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====Mandalorian Resistance==== (72 pts.) A squad of Mandalorian warriors fighting against the Empire. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' ''Beskad Duelist'' (28 pts.) - adds a mini with a 2 red melee attack, and the new '''Duelist''' rule. Duelist grants the unit Pierce 1 when they spend an Aim token in melee, and Immune: Pierce when they spend a dodge. A really nice upgrade that makes them an immense close quarters threat. ''Tristan Wren'' (38 pts.) - adds Tristan Wren as a mini with 2 wounds. He has a rifle that fires 2 black dice at range 1-3, with Lethal 1 (While attacking, spend up to 1 aim token to gain pierce 1) and suppressive. Suppressive means that, after you attack, the defender gains 1 suppression token (in addition to the one they would normally get). A really nice upgrade, but better on Clan Wren. ''Ursa Wren'' (38 pts.) - adds Ursa Wren as a mini with 2 wounds. She has a pistol that fires 1 white, 1 black, and 1 red at range 2 with Long Shot (While attacking, spend up to 1 aim token to increase this weapon's range by 1). She also has the Leader keyword, which makes her the Leader of the squad. A really nice upgrade, but still better used in Clan Wren. '''Armament Upgrades (x Slot)''' ''Jetpack Rockets'' (8 pts.) - each model can fire a rocket with range 3-4, 1 red each and '''Impact 1'''. The green X means it can only be used once per battle. It gives the Rebels a much needed and very powerful anti-tank attack. The long minimum means you can either open with this attack or wait until Tristan Wren is within range, to make a devastating single turn attack pool. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. They only have courage 2, and they will most likely be absorbing a good amount of shots. Not recommended. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Really nice, considering you really don't want to be stuck with a single action. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Generally good, especially with the Beskad Duelist. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. You won't want Mandos on standby. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded gain 1 red attack die. Not recommended without the Beskad Duelist. ''Offensive Push'' (4 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. Mandalorians will want to be on the move, especially considering their range, and this can especially be nice for the turn you charge into melee with a Beskad duelist squad. ''Situational Awareness'' (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Like with Sabine? Making Mandalorian durability even better? Need I say more. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (5 pts.) - Prevents enemy units at range 1 from receiving orders (unless it's a character issuing an order to himself). Not bad, especially with the Beskad. ''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. You'll probably want to keep the order, if it was given to them. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Potentially useful if you expect the unit to be away from the commander or just want to ensure they get issued an order when you really need it. ''Long-Range Comlink'' (10 pts.) - You always count as being within range of your commander. Very meh, because you'll probably be running Mandos with commanders that can keep pace with them. '''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. Mandalorians won't want to be token generators. Pass. ''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. Could be useful, for those hard hitting ranged or melee hits. ''Environmental Gear'' (2 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. This isn't necessary, considering they have Jump 2. ''Grappling Hooks'' (1 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. ''This isn't necessary, considering they have Jump 2.'' ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. Generally good. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Useful, but situational. Wouldn't recommend. ''Ascension Cables'' (4 pts) - Until the end of your activation, you gain scale. Mandalorians already have jump 2, but they may find ''some'' use out of this. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades'' (3 pts.) - Range 1 attack with 1 black die that ignores cover. Your shooting is good enough to where this isn't necessary. ''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die and critical surge. This isn't bad, but your shooting also kind of makes this unnecessary. ''Impact Grenades'' (3 pts.) - Range 1 attack with 1 black die and Impact 1. Again, this isn't too useful considering the tools you have access to. ''Smoke Grenades'' (2 pts.) - Use an action to gain '''Smoke 1''', allowing you to put a smoke token out within range 1 and line of sight of the unit leader. Each smoke token gives +1 Cover to all trooper units whose squad leader is within range 1 of it. This includes enemy troops. ''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"> Mandalorian Resistance and Clan Wren are the most durable unit Rebels have access to outside of Heroes or Operatives. They come with 1 health, 2 courage, and surge to hit/defend. This means they have a native 3+ save, with '''Impervious''' to top it all off (Impervious makes it so you roll additional defense dice to the value of pierce in the attacking pool). '''Nimble''' means they can recycle dodge tokens, to top it all off! Their shooting is 2 black dice at range 1-2, with a black and white die in melee. They're also speed 3 with '''Jump 2''', making them a terrifying mobile threat. Tristan Wren and Ursa Wren can improve this a bit, but they're generally better used in the Clan Wren strike team. Jetpack rockets are also just a nice addition that can cause decent damage to units at range. Equipping this squad with the Beskad Duelist makes it a great danger to most units. Even Jedi will struggle to hurt these warriors, as pierce can largely be ignored. Mandalorian Resistance is best used aggressively for this reason. Don't forget, as well, that they are troopers, so they can capture points. </div></div>
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