork keyword. It's worth considering if you want Han to get more aims, but not at all necessary. ''Into the Fray'' (5 pts.) - When an enemy unit at range 1 activates, you may gain 1 surge token. This can be nice if you really value surging to defend, but isn't overall necessary. You want Chewie to take wounds half the time, anyways. ''Offensive Push'' (6 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. Considering he has Teamwork with Han, this can be really nice to have. Especially because the aim token is effectively free. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Not that useful for Chewy, as you'll rarely want to be on standby duty with him. ''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. This is perhaps the best upgrade for Chewie, because you'll want to be using his Guardian to both protect other more important units and to get him wounded enough to activate his Enrage ability 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 Chewy needs one. Mildly recommended, but other upgrades are better on Chewbacca. ''Situational Awareness'' (4 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Chewy is pretty easy to blast, so every little bit can help! ''Tenacity'' (6 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. This one's really nice for Chewbacca, due to his high wound count and 4 red, surge to crit, melee. His melee is already really good, though, so, if you want to take other upgrades, you definitely can. '''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. Chewy has Scale, already, though, so this is just useless. ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Give Han an aim token, to give yourself one? Useful, but not necessary. ''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. Chewy is a melee monster. If he's taking enough damage and you're worried about him dieing before he finishes off that last Stormtrooper squad, go for it! ''Environmental Gear'' (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Chewy already has Scale. Pointless. Why is this even an option? ''Grappling Hooks'' (2 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Chewy already has Scale, as well. Pointless. ''Why is this even an option?'' ''Portable Scanner'' (6 pts.) - Gain Take Cover 1, which allows you to give a friendly unit at range 1 a single dodge token. ''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Chewbacca wants to get into melee, so this isn't that bad. It's generally good to take if you have the points, but not necessary. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. This is nice on Chewy, with his 2 red and 2 white dice, but not needed. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 1 Pip: "Common Cause" - [Chewbacca and Luke Skywalker] - After either Luke or Chewbacca activates, the other may activate if they still have a face up Order token. Lets Chewbacca and Luke go roughshod on whatever fools are near them. Oh, what's that? You activated Chewy before Luke, or vice-versa? Guess you get to use him again! 2 Pip: "Brains and Brawn" - [Chewbacca and Leia Organa] - When Leia makes a ranged attack, if Chewbacca is not engaged in melee, has line of sight to her target, and is within range 1-3 of her target, he can add one of his ranged weapons to the attack pool. A superior version of the Fire Support rule. Chewbacca doesn't lose his activation when he does this special attack, nor does he have to have a face up order token. It gives Leia's attack a significant boost. In addition to the dice, it gives his Impact 1 and Pierce 1 keywords. 3 Pip: "Notorious Scoundrels" - [Chewbacca and Han Solo] - You can take one of Han's Command Cards out of the discard pile and return it to your hand. Remember when you discarded Change of Plans to avoid Vader's Implacable? Well you can get it back. Or get back Sorry for the Mess and let Han shoot first again. Now you can make a Han list even more screwy for your opponent to deal with! </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Chewbacca is essentially the OG glass cannon. He only have a 6+ save, but with 9 wounds, and even more if given dodges and heavy cover. When he's hit in the open, though, you'll feel it. Tenacity is often used and highly recommended because of this fragility. He has '''Enrage 4''', which makes his courage - and gives him Charge, make it so you want him taking some wounds, so don't feel too bad about any damage he takes right away. This, with '''Lethal 1''' on Overpower, means he'll be dealing about as much damage, if not more, than some saber users! '''Guardian 3''' allows him to tank wounds for other units or characters, making so you'll probably be taking those wounds, whether your opponent wants you to or not. He also has '''Teamwork: Han''' so he gets tokens when Han does, and vice-versa; perfect for giving him tokens to fuel Lethal with. Really nice for any list with these two! </div></div> ====Luke Skywalker==== (195 pts.) Not to be confused with the Commander of the same name; note that operative Luke can use commander Luke's Command Cards, and vice versa. He represents Luke as he was seen in ''Return of the Jedi'', complete with the spiffy black costume. Note: Commander and Operative Luke share command cards. You can take all 6 if you really want to! <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Force Upgrades (x3 Slots)''' '''Unaligned Powers''' ''Battle Meditation'' (5 pts.) - When Luke issues orders, you can give one of those orders to any friendly unit anywhere on the battlefield instead of what the command card dictates. Very situational, especially considering 4 of Luke's 6 personal command cards only target himself (meaning you'd be passing his own order- which you'll probably want him to have). But if you took something like a T-47 speeder and you ''really'' want to make sure it always gets an order every turn, this is the easiest way to do so. Very mildly recommended. ''Force Guidance'' (5 pts.) - Exhaust this to give a surge token to up to 2 friendly units at range 1-2, as a free action. Not terrible but surge tokens aren't as useful for Rebels as they are for Clones, Separatists, or even Empire, since most Rebel units have built-in offensive and/or defensive surges. Plus Luke only has ''Master of the Force 1'', meaning you might only get one use out of this depending on what other Force powers you take. Not recommended ''Force Push'' (10 pts.) - Exhaust this ability and use a free action to force a trooper unit at range 1 to perform a speed 1 move, even if they're engaged. Can occasionally be useful for helping get Luke into melee, where he's at his best, for your other units to cut down with volleys of blaster fire. Not a bad choice. ''Force Reflexes'' (5 pts.) - Exhaust this card to gain a dodge token, as a free action. Pretty much a "must have" unless you plan to lean heavily on his command cards (some of which give him free Dodge tokens), the generic commander, and/or Princess Leia. ''Saber Throw'' (5 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon's dice, rounded up. Gives him a pretty potent ranged attack (4 black with critical surge, Impact 2 and Pierce 2). It'll still cost him an action to use since he doesn't have ''Relentless'' like his dad. ''Force Barrier'' (10 pts.) - Exhaust. When another friendly troops unit at range 1 is defending against a ranged attack, during the Modify Attack Dice step, cancel either 1 crit result or up to 2 hit results. This can ensure your flimsy Rebel Troopers survive for another turn. This can also make Mandalorians somehow even ''more'' difficult to eliminate. Highly recommended. ''Burst of Speed'' (3 pts.) - Expend. At the start of your activation, treat your maximum speed as 3 until the end of the round. If you do, gain 1 immobilize token at the end of the round. This is a really good force power if you want to get Luke into melee combat. It does, however, mean Luke can only move at speed 1 during the next round, but that won't really matter if you were smart getting him into combat. '''Light-side Powers''' ''Hope'' (3 pts.) - Gain '''Inspire 1''', allowing you to remove up to 1 suppression token from another friendly trooper unit at range 1-2, after your rally step every turn. Super cheap, and not bad, especially if you didn't take Leia (or you did but you just want some extra suppression control). ''Jedi Mind Trick'' (5 pts.) - Exhaust this card to give 2 suppression tokens to an enemy trooper unit at range 1-2, as a free action. Not bad, especially if you intend to make use of Luke's "You Serve Your Master Well" command. But, again, bear in mind that you may get limited use of it if you take other exhaustible Force upgrades, like Reflexes or Guidance, since Luke only has ''Master of the Force 1''. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (2 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not terrible but Luke's got good defensive abilities and there may be more attractive options. Generally not recommended. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Luke has Courage 4, so suppression's usually not much of a problem for him. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Good choice if you intend to go character hunting with Luke. ''Into the Fray'' (4 pts.) - When an enemy unit at range 1 activates, you may gain 1 surge token. Luke wouldn't mind this upgrade, as it's a good way to get surge to defend when in close combat. However, there may be better options. You'll usually want to just kill anything that could threaten you in melee first, anyways. ''Offensive Push'' (4 pts.) - Exhaust to gain Tactical 1 (gain a free aim token when making a move). A free aim to better mulch something? Why not. It's basically a free boost to your attack. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. He's...He's a melee character. The fact that this is even an option to consider is odd. Why are you looking at this entry? Pick another one, please! ''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. Luke doesn't have Guardian, so this isn't worth it at all. ''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 what orders and Luke needs an order. Mildly Recommended, but there are better upgrades to take. ''Situational Awareness'' (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Recommended, unless other upgrades catch your eye. This is a really good upgrade for most saber users. ''Tenacity'' (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. A great choice since he'll probably draw a good deal of firepower and if he gets hurt, he's suddenly even better in melee! ''Offensive Stance'' (5 pts.) - Force user only. At the start of your activation, you may flip this card. When taking an aim ''action'', gain two tokens instead of one. You cannot spend dodge tokens. The token must come from an action, rather than upgrades or command cards. This is the flip side of Defensive Stance. This can be nice to ensure you really hurt something in melee. Recommended, unless another upgrade catches your eye. ''Defensive Stance'' (5 pts.) - Force user only. At the start of your activation, you may flip this card. When taking a dodge ''action'', gain two tokens instead of one. You cannot spend aim tokens. The token must come from an action, rather than upgrades or command cards. This is the flip side of Offensive stance. The extra dodge tokens can ensure Luke's survival or allow more use out of Deflect. Recommended, unless another upgrade catches your eye. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 1 Pip: "You Serve Your Master Well" - [Luke Skywalker] - Luke gains a free action: choose a friendly trooper unit or a Suppressed enemy unit, that isn't a Commander or Operative, at range 1 and perform a free move or attack action with it. If the target is an enemy unit, it can attack another enemy unit. Luke does a super Jedi mind trick to grant a unit a free action, or even make an enemy unit attack one of its friends. Note that if targeting an enemy, they must be Suppressed, meaning they have to have enough suppression tokens equal to or exceeding the unit's courage. Jedi Mind Trick suddenly becomes a more attractive upgrade! 2 Pip: "Full of Surprises" - [Luke Skywalker] - Luke gains a Dodge token. Luke gets extra defense dice equal to his Courage minus the number of Suppression tokens he has. Luke becomes a tank for a turn. Note that the bonus dice are white, rather than the red dice he normally throws. The more units shoot at him, the less bonus dice he'll be gaining, though. Be sure to manage his suppression. 3 Pip: "I Am a Jedi" - [Luke Skywalker] - Luke gains defensive surge but can't attack this turn. When he is issued an order, he can choose two enemy trooper units within range 1 and they are unable to attack this turn. Luke spends a turn doing something aside from attacking and paralyzes enemy units. Position him well and completely negate the powerful attack-related 1-pip Commands of other commanders, such as "And Now... You Will Die", "Sorry about the mess", or "Trained In Your Jedi Arts". Also completely shut out high threat units, <s>like an AAT or Saber tank</s> which doesn't include non-Trooper units. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Unlike trainee Luke, operative Luke is a Jedi like his father before him. He hits slightly harder than his trainee version with 7 black dice, giving him about equal damage to what the commander version of his old man does. His increased health of 7 makes him tankier than before while 4 courage makes him near fearless. '''Disengage''' gives him a massive mobility upgrade that lets him dance around other Force users, as he can freely leave combat and potentially allow allies to shoot at targets right after he stabs them; and he still has '''Jump 1''' like his trainee version. He is also much more in tune with the Force, having a third Force upgrade slot and '''Master of the Force 1'''. His training slot also lets you take upgrades like Tenacity to give him an additional red die in melee when he's wounded, allowing you to roll 8 dice. The Skywalker rage is alive and well, as he lands 4-5 hits on average enough to wipe out most squads in a single activation. However all that training boosts his cost higher than even Lord Vader, a most impressive <s>200</s> 195 points before upgrades. He also loses his pistol, opting to use his more civilized weapon, and he lost his gear slot, so no stims here. You need to invest more points in an already expensive unit for Saber Throw if you want a ranged weapon. It should be considered that he only has Charge, so he has to spend an attack action to throw his saber. He is also an operative, so he doesn't have a courage bubble to prevent panic in friendly units, and you'll need to take a commander to be your general while Luke murders things- thankfully there is a decent, cheap option available. Luke's sister isn't a bad option, as he'll like having the dodge tokens she can dish out. Her Inspire is a nice bonus, too. Without upgrades, she's only 90 points, so it doesn't put a massive strain on points, either. The temptation to give in to your anger is also intense, as running him straight into the enemy to wipe them out is fun but will leave your very expensive unit exposed. One must actually exercise a lot of restraint when you choose to fight or flee, as a lot of his utility is not just in his power but also his ability to dictate the flow of battle. "I am a jedi" can shut down your opponent's timing, "Son of Skywalker" will delete an enemy unit from the field, and so on, all of which will throw a wrench into the enemy plan just when they think they are in a good position. Thematic, no? He also has a far superior outfit to commander Luke, trading boring fatigues for slick black Jedi attire. </div></div> ====R2-D2==== (55 pts.) Everyone's favorite astromech droid, the architect of the Rebellion, the Resistance, and a elite operative of the Republic; R2-D2 has brought down more governments than you could possibly imagine. Now he is an operative unit for the GAR and Rebel factions of legion. Bundled with his partner C-3PO in a Terrain expansion, you now have the option to add this smoking[https://www.youtube.com/watch?v=ELPlgKB9n8E|smoking] robot to your army <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Comms Upgrades (x1 Slot)''' ''Integrated Comms Antenna'' (3 pts.) is a Droid Trooper-only upgrade. Essentially a reverse of the Commanding Presence upgrade, it allows your unit to be issued an order if it's within range 4 of the commander instead of the normal range 3. Not bad, again, considering how far these droids will be moving up. ''Comms Jammer'' (5 pts.) - Prevents enemy units at range 1 from receiving orders. Not bad, considering he'll be moving up a lot, but also not good because you don't want him too close to the enemy. ''Comms Relay'' (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that "passes" the order doesn't get one. Not bad, but not good. ''Emergency Transponder'' (4 pts.) - When you activate, if you were activated with an order token from the order pool, gain 1 aim token, gain 1 dodge token, or remove 1 suppression token. This can be useful for the dodge token, but the rest can be situational. R2 almost never wants aims and removing a suppression can affect his survivability, with Incognito in consideration. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Generally good, but only if you have the points. ''Hacked Comms Unit'' (5 pts.) - During the Issue Orders step of the Command Phase, after an enemy unit at range 1 is issued an order, you may issue an order to yourself, if able. If R2 is in range 1 of an enemy unit, and you have an escape plan, this can be amazing. Otherwise, R2 might be dead, anyways. ''Long-Range Comlink'' (5 pts.) - You always count as being within range of your commander. This really isn't worth it, at 10 points. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> C-3PO <div class="mw-collapsible-content"> C-3P0 is a 15 point upgrade to the unit. He adds two health and a <span style='color:grey> stormtroopers </span> shooting worth of dice to the melee pool with a '''clumsy kick'''. The real reason to let him tag along is to have him '''Calculate odds''' Giving a unit, in range 1, 1 Dodge, 1 Aim, and 1 suppression token. Really nice, especially for groups like Pathfinders. He also has a rather unique ability '''Distract''' which overrides '''Inconspicuous''' and forces 1 Trooper unit to attack them. If you aren't planning on using Secret Mission this can be really useful. Especially if your opponent has locked into using a powerful command card like '''Z-X Flame projector,''' or '''Now you will Die!''', or even just to keep a unit of battle droids from shooting something squishy with a radiation cannon. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 1 Pip: "Blast Off!" - [R2-D2] - R2 increases his speed by one, and gains a Dodge token, a Suppression token, Disengage, and a Jump 1 action. Basically gives you a turn where R2 is focused on fleeing the scene. Really useful for getting R2 up the board, as well. 2 Pip: "Impromptu Immolation" - [R2-D2] - R2 can make a free move action after making an attack; he also gains a 2 white dice attack with range/melee to 1, which also has Blast, Spray, and Suppressive. Remember in ''Revenge of the Sith'' when R2 sprayed oil on some super battle droids and then fried them? Yeah, he does that, and it's kind of nasty. White dice limits the power of the attack but if it targets a large unit, you could be tossing some dice. Suppressive is really nice, too. 3 Pip: "Smoke Screen" - [R2-D2 and 1 trooper unit] - when R2 issues an order to a unit, that unit may make a free speed 1 move. Additionally, at the start of his activation R2 gains a free action to lay smoke. He can place a smoke token within range 1, and all units fully within 1" of the token get +1 cover. R2 does that smoke thing from the end of ''The Empire Strikes Back''. A nice card, overall, but also a three pip, so be careful. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Buffs all around. There is an annoying trick you can do, though. If you scroll down a bit, you will notice a vehicle that can transport one model and can potentially move speed three three times in a turn, and R2 can fix vehicles and has special mission. Guess you really ''are'' getting the extra victory point, huh? </div></div> ====Sabine Wren==== (125 pts.) A powerful Mandalorian warrior who fancies herself an artist. She's a powerful damage dealer who also has the potential to survive a great amount of return damage. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (2 pts.) - You can intentionally gain 1 Suppression while being shot at to gain cover. Meh. She's pretty tough already, but she will likely attract a lot of attention. She only has courage 2, though, so this really isn't recommended. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Relatively low Courage makes this an attractive option. Mildly recommended. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. A solid choice. Make sure her target gets hurt just once and then have her chop away with the Darksaber. ''Into the Fray'' (4 pts.) - When an enemy unit at range 1 activates, you may gain 1 surge token. Sabine has surge to both defend and hit. Worthless. ''Offensive Push'' (6 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. This can be pretty nice, if you have the Darksaber. You'll get a free aim token after moving into melee with a squad or hero! ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. '''No No No NO'''. You don't want her on Standby, you want her moving forward and chopping up the enemy with the Darksaber. Her weapons don't even reach to range 3, anyways. ''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. Sabine doesn't have Guardian. Not at all worth it, unless you're using Esteemed Leader to protect Leia or something. ''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 what orders and Sabine needs an order. Recommended. ''Situational Awareness'' (4 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Mandalorian durability, but made better? Need I say more? Insanely good. ''Tenacity'' (6 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. A pretty good option, assuming you gave her the Darksaber and you can get her wounded before she gets into melee. She is one of our most durable units, though, and bad dice rolls could kill her fast. This is a very mixed upgrade, to be sure. ''Up Close and Personal'' (8 pts.) - After you perform a ranged attack at range 1-2, gain 1 dodge token. If you feel as if Situational Awareness, then this is also an amazing upgrade for Sabine. She loves getting into range 2 or closer, so there's almost never a time when you won't use this. '''Gear Upgrades (x2 Slots)''' ''Ascension Cables'' (4 pts) - Until the end of your activation, you gain scale. Sabine doesn't get too much use out of this, considering she has Jump 2. ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Sabine is best when moving and attacking, not standing around doing a poor Leia impression. Pass. ''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. Not a bad option, but not amazing. Great with the Darksaber. ''Environmental Gear'' (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. She can jump and doesn't need this. ''Grappling Hooks'' (2 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. ''She can jump and doesn't need this.'' ''Portable Scanners'' (6 pts.) - Gain Take Cover 1, which allows you to give a friendly unit at range 1 a single dodge token. Sabine wants to be spending her actions helping herself, not others, so hard pass. ''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Super cheap and gets her slightly closer to the enemy. With her high movement value, though, this might be better used on a different unit. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Especially a good choice if you took Hunter. Otherwise, make sure you have some way of getting her Aim tokens, like with her "Legacy of Mandalore" command. Mildly recommended. ''Personal Combat Shield''(5 Pts.) - Gain '''Shielded 1''' and '''Recharge''' 1. It gives you a guaranteed block when active. Recharge allows you to reactivate the free block by using a Recover action. Takes an already tough character and makes her even tougher; You can even use it to block Criticals (unlike dodge or cover)! ''Electro Grappling Line''(5 Pts.) - Exhaust and spend an action to give one enemy unit within range 1 and line of sight 2 immobilized tokens and 2 suppression tokens. Each immobilized token causes the target to lose one level of movement speed. The immobilized tokens are discarded at the end of the target's activation (not during the End Phase like usual), so it effectively shuts down a powerful enemy for one activation. Not bad for 5 point, but don't feel pressured to take it. '''Armament Upgrade (x1 Slot)''' ''The '''Darksaber''''' (15 Pts.) From House Vizsla to Maul to Sabine, the Mandalorian Excalibur is a rather powerful sword putting out five black dice in melee with Impact 1 and Pierce 1. She also gains '''Dauntless''' allowing her to take a suppression token for a free move if she's suppressed but not panicked; '''Immunity to Pierce''' when she's in melee. This is an amazing upgrade, that will make her a threat to just about any unit in the game. Even saber users will have trouble dislodging her! Not completely necessary, though. Whether you take it is dependent on what your list needs or your play style. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 1 Pip: "Explosions!" - [Sabine Wren] - Sabine gains the Arm 2 action, which allows her to drop two bomb tokens within range 1 of her. After she does so, she can make a free Speed-1 move. For the rest of the game, she has Detonate 2, and can cause those bombs to explode any time later in the game after any unit performs an action. The bombs hit all units within range 1 of the bomb token, doing 1 red and 1 white to each affected unit with critical surge and ignoring cover. A decent 1 pip card that allows you to set traps and potentially control enemy movements. The damage isn't spectacular but a red die per attack, with critical surge, means you're almost guaranteed to get at least one hit. Can be useful for thinning out the enemy a little with some careful placement. Combined with saboteur commando teams, the map will easily be peppered with mines. 2 Pip: "Symbol of Rebellion" - [Sabine Wren] - when Sabine activates, she recovers. During her activation, she can place a "graffiti token" on the battlefield. Allows her to get back her shields and any other exhausted cards, plus she can clear out any suppression tokens she may have. The graffiti token is permanent, and allows your units near it to roll an extra die when trying to Rally, while causing enemy units near it to roll one less. Not a bad way to give your troops a slight morale boost while doing the opposite to your foe. Overall decent to have, but replaceable if needed. 3 Pip: "Legacy of Mandalore" - [Sabine Wren and 2 Troopers] - Sabine gains Inspire 1, and each time she issues an order to a Commander, Operative, or Spec Ops unit, she gains 1 Dodge or 1 Aim token. Very nice way of giving Sabine a boost. Don't forget that she's an Operative herself, so it would trigger the free token too. The release of Mandalorian Resistance and Clan Wren make this especially better, given that they're special forces. For Mandalore! </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Sabine is a fast-moving durable nuisance, and when armed with the Darksaber she's on par with any lightsaber-wielding space wizard. Even when not in melee, she can thin enemy units with her blaster pistol, which has one of each die and '''pierce 1'''. She can also fire twice, at different targets, due to '''Gunslinger'''. Thanks to her Mandalorian armor, she's arguably the toughest unit in the Rebel army, since she throws red defensive dice and has built in defensive surge, '''Nimble''', and '''Impervious'''. That's all before you give her a personal energy shield or that she's Immune to Pierce in melee if she's carrying Darksaber. That said, she doesn't have Charge or Relentless, so she'll need to maneuver carefully to get into melee and still be able to swing that Darksaber; speed three somewhat mitigates this though. Dauntless from the Darksaber will also help her maintain her mobility even if she becomes suppressed. Being aggressive is odd for Rebel's, given how flimsy most of our units are, but this is the woman to do it with! </div></div> ====K-2S0==== (70 pts.) Droid Buddy to a Sneaky Spy <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> Comms ''Integrated Comms Antenna'' (3 pts.) is a Droid Trooper-only upgrade. Essentially a reverse of the Commanding Presence upgrade, it allows your unit to be issued an order if it's within range 4 of the commander instead of the normal range 3. This won't be very good, considering K2 will often be near Cassian, anyways. ''Comms Jammer'' (5 pts.) - Prevents enemy units at range 1 from receiving orders. Not a terrible take although if you're in range to actually use it, you're in range to negate K-2's Incognito. Use if you expect to be more aggressive. ''Comms Relay'' (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that "passes" the order doesn't get one. K2 wants orders, so you fully deserve the scoff from him if you take this. ''Emergency Transponder'' (4 pts.) - When you activate, if you were activated with an order token from the order pool, gain 1 aim token, gain 1 dodge token, or remove 1 suppression token. This can be useful for feeding Cassian more tokens, making this a decent upgrade if you have the spare points. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Very useful for times when your Command is limited (like Son of Skywalker) and you really want to get this unit an order. ''Hacked Comms Unit'' (5 pts.) - During the Issue Orders step of the Command Phase, after an enemy unit at range 1 is issued an order, you may issue an order to yourself, if able. This can be nice, as K2 will ideally be slapping a few enemy units around at some point. ''Long-Range Comlink'' (10 pts., reduced to 5 pts. by rules errata) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. A general pass. Armament ''Jyn's SE-14 Blaster'' (10 pts., reduced to 5 pts. if Jyn is in the same list) - range 1-2 with 5 white, '''Pierce 1''' and '''Suppressive'''. Wow. Bear in mind that K-2 has critical surge built in, so this is a pretty solid take, especially if you got aim tokens somehow. ''nudge'' Teamwork: Cassian Andor ''Nudge'' </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> He only has one: 3 Pip: "Sacrifice" - [K-2SO & Cassian Andor] - K-2 gains '''Guardian 4'''. At the end of his activation, select a friendly commander or operative at range 1, kill K-2, and enemy units cannot do ranged attacks against the selected character for the rest of the turn. Does Op Luke have one wound left and you desperately want to keep him from being shot to pieces? Here you go. A late-ish game card that can easily save the game. Thematic! </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> To start, he's got '''Detachment''' with Cassian Andor, so you have to field Cassian to field him, and they have to be deployed near each other. He's got 5 wounds and courage 2, with a 4+ armor save (red, no surge) and '''Armor 1'''. Surprisingly durable. For offense, he's only got a melee attack throwing 4 red dice with critical surge, making him a decent threat, overall. He's a droid trooper, meaning he's got all the fun droid trooper stuff like he can be repaired by a astromech or R2D2, he's immune to poison, he's immune to being suppressed but doesn't get the cover boost from suppression, etc. He has '''Calculate Odds''' like C-3PO, allowing him to give a friendly unit at range 1 an aim, a dodge, and a suppression at the cost of an action. Also, because he's a reprogrammed Imperial droid, he has '''Incognito''', which disallows enemies from attacking him beyond range 1 unless at some point in the game he has attacked or used an objective card action (i.e. he's grabbed an objective somehow). Lastly, he's got '''Teamwork''' with Cassian, so drop Calculate Odds on Cassian and K-2 gets the green tokens too! Sneaky boi synergizes with Pathfinders, and so does this reprogrammed toaster. When combined with 3PO, calculate odds can be amazing for Pathfinders, given that they want all of the tokens involved! His command card also makes it so your troops can complete the mission, even if survive just another turn to do so. Again, he has the durability and firepower to be a decent threat, until then, as well. As a 70 point addition to Cassian, he is definitely worth taking, even without Pathfinders. </div></div>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information