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==='''Corps'''=== 3-6 Selections The meat, they hold the line and die in the trenches. ====Rebel Troopers==== (40 pts.) They have big rifles and recycle dodges. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' ''MPL-57 Ion Trooper'' (17 pts.) - Adds a Rebel trooper with an ion cannon that fires range 1-3, 2 red dice with '''Ion 1''' and '''Impact 1''', but must exhaust to fire again. A decent way of whittling down enemy tanks while also slowing them down (Ion causes the vehicle to lose an action). It also works on droid units, so these are super attractive when facing Confederacy. Additionally, the Ion rule gets rid of shield points on any units that may have them (primarily Droidekas), effectively piercing through a single point of shielding. ''Z-6 Trooper'' (20 pts.) - Adds a bad ass Rebel carrying a minigun. Fires 6 white dice at range 1-3, giving you the opportunity to roll a lot of dice that are mostly going to miss. Still, when you manage to get 4+ crits from it, it'll be epic. ''SX-21 Trooper'' (15 pts.) - adds an alien Rebel carrying a blunderbuss-style cannon that fires range 1-2, 2 red and 2 white with '''Impact 1'''. You trade some range for some impressive firepower that makes a squad just that little more useful against enemy tanks. It's not terrible, but range 2 hurts a lot for a troop choice that dies to a stiff wind. ''DLT-20A Trooper'' (26 pts.) - adds an alien Rebel carrying a modified version of the standard Stormtrooper machine gun. Fires 2 black and 1 white at range 1-4 with '''Critical 1'''. A range boost and a little extra firepower isn't a bad thing, and Critical 1 helps alleviate the lack of native surge. The go-to heavy option for many competitive lists. '''Personnel Upgrades (x1 Slot)''' ''Rebel Trooper'' (7 pts.) - adds an extra mook to your squad. Nice, It's actually 3 points cheaper than the troops the squad comes with. ''Rebel Officer'' (16 pts.) - adds an old dude to your squad, who becomes your new squad leader. He also increases your squad's Courage by 1, and has Inspire 1. A nice little courage boost for your squad, and can help prevent your squads from panicking. ''Rebel Trooper Captain'' (9 pts.) - adds a captain to your squad. He gives you a Training upgrade slot and acts as your squad's leader. Additionally, you can exhaust him at the start of the unit's activation to render it immune to being Suppressed for that activation at the cost of also not being able to remove suppression tokens. Allows your squad one turn to act normally despite being Suppressed. This is an amazing upgrade for Rebel Troopers, because the training slot can be used for Situational Awareness. Combined with Vigilance, this can make a Rebel Trooper squad very durable in heavy cover. ''Rebel Trooper Specialist'' (8 pts.) - adds a specialist to your squad. He grants the squad an extra Gear upgrade slot, and you can exhaust him to gain either a Dodge or a Surge token. For 4 pts over the cost of a normal Rebel trooper, you're essentially gaining the ability to automatically get a Dodge token at least once per battle without having the rely on Leia, the Officer, or using a Dodge action; It doesn't prohibit you from doing a Dodge action or getting a Dodge from Leia/the Officer, so you could potentially have 3 Dodge tokens if you think your squad's about to get lit up. ''Rebel Comms Technician'' (9 pts.) - adds a mook with a radio to your squad; also forces you to take a Comms upgrade on the squad. If you want to anchor your line with HQ Uplink or another comms upgrade, then here's your chance to do just that. Not recommended, though. ''R5 Astromech Droid'' (8 pts.) - adds a little droid to your squad. It can't fight or be removed as a casualty until only the leader is left, but twice per battle, as a free action, it can repair one hit point or one damage token on a friendly vehicle or droid trooper (K2). If you plan to lean heavily on vehicles, a worthy option. However the short range means it'll be difficult for speeders to benefit. Decent. ''2-1B Medical Droid'' (18 pts.) - adds a healer droid to your squad. It can't fight or be removed as a casualty until only the leader is left, but twice per battle as a free action it can heal a lost wound from a nearby trooper unit. It can heal back a wound on a wounded model or resurrect a lost model from a unit (if it's a multi-wound unit like Wookiees, the model comes back with only 1 wound) but cannot resurrect a fully destroyed unit. This must be done in the same turn the model was slain, however. Considering how fragile your Rebels are, this is a pretty good choice, especially if it can save an expensive character from death. '''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. You can't really go wrong with this one, but it may be wasted on normal Troopers. ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Not bad. ''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. There's really no need for this. ''Environmental Gear'' (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Not bad. ''Grappling Hooks'' (2 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Not bad, with your white dice. ''Portable Scanners'' (6 pts.) - Gain Take Cover 1, which allows you to give a friendly unit at range 1 a single dodge token. This unit wants to be ''given'' dodge tokens, not give them away. This isn't bad if you need a dodge token generator, but there are better units for this purpose. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. Generally a good upgrade. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Not bad, although aim tokens are competing with dodge tokens, here, so kind of situational. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades (3 pts.)'' - Range 1 attack with 1 black die, that ignores cover. You're already throwing black dice with your basic rifles, but this could be useful if you get up close to the enemy and toss one to ensure you ignore enemy cover. ''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die and surge to crit. Very nasty surprise for any enemies who get too close. Useable against armor, too. ''Impact Grenades'' (3 pts.) - Range 1 attack with 1 black die and Impact 1. Great for making enemy tanks disappear, but short range means they'll see it coming, and if your opponent has no tanks, they're wasted since you already shoot black dice. ''Smoke Grenades'' (3 pts.) - A free action which allows the unit to deploy a Smoke Token within range 1 of your unit leader. Smoke tokens give +1 Cover to all units whose leader is within range 1 of them, but also grant that cover to an enemy unit they shoot at. It makes your fragile troops just a nudge more difficult to kill, unless they actually are in heavy cover already. Now that they're a free action, as well, this makes them very good for protecting your important units! ''EMP Droid poppers'' (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains '''Ion 1''' (just one, not one per grenade). If you know you're facing CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your other weapons to ensure it goes off. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Your standard infantry, black dice on attack gives them a 50% chance to hit each. Like almost all Rebels they throw white defense dice with surge, but still only offers a 33% chance to survive a shot, so dodges and cover are mandatory for keeping them alive in a firefight. Compared to stormtroopers, they can shoot straight without an aim token, but melt if caught out of cover. Most likely, you want to run them naked for holding points, with a Z6 for assaults, or the DLT for gunlines. They have '''Nimble''' which allows them to use gain a dodge token if they spend one, this gives them a better chance of surviving an attack from multiple sources. Of course, this means they will want to go into battle with Leia or Luke to provide dodges for them, the latter can only do so from command cards though. The Z6 gives impressive spike damage at the cost of reliability, making it a supporting element to the rest of the squads firepower. The DLT, in comparison, gives the range necessary to trade shots with distant opponents and has more consistent damage, although without a hail Mary of rolling 4 or more hits (for the mathematically inclined the Z6 will do almost exactly the same damage to storm troopers out of cover and slightly more damage to enemies in cover and at slightly lower cost, but the DLT has an easier time hitting due to better range). Naked Squads are also viable, as a cheap 40pt activation for sitting on the objective while Luke does all the killing. Fleet Troopers, however, may fit this role better, due to being the same points cost and having better damage potential. Grenades are generally not recommended on these squads because you don't usually want to be that close to the enemy with a unit that could die to a wet pool noodle. Typically, you'll want to hide behind cover and out of line of sight, so your other units can make a path to the objective. Smoke grenades, however, are the exception. As of the 2021 RRG changes, they're a free action. Spending 3 points to give more durability to your paper thin squads or heroes can be amazing! </div></div> ====Fleet Troopers==== (40 pts.) Dakka troops that excel at locking down areas. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' ''Scatter Gun Trooper'' (23 pts.) - adds a Fleet Trooper carrying a Trandoshan shotgun- 2 red dice at range 1-2 with '''Pierce''' 1. Your basic guns are range two, so this is very nice. Makes a Fleet Trooper squad into a blob of death. ''MPL-57 Barrage Trooper'' (19 pts.) - adds a Fleet Trooper carrying a miniature grenade launcher. It fires 1 black die and 2 white dice with '''Blast''' (Ignore cover) and '''Impact 2''' at range 1-3, but must exhaust to fire. A versatile weapon that can help deal with vehicles but also has its uses against infantry through blast. Being an exhaust weapon, though, instantly hurts this weapon. The Scatter Gun is just an overall better option. This could see use if your opponents are bringing lots of armor. To be extra funny, though, if you take this and an extra fleet trooper, you'll be throwing 12 white dice and 1 black with blast and Impact 2. If they can be given an aim token or two, this can lead to some spicy dice rolls. '''Personnel Upgrades (x1 Slot)''' ''Fleet Trooper'' (7 pts.) - adds an extra mook to the squad. This is somewhat more useful here than it is on troopers or veterans, but still a situational pick. ''Rebel Officer'' (16 pts.) - adds an old dude to your squad, who becomes your new squad leader. He also increases your squad's Courage by 1, and has '''Inspire 1'''. A nice little courage boost for your squad, and can help prevent your squads from panicking. Generally, you may want this guy on your backline troops, though. Not bad. ''Rebel Comms Technician'' (9 pts.) - adds a mook with a radio to your squad; also forces you to take a Comms upgrade on the squad. If you want to anchor your line with HQ Uplink or another comms upgrade, then here's your chance to do just that. Not really needed on Fleets, even though they do want orders. Not exactly bad to take, but there are other areas to spend points. ''R5 Astromech Droid'' (8 pts.) - adds a little droid to your squad. It can't fight or be removed as a casualty until only the leader is left, but twice per battle, as a free action, it can repair one hit point or one damage token on a friendly vehicle. If you plan to lean heavily on vehicles, a worthy option. The short range of this little friend means your aggressive Fleet Troopers can better use this to repair damaged AT-RTs or speeders. Mildly recommended in aggressive RT lists. ''2-1B Medical Droid'' (18 pts.) - adds a healer droid to your squad. It can't fight or be removed as a casualty until only the leader is left, but twice per battle as a free action it can heal a lost wound from a nearby trooper squad. It can heal back a wound on a wounded model or resurrect a lost model from a unit (if it's a multi-wound unit like Wookiees, the model comes back with only 1 wound) but cannot resurrect a fully destroyed unit. It must be done during the same round that model died or took a wound, though. This one's very dependent on which Commander(s) or Operative(s) you've taken, because backline commanders, like Leia, won't benefit from this very much. '''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. You can't really go wrong with this one, especially on Fleet Troopers. ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Fleet Troopers really don't need this. ''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. Nice, but not at all necessary. ''Environmental Gear'' (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. You want them to be aggressive, so this isn't too bad. ''Grappling Hooks'' (2 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Again, you want them to be aggressive, so not bad, either. ''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Generally good. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. '''Ready''' gives you a aim token when you go on standby and you have a lot of white dice to reroll. You get a free aim token when doing a standby action with Fleet Troopers, so this is pretty good if you have the spare points. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades (3 pts.)'' - Range 1 attack with 1 black die, that ignores cover. Short range attack on an already short range unit, although you're only throwing white dice on your normal attacks. Not a terrible choice if cover is a problem; if it's not, fragmentation grenades are superior. ''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die and surge to crit. Very nasty surprise for any enemies who get too close. ''Impact Grenades'' (3 pts.) - Range 1 attack with 1 black die and Impact 1. Great for making enemy tanks disappear. ''Smoke Grenades'' (3 pts.) - Spend an action to deploy a Smoke Token within range 1 of your unit leader. Smoke tokens give +1 Cover to all units whose leader is within range 1 of them, but also grant that cover to an enemy unit they shoot at. It makes your fragile troops just a nudge more difficult to kill. Great on an aggressive unit like these boys. ''EMP Droid poppers'' (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains '''Ion 1''' (just one, not one per grenade). If you know you're facing CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your other weapons to maximize it's potential. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> For the same price as the basic Troopers, you get one of the odder entries in terms of basic troopers. Each trooper throws around two white dice each, but only to range two. The have '''Ready 1''' Giving you an aim token when you go on standby, this is situational at best as rebels cannot reliably produce standby tokens. They are highly effective on tight maps where they can get in close or make the enemy do the same. In more open maps, they can have trouble getting in to range and end up losing their standby to suppression far more easily. Compared to Rebel Troopers, who have cardboard for armor, the fleet troopers have wet paper as they lack nimble to preserve dodges. However, they are close combat specialists, throwing out 8 white dice with surge to hit on a naked squad with potentially 10 white dice, 2 red dice, and '''pierce 1''' for good measure with the shotgun and a fifth trooper. Laugh maniacally as you ask to borrow your opponents dice. Even deathtroopers can't withstand firepower of this magnitude, causing about 3 casualties on average with each round of shooting to them. They are much more specialized than the standard rebel trooper, you will want to keep them as a mobile reserve for reversing enemy breakthroughs or using them near line-of-sight blocking terrain as area denial. Never get into a gunline battle with them as they lack the range to push back even a basic stormtrooper squad in the open. They should be used alongside other High priority close combat units like Luke or Wookie Warriors for threat saturation, hedging your offensive bets on multiple units instead of just one. The upcoming A-A5 speeder truck may give them new lease on life, by giving them access to a transport that can get them to within range 2 consistently </div></div> ====Rebel Veterans==== (48 pts.) Rebel troopers who've been in a few battles, so they've learned a thing or two. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' CM-0/93 Trooper (26 pts.) - adds a heavy cannon that throws 4 white dice at range 1-4 (Thank the errata!), and adds Critical 2 to the attack. It's a longer range Z-6. Nice boost in firepower to a squad with already good firepower. A bit costly, though. '''Personnel Upgrades (x1 Slot)''' ''Rebel Veteran'' (9 pts.) - adds an extra mook to your squad. ''Rebel Officer'' (19 pts.) - adds an old dude to your squad, who becomes your new squad leader. He also increases your squad's Courage by 1, and has Inspire 1. A nice little courage boost for your squad, and can help prevent your squads from panicking. Not bad, but a better option exists for Veterans. ''Let's also just ignore the fact that Vets should be courage 2, native.'' ''Rebel Comms Technician'' (9 pts.) - adds a mook with a radio to your squad; also forces you to take a Comms upgrade on the squad. Unit orders are tight for Rebels, and Veterans want an order for their Coordinate rule. A comms technician with an HQ Uplink can provide a massive boost in flexibility to any list with these troops. Recommended. ''R5 Astromech Droid'' (8 pts.) - adds a little droid to your squad. It can't fight or be removed as a casualty until only the leader is left, but twice per battle, as a free action, it can repair one hit point or one damage token on a friendly vehicle. If you plan to lean heavily on vehicles, a worthy option. However the short range means it'll be difficult for speeders to benefit. This would be nice to use, instead of the comms technician, for Laser AT-RTs. This can be done far better with a normal Trooper squad, though. ''2-1B Medical Droid'' (18 pts.) - adds a healer droid to your squad. It can't fight or be removed as a casualty until only the leader is left, but twice per battle as a free action it can heal a lost wound from a nearby trooper squad. It can heal back a wound on a wounded model or resurrect a lost model from a unit (if it's a multi-wound unit like Wookiees, the model comes back with only 1 wound) but cannot resurrect a fully destroyed unit. Minis can only be revived in the same round they were defeated. Considering how fragile your Rebels are, this is a pretty good choice, especially if it can save an expensive character from death. The comms technician provides more synergy, though. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (2 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. With only courage 1, you don't really want suppression. ''Again, why don't Veterans have courage 2!?'' ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Nice, considering suppression may be an issue. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Not bad, considering the damage Veterans can do. ''Into the Fray'' (4 pts.) - When an enemy unit at range 1 activates, you may gain 1 surge token. Rebel Vets should never be within range 1 of the enemy unless they're trying to control an objective, and they already surge, as it stands. Don't bother. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Situationally useful. ''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 squad doesn't have guardian unless there's a specific command upgrade card in play, so don't bother. Even if that card is in play, don't. There are better options. ''Tenacity'' (6 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. If you're in melee with these boys, then you either did something wrong or they're dead. ''Offensive Push'' (6 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. Rebel Veterans are more defensive based, but this can allow you to be a more mobile threat, if you want to spend the points! ''Situational Awareness'' (4 pts.) - You gain '''Outmaneuver''', meaning you may spend dodge tokens to cancel crits. Vets, due to the Defend keyword, can make good use out of this. Worth looking at, as crits are a danger to Vets relying on cover and dodges. ''Up Close and Personal'' (8 pts.) - After you perform a ranged attack at range 1-2, gain 1 dodge token. In theory, this is great. In practice, Vets won't get much use out of it, and are better off with other upgrades. If you want a range 2 unit, just use Fleets. '''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. Pretty good, especially if the squad got an order for that free dodge token. Can be useful. ''Emergency Stims'' (10 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. Not generally recommended. ''Environmental Gear'' (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Not bad, although Veterans don't really want to push up too much to get use out of their coordinate rule. ''Grappling Hooks'' (2 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Not bad, but not recommended for the same reason Environmental Gear isn't. ''Portable Scanner'' (6 pts.) - Gain Take Cover 1. This isn't worth it, really, on this unit. Action economy matters a lot for Rebel Corp units. There's almost no reason you shouldn't be moving, shooting, or committing to other, more important, actions. ''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Generally nice. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Useful, but aims will usually be difficult to get. ''Prepared Supplies'' (5 pts) - Cache: Dodge 1 (during setup, place 1 dodge token on this card. You can spend tokens on this card). This is a singular free dodge token that you can use at any point throughout a match. As far as upgrades go, this is the safest. It's not amazing, it's not horrible. ''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. Veterans, however, don't want to be too aggressive. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades (3 pts.)'' - Range 1 attack with 1 black die, that ignores cover. You already chuck black dice when attacking, so this is of limited use, unless you're super worried about cover. ''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die and surge to crit. Very nasty surprise for any enemies who get too close. ''Impact Grenades'' (3 pts.) - Range 1 attack with 1 black die and Impact 1. Great for making enemy tanks disappear, but short range means they'll see it coming. ''Smoke Grenades'' (3 pts.) - Spend an action to deploy a Smoke Token within range 1 of your unit leader. Smoke tokens give +1 Cover to all units whose leader is within range 1 of them, but also grant that cover to an enemy unit they shoot at. It makes your fragile troops just a nudge more difficult to kill (unless they actually are in heavy cover already). ''EMP Droid poppers'' (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains '''Ion 1''' (just one, not one per grenade). If you know you're facing CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your other weapons to do so. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> These guys are a lot like the basic Rebel troopers with some tweaks. The most notable change is that they lose the '''Nimble''' ability that the Rebel troopers have; instead, they have '''Defend 1''', which grants them one free Dodge token when they are issued an order. Nimble is a tough thing to lose, as the Veterans are otherwise no better at defense than Rebel troopers (1 wound each with white defense dice and surge). They still throw black dice at range 3 when shooting but pick up normal surge, making them slightly better at that, hitting 63% of the time compared to 50%. Their only heavy weapon adds 4 white dice with '''critical 2''' (convert up to 2 surges into crits), with a heavy weapon they are landing about 1 more wound per round of shooting compared to rebel troopers with a Z-6. These guys already have regular surge, so it's just giving you a chance to ignore dodge/cover on some surges. They also gain a Training upgrade slot, allowing you to take valuable upgrades like Duck and Cover or Endurance to try to keep them in the fight, or Hunter to give them a slight offensive bump. Lastly, for each of these units you field, you're allowed to field one of the Mark II Medium Blasters. Veterans have the Coordinate rule with Emplacement troopers. The Comms Technician is very useful on Veterans because they want orders, and Rebels often have trouble rationing them out. Their better at shooting than normal Troopers, with some anti-tank/cover potential with their heavy option. Their rules also encourage a very defensive playstyle, with one of their keywords literally being Defend. '''Coordinate: Emplacement Trooper''' means you'll want to be within range of an FD turret or Mark II Medium Blaster, as well, so they really don't want to be aggressive. They cost more than a rebel trooper squad, with an equal amount of offense per point but worse defense per point. Where they make the point increase back is firing into heavy cover with their Critical 2 heavy weapon and coordinate keyword for emplaced weapons. The Errata has been kind to the vets, so now they do different things from the trooper. </div></div> ====Mark II Medium Blaster Trooper==== (38 pts.) It's a veteran Rebel equipped with a miniaturized version of the Empire's E-Web blaster. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (5 pts., dropped to 5 pts. by Rules Errata) - Prevents enemy units at range 1 from receiving orders. This unit should never be close enough to use this. <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. Thanks to the Coordinate shenanigans, you could potentially use this to pass on orders to units you couldn't otherwise give an order token to, like a vehicle when the Command Card only allows troopers. But... you also need a face up order on this unit to use this unit's Fire Support, so... meh.</s> The 1.6 version of the Rules Reference Guide has errata'ed this to be "Non-Emplacement Trooper only". ''Emergency Transponder'' (4 pts.) - When you activate, if you were activated with an order token from the order pool, gain 1 aim token, gain 1 dodge token, or remove 1 suppression token. This unit loves to provide fire support or shoot normally. The dodge can help keep it alive while it gets into position, the aim allows it to shoot decently well if this isn't the case, and the ability to remove a suppression can help maintain action economy. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Not a bad choice; it ensures you'll get an order token on the unit at least once when you really want it, especially if your Veterans aren't near it to Coordinate. Here lies the problem, though. If your Veterans aren't close enough to coordinate to the Mark II, then you're doing something wrong. ''Hacked Comms Unit'' (5 pts.) - During the Issue Orders step of the Command Phase, after an enemy unit at range 1 is issued an order, you may issue an order to yourself, if able. As mentioned, Rebel Veterans won't want to be this close to the enemy. Hard pass. ''Long-Range Comlink'' (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. Could be useful if you're using the Disarray or Rapid Reinforcements battle cards, but really, making use of the Veterans' Coordinate is probably a better option. ''Linked Targeting Array'' (5 pts.) - You gain '''Target 1''' (when issued an order, gain an Aim Token). Can't go wrong with Aim tokens, especially if you're not planning on using Fire Support. Even better if you do. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> You can field one of these per unit of Rebel Veterans that you also field. They also have to deploy near each other, which you want anyway because the Coordinate rule allows your Veterans to issue an order to one of these units when they are issued an order themselves. Interestingly, the Rules Reference states that the unit with the Detachment rule- the Medium Blaster in this case- doesn't have to deploy in the deployment zone, meaning with some clever positioning you could effectively get a free Scout-1 move out of it. This may be an oversight, though, so maybe don't try this. It throws four black dice at range 1-3 with '''Critical 2'''; it already has normal surge built in. It also has '''Fire Support''', meaning if it's got a face up order token and is within range/LOS of the target, it can add its dice and Critical 2 to another friendly unit's shooting pool. So it can give your nearby squads some heavy punch when you really need it. This can be a critical part of your gunline; This is why you want to make sure you're using Coordinate to keep it ready to fire. It also has '''Sentinel''' for the boost on Standby range, as most gun emplacements do. Don't forget that you can use Standby to get around the gun's '''Cumbersome''' rule! You are generally going to want to field it naked, or maybe with a Linked Targeting Array if relying on standby actions. You can then get an aim token along with a dodge token, with the array, to both make their shooting more potent and to also make a flimsy unit slightly more durable. When it does have to make a move, remember that it can make one free 360ΒΊ pivot before or after each movement it makes (due to Reposition and Full Pivot). Remember that you can't use it's upgrades during fire support. It's still a fairly fragile Rebel unit- 4 wounds, 2 Courage, and white dice with surge on defense. Make sure to maximize Cover as much as possible to keep it alive. But if you can do this, it is the definition of a glass cannon, hitting harder than a naked squad of rebel troopers. </div></div>
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