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====[[All_Terrain_Soup|AT-ST]]==== At <s>195</s> 155 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Pilot Upgrades (x1 Slot)''' ''General Weiss'' (10 pts. errata'ed to 5 pts) - Unique; gain '''Arsenal 2''' as a free action (errata removed Exhaust). Stacks with your existing Arsenal 2 for '''Arsenal 4'''. Useful if you take all of the weapons available to the AT-ST and want to fire ''ALL'' of them. 10/27/21 errata also added the '''Field Commander''' keyword, which allows it to use generic command cards as though it were a commander, among other things. The errata was kind to the poor general, and he's now a solid choice, especially if you shell out for all the weapons upgrades. Note that because it costs a free action to gain his Arsenal 2, using him can trigger things like Standby or Detonate before you can actually fire. Just puttin' that out there. ''Imperial Hammers Elite Armor Pilot'' (10 pts.) - gain offensive surge. This has been pretty much a "must have" since it was first released. ''First Sergeant Arbmab'' (5 pts.) - Unique; gain '''Tactical 1''', which gives a free aim token when you move. Also a pretty good choice, especially if you don't have the points for the Hammers. ''Governor Pryce'' (10 pts, errata'ed to 5 pts.) - Unique; you get '''Field Commander''' (see General Weiss, above) and as a free action each turn can give a friendly unit within range 1-2 an aim and a suppression. Not a bad choice, although she arguably fits better on a GAVw. '''Hardpoint Upgrades (x3 Slots)''' ''88 Twin Light Blaster Cannon'' (20 pts. errata'ed to 10 pts.) - adds an extra gun throwing 1 red, 1 black, 1 white with Impact 1 and Fixed: Front. You want this. It stacks beautifully with the main gun, although its range is slightly shorter. ''AT-ST Mortar Launcher'' (10 pts. errata'ed to 5 pts.) - adds an extra gun throwing 3 white dice with '''Suppressive''' and '''Fixed: Front'''. Extremely long range though (Range 4+) means that later in the game it may be tricky to fire. But the low cost, suppressive, and long range means it'll be pretty useful in the early game- plus you can always split fire if necessary. If you're taking General Weiss, you're taking this. ''DS-3 Concussion Grenade Launcher'' (15 pts. errata'ed to 8 pts.) - adds an extra gun throwing two black dice with Blast (ignore cover) and Range 1-2. When you get up close and don't want to deal with Emperor's enemies hiding behind cover, this is your remedy. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (15 pts. errata'ed to 5 pts.) - Prevents enemy units at range 1 from receiving orders. Meh. This is gunboat and wants to blast stuff from range. ''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. If this guy's getting an order, you probably want it to keep it. Pass. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. A solid choice, and if you have Veers's 3-pip, you can use it twice! ''Linked Targeting Array'' (5 pts.) - Gain '''Target 1''', allowing you to get a free aim token when the equipped unit is issued an order. Not a bad choice although it can sometimes be difficult to get an order onto it (unless you go with Veers and/or the basic commands). ''Long-Range Comlink'' (10 pts. errata'ed to 5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields; it also doesn't help with how most command cards don't allow you to order vehicles. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> It's [[Dreadnought|a walking tank covered in guns]]. And it looks cool. What more do you want? *'''Alternative take''': Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they'll try and take it out before you can take those guns for a spin. </div></div>
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