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====Wookie Warriors (Freedom Fighters)==== (69 pts.) Do you like tearing arms off things? So do these guys! it's a squad of Chewbaccas. This is the melee variant now that the new box is out. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' ''Bowcaster Wookiee'' (31 pts.) - gives you an extra wookiee carrying a weaker version of Chewbacca's bowcaster. It fires one red and white die at range 1-3, with Impact 1 and Pierce 1. Gives your squad a little ranged punch and can even ping a wound on enemy armor, as well. With it's dice and '''Peirce 1''' the best use of it its to put a wound on a target so you can trigger hunter when you make it to melee. Even the threat of letting Wookies catch a wounded character, is enough to force a more defensive play style. ''Battle Shield Wookiee'' (26 pts.) - Adds a Wookiee with a big combat shield into the unit. The card has two sides to it, Defensive and Offensive. The Defensive side gives you Armor 1 and two black dice, but it reduces your speed by 1. The Offensive side gives you two red dice and that's it. At the start of your activation you can flip the card. This is an exceptional choice for Wookiees inside an A-A5 Speeder Truck. Remember that heavy weapon guys always have the unit's base weapons, so he has the pistol as well. ''Long Gun Wookiee'' (26 pts.) - Practically useless for these guys, this Wookiee gives you a range 1-4 gun throwing 2 black dice with '''Suppressive'''. Can proc hunter like the Bowcaster but the Bowcaster is only five more points and much better. '''Training Upgrades (x2 Slots)''' ''Duck and Cover'' (2 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Wookiees are pretty easy to kill, so anything that can help keep them alive is welcome, and their Indomitable rule helps keep suppression under control. Pretty good. Even better now that it's 2 points. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Indomitable makes this not super necessary. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Very handy for when you finally get these guys into melee, assuming you manage to wound your target first. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Wookiees specialize in close quarters and melee combat; they generally shouldn't be on Standby. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. Another excellent choice as your Wookiees are fairly easy to wound and any melee boost is welcome. ''Offensive Push'' (4 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. This can especially help during the turn in which Wookies charge, because it'll make their already deadly melee even more terrifying. ''Situational Awareness'' (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. If your Wookies can get dodge tokens, then this is a great upgrade. If not, then this is largely wasted, obviously. '''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. How about...No! ''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. Kind of useful of Wookies, but it will make an already expensive unit even more expensive. ''Environmental Gear'' (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Wookiees already have the Scale keyword, making this pointless. ''Grappling Hooks'' (1 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Wookiees already have the Scale keyword, making this useless. ''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Gets you slightly closer to the thing you want to rip arms off of, and it's super cheap. A decent choice. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. If you've got Hunter or some other way of getting easy Aim tokens, this can be worth taking. But you probably don't want to be stopping your advance to have the Wookiees take an Aim action. There are better options. ''Ascension Cables'' (4 pts) - Until the end of your activation, you gain scale. They already have scale, though, so this is literally useless. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades (3 pts.)'' - Range 1 attack with 1 black die that ignores cover. Unless your target is in heavy cover, your pistols are probably better. Though you only need to have one Wookie throw one to give the whole pool ''Ignores cover''', effectively only giving up one white die. Still might not be worth it since, if you are in range, you probably should have charged. ''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die and critical surge. Not a bad choice for when you can't quite get a charge off. ''Impact Grenades'' (3 pts.) - Range 1 attack with 1 black die and Impact 1. These make tanks go boom. However, the small squad size of the Wookiees limits the damage potential. ''Smoke Grenades'' (2 pts.) - Spend an action to gain Smoke 1, which allows you to place a smoke token within range 1 and line of sight of the squad's 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. While this is handy for helping protect your totally unarmored Wookiees as they advance, it's probably better on a cheaper unit like Rebel troopers, and then let them lay down cover for the walking carpets. ''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 pistols, as well! </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Like Chewbacca, these guys should be considered a "glass cannon". Excluding characters, they are among the best melee units in the game. They throw 2 black dice per model with normal surge; and they have an ''OK'' pistol attack, with 1 black and 1 white at range 1-2. They are rather easy to kill; while they do have a high wound threshold of 3 per model, they also only throw white dice with no surge on defense. When they get hit, they are probably taking it. Thankfully they have Charge and scale which allows them to traverse terrain without difficulty. They also have the Indomitable rule, which allows them to roll red defense dice to Rally rather than white, giving them pretty good control over suppression. Now that they have '''Duelist''', they are proper CQC units that will tear apart anything. Make heavy use of Dodges and Cover to keep these guys alive and get them into melee as quickly as you can. Hunter and Tenacity are both great upgrades for them. Wookie Warriors are work well with equally as aggressive lists, to divide how much fire they may take. Luke, Sabine, Cassian, and Han are great commanders for them. Fleet Troopers, Tauntauns, and the speeder vehicles are great additions, as well. The A-A5 Speeder Truck was made for these guys. Transporting and healing all rolled into one. The new Battle Shield also gives them some extra survivability while increasing their melee punch. </div></div>
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