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====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>
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