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===Corps=== 3-6 Selections The meat, they hold the line and die in the trenches. ====Shore Troopers==== Beach party crasheres. Our "Veterans" choice. Black dice for close combat, their ''E-22 Blaster Rifle'' offer one black dice at range 1-3. They have a red defense dice, one wound each, and one point of courage. Rules-wise, their '''Coordinate: Emplacement Troopers''' rule allows them to issue an order to an ''Emplacement Trooper'' at range 1 after they are issued an order, and '''Target 1''' gives them an aim token after they are issued an order. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' ''T-21B Trooper'' (32 pts.) - ''"21B, homie, you can't afford this."'' Adds a trooper with a range 1-4 gun. It does 2 black, and 2 white dice with '''Critical 1'''. At 32 points, this is pretty pricey, but still powerful. If you're taking this, be sure to spend that Aim Token. '''Personnel Upgrades (x1 Slot)''' ''FX-9 Medical Droid'' (19 pts.) - Adds an (evil) medical droid that as a free action twice per game, can either heal a model of a lost wound or poison token, or restore a model to a unit (if the unit has multiple wounds, like Royal Guard, the model only has a single wound). The range is 1. Otherwise, the droid can't fight in any way, and cannot be removed as a casualty unless only the unit leader is left. Useful mainly to keep your powerful Commanders and Operatives alive, especially Palpatine after he uses "And now... you will die." ''R4 Astromech Droid'' (9 pts.) - Adds an (evil) astromech that functions exactly like the Medical Droid, except that it heals vehicles of wounds, ion tokens, or damage tokens (eg "weapon destroyed). It's fairly cheap and can keep your lovely AT-ST in the fight. Obviously it's useless if you have no vehicles. ''Imperial Comms Technician'' (10 pts.) - Adds a guy with a <S>cool</S> big helmet that gives you a Comms Upgrade slot. If you want a ''HQ Uplink'' to guarantee you get that order, sure. ''Imperial Officer'' (20 pts.) - Increases your courage by 1 (to 2), and gives you '''Inspire 1''' (remove a suppression token from one unit at range 1-2). Probably not worth the points for what you get, although she can make your gunline a bit more resilient. If you're fielding Vader as a Commander, pretty much totally worthless. ''Shoretrooper'' (13 pts.) - It's another Shoretrooper. How exciting! '''Training Upgrades (x1 Slot)''' Duck and Cover (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. It's of limited usefulness due to low Courage. Endurance (6 pts.) - At the end of your activation, remove 1 Suppression for free. Your guys won't really be attracting enough fire to justify this, but you could do worse. Especially useful if facing an enemy who throws out a lot of suppression tokens (Dooku oriented Clankers, for example). Hunter (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Considering we lack surges, this could be helpful. Overwatch (4 pts.) - Gain Sentinel, making your standby range 1-3. You can get value out of this. Unlike Stormtroopers, you actually have a gun that can do some damage. Stick 'em on Standby and let the enemy come to you. Tenacity (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. Sorry, why are your Shoretroopers in close 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. This is one of your army's better shooting units, and if for some reason you're not getting the free Aim token from Target 1, then you'll probably want them to be doing Aim actions of their own. 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. Lets a unit (hopefully) survive to shoot one more time. No, just no. ''Environmental Gear'' (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Can be handy, but if you plan on standing back and shooting, give this a skip. ''Grappling Hooks'' (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. If you plan on going to a climb, you'll want these. Since you'll probably want these guys in a gunline, it's probably a pass. ''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Again, if you want to move and shoot, give them a go. If you want to hang back and shoot, give it a miss. ''Targeting Scopes'' (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token. Shoretroopers don't have surge but do have easy access to Aim tokens, so this is a solid option. '''Grenades Upgrades (x1 Slot)''' ''Concussion Grenades'' (5 pts.) - Range 1 attack with 1 black die, that ignores cover. Shoretroopers already throw black dice, so you're essentially paying extra just for ignoring cover up close. If you think that's worth the 5 points, go for it. ''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die with critical surge. Can be a nasty surprise for enemy units that get too close. ''Impact Grenades'' (5 pts.) - Range 1 attack with 1 black die and Impact 1. This is how you make enemy tanks disappear. However, it's very short ranged on a unit that you probably should have shooting from distance; and as of writing (December 2019), only the Rebels really have any vehicles worth worrying about- and they're speeders, so good luck getting close enough to actually use grenades on them. ''Smoke Grenades'' (6 pts.) - Use an action to gain Smoke 1, allowing you to place a smoke token within range 1 and line of sight of your unit leader. The smoke token grants +1 Cover to all friendly units fully within range 1 of it. Can be useful to get a little extra cover for your advancing battle line. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> '''Synergy Intensifies''' You like shelling your opponent to hell? So do these guys! A match made in heaven. To begin, these boys love hanging at the back lines. The ''T-21B'' gives you Range 4, and the ''DF-90 Mortar Troopers'' will help you through their '''Fire Support''' rule. Now, importantly, your '''Coordinate''' rule is not limited to the DF-90, but rather, emplacement troopers. So yes, you can throw a free order to an E-Web. While lacking ''Fire Support'', E-Webs carry a lot of firepower, and lack the Mortar's minimum range. For upgrades, ''Overwatch'' and ''Targeting Scopes'' deserve the most consideration. With your E-22's giving black dice at range 1-3, you can pile on some hurt with a sneaky shooting attack, and you lack surges of any kind, so ''Targeting Scopes'' will assist with making the most of your free aim token. </div></div> =====DF-90 Mortar Trooper===== Boom boom. For every Shoretrooper unit you take, you can take one of these. They're a separate unit, but have to deploy close to each other. The Mortar Unit has the ''Fire Support'' rule, allowing you to contribute your attack action to the attack of a friendly unit, provided you have a faceup Order Token (Limit 1 Fire Support Per Pool). Doing so counts as your activation. You can pivot up to 360 degrees, which thanks to the ''Reposition'' rule is free either before or after you make a standard move. They also have ''Sentinel'', giving them a standby range of 1-3. For weapons, you punch with a black dice, have an E-22 Blaster Rifle, black dice Range 1-3, and of course, a DF-90 Mortar. Ooh wee, Range 3-4, three white dice, ''Critical 1'', ''Cumbersome'', ''Suppressive'', ''Fixed: Front''. You move with speed 1, have 3 wounds, 2 courage, and red dice for defense. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (15 pts.) - Prevents enemy units at range 1 from receiving orders. You are Range 3-4. Why are there units within Range 1 of you, again? <s>''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. Might actually be worth. Once your opponent comes within Range 2, bounce your free order over to another unit within Range 1-2 of yourself. It's situational, but not without merit. See the "''Synergy Intensifies''" comment in the Tactics section, below.</s> (The 1.6 version of the Rules Reference Guide has errata'ed the Comms Relay to "non-emplacement troopers only") ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. So, you could issue an order to yourself... or get a free order from your Shoretroopers... yeah, tough sell. ''Long-Range Comlink'' (10 pts.) - You always count as being within range of your commander. I mean, if your Shoretroopers move away from you, but again, why? </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> '''Make sure you are close to your Shoretroopers''" No, seriously, '''Make sure you are close to your Shoretroopers!''' They throw you a free order when they get an order, and you can use ''Fire Support'' to merge your awesome rules, with their awesome firepower. I mean, I suppose you could fire the Mortar by its lonesome... But don't. For upgrades, run 'em naked. Save your points. Yes this a separate unit, feel free to use them to fill out your troops slots if you are focusing your points elsewhere. <s>'''Synergy Intensifies:''' an increasingly popular tactic is to take a gunline of 3 Shore squads plus 3 Mortars; give each of the Mortars the "Comms Relay" upgrade. That way, you can do a daisy-chain where one of the Shore squads gets an order. They give a free order to a mortar using ''Coordinate''. Then the mortar uses the relay to give its order to the next Shore squad, who then gives a free order to the next mortar, and so on until the final mortar either keeps the order or passes it onto another unit. Combined with the Shore squads' ''Target 1'' ability, you now have 3 Shore squads each with a face up order ''and'' an Aim token, plus one more face up order either on a mortar or another unrelated unit, all the the cost of one order. It's not cheap though- each Shore squad (with T-21B and extra dood) plus Mortar with Relay cost 138 points (using the errata points values) before any other upgrades.</s> The 1.6 version of the rules have errata'ed the Comms Relay to be "Non-Emplacement Trooper only", meaning this tactic is now dead in the water. Move along, move along... </div></div> ====Snowtroopers==== Snowtroopers are just a tad more expensive while losing Precise 1 for '''Steady''', giving them a free ranged attack action after completing a move action. This frees up an action to get an aim, dodge, or a second move action (remember they only get one attack action per activation, free or not) depending on the situation. Rush them up the board with a flamethrower and laugh maniacally as you're throwing as many as a half-dozen black dice when lighting up enemy infantry units, while getting Ignore Cover for all attack dice. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' ''Flametrooper'' (20 pts.) - Burn, baby, burn. Adds a trooper with... you guessed it, a flamethrower. The attack is only range 1, but does 1 black die for each mini in the unit you attack, and ignores cover, too. ''T-7 Ion Snowtrooper'' (34 pts.) - Adds a trooper with an ion gun. This one has a range of 1-2, 1 <span style='color:blue>black</span> and 2 <span style='color:grey> white </span> dice, and '''Impact 1''' and '''Ion 1'''. If the target is a vehicle or a unit of droid troopers, they gain an ion token, each of which causes the unit to lose an action. If both actions are lost, the vehicle/droids can still use free actions. Additionally, ion attacks nuke shielding on the few units that have it, even if they're not droids (looking at you, Sabine Wren). If you're facing Separatists and especially if they fielded a lot of droidekas, or traitors, you probably want this. Otherwise, it's of limited usefulness. The Republic doesn't have vehicles (except the speeder no one uses) or shielding (yet), and Rebel vehicles tend to be speeders, so your short-ranged ion gun will struggle to catch up with them. '''Personnel Upgrades (x1 Slot)''' ''FX-9 Medical Droid'' (19 pts.) - Adds an (evil) medical droid that as a free action twice per game, can either heal a model of a lost wound or poison token, or restore a model to a unit (if the unit has multiple wounds, like Royal Guard, the model only has a single wound). The range is 1. Otherwise, the droid can't fight in any way, and cannot be removed as a casualty unless only the unit leader is left. Useful mainly to keep your powerful Commanders and Operatives alive, especially Palpatine after he uses "And now... you will die." ''R4 Astromech Droid'' (9 pts.) - Adds an (evil) astromech that functions exactly like the Medical Droid, except that it heals vehicles of wounds, ion tokens, or damage tokens (eg "weapon destroyed). It's fairly cheap and can keep your lovely AT-ST in the fight. Obviously it's useless if you have no vehicles. ''Imperial Comms Technician'' (10 pts.) - Adds a guy with a cool big helmet that gives you a Comms Upgrade slot. It's ok if you desperately want an HQ Uplink on these guys. ''Imperial Officer'' (20 pts.) - Increases your courage by 1, and gives you '''Inspire 1''' (remove a suppression token from another unit at range 1-2). Useless if Commander Vader is nearby, otherwise, if you want a slight morale boost, go for it. ''Snowtrooper'' (12 pts.) - Adds another snowtrooper mini. Oh, joy. '''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. Meh. Your guys are slow and you probably want to advance and take advantage of their Steady rule, not hang back and spend actions pretending they're General 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. Your movement speed is already 1, so difficult terrain doesn't really affect you. ''Grappling Hooks'' (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. If you usually play on tables with lots of levels, go for it. ''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. You're slow. This gives you a free move, putting you one notch closer to the enemy. And it's super cheap. Not a bad option. ''Targeting Scopes'' (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token. If you're getting Aim Tokens from Veers or an Officer, it's probably worth it- you're suddenly as accurate as normal stormtroopers. But your guys are slow and you probably don't want to slow them down further by making them take Aim actions. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades'' (5 pts.) - Range 1 attack with 1 black die, that ignores cover. Not a bad option considering your normal shooting attack is a piddly white die. But take a look at the next option... ''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die with critical surge. Your normal shooting attack is a piddly white die. Suddenly your six man unit of snowtroopers is throwing 5 red dice plus whatever heavy weapon you gave them (flamethrower seems nice, since it means ignoring cover...), with critical surge on everything! The only downside is the super short range- but you have Steady and can throw after a double move. Definitely worth considering! Auto include if you are taking the flamethrower. ''Impact Grenades'' (5 pts.) - Range 1 attack with 1 black die and Impact 1. Good for making enemy vehicles disappear. However, the range is super short, and your guys are slow (Steady helps here). Additionally, as of writing (December 2019), only the Rebels really have any vehicles to worry about- and they tend to be speeders. So you can't really catch them with your slow guys tossing short ranged grenades. ''Smoke Grenades'' (6 pts.) - Spend an action to gain Smoke 1, which allows you to drop a smoke token within range 1 and line of sight of the squad leader. Smoke tokens give a +1 Cover bonus to any unit that is fully within range 1 of it. If you're fine with a slower advance, this could be useful for giving cover- one suppression token plus this means you're suddenly in heavy cover even if you're standing in an open field. If you plan to double move and Steady fire, you may want to skip this (or put it on a faster moving unit). </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> *'''Important thing to note:''' Snowtroopers have the slowest movement speed in the game, this can cause some issues with positioning, keep that in mind. This does have the benefit of making them immune to difficult terrain saving you points on environmental gear. Additionally, they can double move each turn and use Steady to still fire, although throwing white dice and having short ranged heavy weapons will limit the results you get from this. </div></div> ====Stormtroopers==== The bread and butter of the Empire, stormtroopers have an advantage in armor (4+) over their Rebel counterparts (generally 5+ or worse), but their shooting skills are shit in exchange, with only a white die in ranged combat. To compensate, they have Precise 1, so maximize on this by having them get aim tokens as often as possible, such as with Veers' Spotter ability. They can take one upgrade each of Gear, Grenades, Heavy Weapons, and Personnel; like 40k's Tactical Marines, kit them out for their desired role, such as grappling hooks and concussion grenades for if you want to rush them into close combat to take objectives, or targeting scopes and heavy weapons if you want them to sit in the backfield shooting. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' ''DLT-19 Stormtrooper'' (24 pts.) - Adds a trooper with a range 1-4 gun that does 2 red dice, and has '''Impact 1'''. At a minimum, you should always take this- if gives your troopers some much needed punch since their standard white dice are awful. ''HH-12 Stormtrooper'' (34 pts.) - Adds a trooper with a rocket launcher. Exhaust this weapon to make a range 2-4 attack, and deal 3 black dice for damage with '''Impact 3'''. Along with having to exhaust it (meaning you have to spend an action on Recover to use it again- not as big of a deal if you've got Veers though), a big drawback is '''Cumbersome''', meaning the unit it's attached to can't move during the same activation you shoot this. Stupid good against armor, though. ''T-21 Stormtrooper'' (27 pts.)- adds a trooper with a range 1-3 gun that throws 4 white dice with ''Critical 2''. It almost doubles the dice your squad is throwing, and gives critical surge on up to two of the surges you may roll (bearing in mind that you already have normal surge built-in on Stormtroopers). Not a great choice unless you just really like throwing a lot of white dice or really want critical surge. ''RT-97C Stormtrooper'' (26 pts.) - adds a trooper with a range 1-4 gun that throws 1 red and 3 white dice. It's got less accuracy than the DLT but a higher ceiling and higher average damage. No impact means it's less reliable against light armor, but it will get more hits through targets in heavy cover. A decent side-grade to the DLT and arguably your overall choice '''Personnel Upgrades (x1 Slot)''' FX-9 Medical Droid (19 pts.) - Adds an (evil) medical droid that as a free action twice per game, can either heal a model of a lost wound or poison token, or restore a model to a unit (if the unit has multiple wounds, like Royal Guard, the model only has a single wound). The range is 1. Otherwise, the droid can't fight in any way, and cannot be removed as a casualty unless only the unit leader is left. Useful mainly to keep your powerful Commanders and Operatives alive, especially Palpatine after he uses "And now... you will die." R4 Astromech Droid (9 pts.) - Adds an (evil) astromech that functions exactly like the Medical Droid, except that it heals vehicles of wounds, ion tokens, or damage tokens (eg "weapon destroyed). It's fairly cheap and can keep your lovely AT-ST in the fight. Obviously it's useless if you have no vehicles. ''Imperial Comms Technician'' (10 pts.) - Adds a guy with a cool big helmet that gives you a Comms Upgrade slot. If you're desperate for an HQ Uplink on these guys, here's your chance. Otherwise, meh. ''Imperial Officer'' (20 pts.) - Adds a new squad leader to your unit who increases your courage by 1, and gives you '''Inspire 1''' (remove a suppression token from another unit at range 1-2). Gives your doods a nice morale boost. ''Stormtrooper'' (11 pts.) - Adds another stormtrooper. ''Stormtrooper Captain'' (15 pts.) - adds a stormtrooper captain. He becomes your squad's leader and adds a Training upgrade slot to the unit. Additionally, you can exhaust him to make your unit immune to being suppressed (but they can still panic) for the activation, at the cost of not being able to remove suppression tokens during that activation. He essentially lets your stormies stay in the fight for one extra turn. Either way, being able to take an upgrade like ''Hunter'' can be handy, since your Stormies rely pretty heavily on Aim tokens. ''Stormtrooper Specialist'' (15 pts.) - adds a stormtrooper specialist. He gives your squad an extra Gear upgrade slot, and you can exhaust him to gain 1 Aim or 1 Surge token. The extra Gear slot is meh, but for four points over a normal trooper you're gaining the ability to get an Aim token without having to rely on Veers or taking an Aim action. The specialist is especially useful in a squad with the HH-12 because you can use him for Aim tokens, and when you do a recover to ready the HH-12, you ready him too... just watch out for suppression! '''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. If you've got one squad that can't afford a heavy weapon, this can turn the squad into a token farm for your other units. Especially useful if Veers or the generic Officer aren't your commander(s). But generally it's probably gonna be a 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. Lets a unit (hopefully) survive to shoot one more time. Meh. This is more valuable on more expensive units that you would probably rather keep alive for one more activation, like Royal Guard or Death Troopers. ''Environmental Gear'' (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. If you know there's going to be lots of difficult terrain, here's your remedy. ''Grappling Hooks'' (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. If you know there's going to be a lot of terrain to climb, here's your remedy. ''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Super cheap and gets you slightly closer to the enemy, or into cover that was just out of your deployment zone. ''Targeting Scopes'' (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token. You already have Precise 1, which stacks for a total of four rerolls per Aim token. But you're still rolling mostly white dice with these guys and still probably going to miss. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades'' (5 pts.) - Range 1 attack with 1 black die, that ignores cover. Short ranged but gives you black dice, which is an improvement over your normal white dice. Worth a look, but then again, check out the next type of grenade... ''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die and surge to critical. A significant upgrade over the white dice your stormies normally toss. If you've got a DLT-19, you can even use them against a vehicle in a pinch. A very attractive upgrade. ''Impact Grenades'' (5 pts.) - Range 1 attack with 1 black die and Impact 1. Great if you know you're facing vehicles. But the problem is that they're short ranged and only the Rebels really have any vehicles at the time of writing (December 2019)- and Rebel vehicles are mostly speeders, which will be difficult to catch (or in the case of the T-47, they're immune to range-1 weapons like these). ''Smoke Grenades'' (6 pts.) - Use an action to gain "Smoke 1" for the activation; Smoke allows you to drop a smoke token anywhere within range 1 of the unit leader and within his line of sight. Smoke tokens give +1 Cover to all trooper units whose unit leader is within range 1 of them; enemy trooper units shot by those units also get the bonus. Can be useful if you're using a token farm unit (see electrobinoculars, above), but otherwise, you may be better off with Frags or Concussions. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> It really can't be understated how shit stormtrooper shooting is. White dice are just awful even with surge, giving each stormtrooper only about a 38% chance of hitting. Even with the rerolls from Aim tokens/Precise, you're still probably not going to hit, and unlike the B1 Droids, you don't have the numbers to make up for it. It's important to give the squad a heavy weapon as often as possible, so at the very least, you're dropping suppression tokens on the target. *'''Imperial Officers:''' These guys can definitely be worth attaching to the squad with useful abilities to keep your men in the fight. Inspire will allow you to remove suppression from nearby units, and the courage boost will make it so you don't get suppressed quite so easily.. **'''Alternative take:''' HH-12 Rocket Launchers can sometimes not be worth it for stormtroopers, as you are unable to move and fire it, and you have to spend an action on Recover (or use Veers's 3 pip command) to fire it again. This can be a huge pain in certain game types, not totally useless by any means but definitely something to keep it. The DLT-9 is versatile in that you can still move and fire, you don't have to exhaust/ready it, it gives you good punch (2 red) and it still has Impact so the squad can still potentially do some damage to vehicles. Don't underestimate that little MG-34 clone! </div></div>
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