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====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>
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