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====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>
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