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====Imperial Royal Guards==== The [[Custodian_Guard|red robed guardbois]] of the Emperor. You don't have to have Palpatine in your army to field them, but it couldn't hurt. It's a tiny 3 man unit, each with 2 wounds and courage 2, and red defense dice (no surge, offensive or defensive). When shooting they hit pistols for 2 black dice at range 1-2, and in melee they swing Force Pikes for one red and one black. They have Guardian to help keep your valuable commanders alive, and Disciplined 2 to remove two suppression tokens any time they are issued an order. Lastly, they have Charge, making it easier for them to get into melee, where they shine. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' ''Electrostaff Guard'' (25 pts.) - Adds a Royal Guard with... an electrostaff. The electrostaff ''replaces'' his Force Pike, and throws two black dice but also grants Immunity to Pierce in melee. It's the only way to get an extra dood in your tiny squad, but it's pricey. Face it, you're probably gonna have to take this. '''Training Upgrades (x2 Slots)''' ''Duck and Cover'' (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Could be useful to help weather the inevitable firestorm these guys will attract. A pretty good option, and you've got Disciplined to keep their suppression tokens under control. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Since you've got Disciplined, this isn't really a priority, especially if you've got Palpatine to boss these guys around. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. An excellent option, as you're swinging black and red dice- the black dice have a 50% chance of hitting for these guys (unless you get surge somehow), so these rerolls can help maximize damage. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. You want these guys moving into melee as quickly as they can, not sitting around on Standby. You don't want this, unless you're trying to pull some weird crap with Krennic's "Deploy the Garrison". ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. Definitely worth taking, since these guys are melee-oriented and any boost there is welcome. Don't worry, they're bound to attract some enemy shooting. '''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. Again, you don't want to be sitting around pretending these guys are 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. Meh. These guys are so short ranged, it seems difficult to actually get good mileage out of this. ''Environmental Gear'' (3 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. If you're worried about difficult terrain, here you go. ''Grappling Hooks'' (3 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. If you're worried about climbing terrain, here you go. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. Super cheap, and helps your elite melee unit get a little closer to the enemy. Never a bad choice for these guys. ''Targeting Scopes'' (6 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Meh. In melee (your forté), you throw red and black dice. Red dice have a high chance (75% before any possible surges) of hitting anyway; black dice are only 50% (also assuming no surges) but you're not throwing a lot of them. Odds are pretty good you generally won't need more than 2 rerolls. Ultimately it's up to you to decide if the one more reroll is worth those points. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades'' (5 pts.) - Range 1 attack with 1 black die, that ignores cover. Your pistols are essentially double this but without the ignoring cover, and you're probably better off sticking with them. Pass. ''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die with critical surge. A very nasty surprise for an enemy you can't quite reach in melee. Or better yet, toss these boys and then charge for maximum carnage. ''Impact Grenades'' (5 pts.) - Range 1 attack with 1 black die and Impact 1. Useful for killing vehicles. However, there aren't a lot of vehicles in the game yet (as of December 2019), and the ones you'd be facing are Rebel (not counting any Imperial vs. Imperial civil wars). Most Rebel vehicles are speeders so good luck getting close enough to use these. ''Smoke Grenades'' (6 pts.) - Spend an action to gain '''Smoke 1''', which allows you to place a smoke token within range one and line of sight of the squad leader. Smoke tokens grant +1 cover to all units fully within range 1 of them. Not an ideal choice for this unit, as you probably want to be using those actions to move forward. A better option would be to put this on a cheaper unit (Stormtroopers, for example) and have them toss the smoke to cover your valuable Guards. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> These guys are pretty straightforward. Get into melee quickly and chop stuff up. They are especially useful when Palpatine is in your army, as he has the '''Entourage''' rule with them- this allows you to field one unit without factoring their Special Forces rank (so you can field 4 Special Forces units). It also allows Palpatine to always issue an order to one unit of these guys as long as they're within range 1-2 of him. These guys aren't invincible though- they have 2 wounds each and red defense, but they're also a tiny unit (maximum of 4 men per squad) and if they get shot up enough, they'll die just like anyone else. </div></div>
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