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====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>
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