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====Imperial Death Troopers==== Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) <s>but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean.</s> These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire. ''You overstate their fragility. Sure they have one wound each, as most troopers do, but they throw red defense dice with built-in surge. The Rebels and even Stormtroopers would kill for that level of defense.'' Rules wise, they have ''Disciplined 1,'' which automatically removes one Suppression Token when they are issued an order, ''Precise 2,'' rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and ''Ready 1,'' gain 1 Aim Token when you go on Standby. For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice. They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' ''DT-F16'' (22 pts.) - Gain '''Compel''' (see Director Krennic, above), and this model becomes the unit leader. Essentially, if you decide to field a unit of Death Troopers and don't want to field Krennic, but definitely want Compel... here you go. Obviously, not a great choice unless something goofy happens, like you want a full size squad but don't have the 12 extra points for DLT-19D. ''DLT-19D Trooper'' (34 pts.) - Range 1-4, two red dice, one white. '''Impact 1'''. Stacks beautifully with the E-11D Focused Fire Config. Gives the squad some extra punch, and even makes them slightly useful in the event of an enemy tank (although that's not the optimal target). '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. These guys already have pretty decent defense (red dice with surge) so it's not absolutely essential, and "Overwatch" is a better choice. ''Endurance'' (6 pts.) - At the end of your activation, automatically remove 1 suppression. These guys have Courage 2 already, so it's not a huge draw. And if Commander Vader or Emperor Palpatine are in your army, you ''definitely'' don't need this. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Death Troopers have Precise 2, so getting Aim tokens is a good thing- however, don't forget that Death Troopers have "Ready 1" too.... ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. ''You want this'', especially if you plan to take full advantage of Krennic's "Deploy the Garrison!" command card, or even just the "Ready 1" ability Death Troopers have by default. ''Tenacity'' (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (15 pts., dropped to 5 pts. by Rules Errata) - Prevents enemy units at range 1 from receiving orders. Death Troopers generally should not be close enough to use this. Pass. ''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. A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. A decent choice, especially if you did not field Krennic. And if you use a Recover action to flip your Config card, you can ready this card too! ''Long-Range Comlink'' (10 pts.) - You always count as being within range of your commander. Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead. '''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. Death Troopers are a powerful offensive unit who have to carefully plan their actions. You don't want to waste those actions pretending you're General Veers. Hard 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. An easy pass. Two delayed wounds? Death Troops are expensive enough without this. ''Environmental Gear'' (3 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. If you actually plan to do a lot of moving with Death Troopers (but... why?) and are worried about difficult terrain, here you go. ''Grappling Hooks'' (3 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway? ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much. ''Targeting Scopes'' (6 pts.) - Gain '''Precise 1''', which stacks with Death Troopers' existing Precise 2 for Precise 3. Is one more reroll really worth 6 points to you, especially considering how expensive these guys are already? '''Armament Upgrade (x1 Slot)''' ''E-11D Grenade Launcher/Focused Fire Config'' (8 pts.) - This gun is actually ''two'' guns, for the price of one. When you perform a Recover action, you may flip the card from one side to another. ''Focus Fire Config'' - Exhaust to gain range 1-4, Suppressive, one black dice per trooper. There’s basically two ways of using this: sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. ''Grenade Launcher Config:'' exhaust for range 1-2, Blast, one red dice per trooper. The second you hit Range 2 of your target, make sure to switch to this. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades'' (5 pts.) - Range 1 attack with 1 black die, that ignores cover. If only Death Troopers had a gun that was better. Oh wait, they do. ''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die and critical surge. You already have normal surge, and if you're using the grenade launcher config, you're already throwing red dice. Basically lets you throw red dice without having to spend a Recover action. Of the three offensive grenades, these are probably the only ones you should consider, but realistically, your Death Troopers shouldn't be close enough to use them anyway. ''Impact Grenades'' (5 pts.) - Range 1 attack with 1 black die and Impact 1. Basically useful for making tanks disappear, but ideally, your Death Troopers shouldn't be that close to a tank, not to mention that Rebel tanks (the ones you're most likely to face) are mostly Speeders... good luck catching them. ''Smoke Grenades'' (6 pts.) - Spend an action to gain '''Smoke 1''', allowing you to put a smoke token out within range 1 and line of sight of your unit leader. A smoke token gives +1 Cover to all units that are fully within range 1 of it. A little defensive boost but it takes an action to use, and Death Troopers already need to manage their actions carefully. A better option is to give this to a cheaper unit (eg Stormtroopers) and let them give your more valuable Death Troopers that defensive boost. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Death Troopers work best when fielded en masse with Director Krennic. His abilities and command synergize very well with them. Whether or not you take Krennic, these elite troopers should be considered a major part of your offense. They are fairly tough and hit very hard. Their abilities lend themselves towards ambushing with Standby as often as possible and managing their actions carefully- you'll need to Recover fairly often to get the most of their gun configs. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. Besides that, Overwatch is practically a "must have"; if you take multiple units, saving one unit for Krennic's Entourage ability and giving others HQ Uplinks is a decent option. </div></div>
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