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====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>
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