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====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>
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