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====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>
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