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====LAAT/le Patrol Transport==== It's basically a TIE Blackhawk helicopter. It costs 105 pts. (errata'ed down from its original 120) base, and comes with a slew of keywords. It has '''Armor''', '''Arsenal 2''', '''Cover 1''', '''Hover: Air 2''', '''Immune to Blast, Melee, and Range 1 weapons''', and it's a '''Transport 1: Closed'''. So it's an armored helicopter that is hard to kill and can fire two weapons. It has 8 wounds with a 6 resilience, throwing white, surging dice on defense. For offense, it has twin laser cannons that fire a red and three black at range 1-3 with '''Fixed: Front'''. And it has movement 2 with a rather large base to zip around the table speedily. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Pilot Upgrades (x1 Slot)''' ''Baron Rudor'' (12 pts. errata'ed to 8 pts) - Unique; you gain Marksman. After you recover, gain an Aim token. It's not terrible, considering you can take Ordnance weapons and can do recover actions to gain an aim and ready the ordnance. Worth considering if you want to use the LAAT primarily as a gunship. ''Imperial TIE Pilot'' (8 pts.) - increase your speed by 1. Now the thing is even faster. Especially worth considering if you are using the LAAT as a bus to airdrop Vader or Palps right into combat. ''Governor Pryce'' (10 pts, errata'ed to 5 pts.) - Unique; you get '''Field Commander''' (allows the vehicle to issue orders like a generic commander, and BE a commander if you choose not to field one), 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 especially if you're actually transporting something. <b>Ordnance Upgrades (x1 slot)</B> ''Armor Piercing Shells'' (10 pts.) - exhaust to do an attack with range 2-3 dealing one red and two black. It also has '''Fixed: Front''', '''Impact 3''', and '''Cycle''' (at the end of an activation where you did not use the card, you may ready it). Good for when you really want an enemy tank dead. This is arguably the best choice, as its range corresponds with the main gun, and it makes the thing useful for taking down vehicles. ''High Energy Shells'' (8 pts.) - Exhaust to make an attack with '''Cycle''', '''Critical 1''', '''High Velocity''', and '''Fixed: Front'''. This is at range 2-4, throwing 1 white and 2 red dice. It's your go-to when a Jedi/Sith, or anyone relying on Dodge tokens, needs to be deleted ''now''. Just remember to fire other guns elsewhere because high Velocity only works if all weapons in the attack pool have it. Also a good choice for some reliable hits, although it outranges your built-in main gun, and you lose the High Velocity if you fire them at the same target. ''Bunker Buster Shells'' (12 pts) - Exhaust to fire an attack with '''Cycle''', '''Blast''', '''Scatter''', and Fixed: Front. Range 1-2, 1 black and 3 white dice. Your ''interesting'' option. Pulling an infantry squad into the open has some neat ideas behind it, but white dice will generally limit the damage output. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (15 pts. errata'ed to 5 pts.) - Prevents enemy units at range 1 from receiving orders. Not likely to be all that useful unless you just want to drop off Vader/Palps and then don't have a plan for the LAAT afterward. ''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 is 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"> As mentioned above, it's basically an armored helicopter. Its firepower is not impressive (although it can be upgraded to be slightly impressive), but it can safely transport your close-ranged units like Vader, Palpatine, IRG, or even Scout troopers right into the beating heart of the enemy so that they can tear it out. </div></div>
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