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====Tauntaun Riders==== (95 pts.) Cold weather, fast attack. Where RTs are your heavy cavalry, these are your light cavalry. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Can be useful, along with Agile, in helping keep your Tauntauns alive as they charge forward. However, keep in mind that they do only have courage 2. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Also potentially useful as they only have Courage 2 and you want to keep them moving. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Rerolls are generally nice, and fits the aggressive playstyle that Tauntauns encourage. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Not a good option, as they guys want to be moving and attacking, not standing still. Plus their guns are only range 2. Hard pass. ''Tenacity'' (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. Very attractive option, as Tauntauns have amazing melee capabilities. Highly recommended, unless other upgrades appeal to you more. ''Offensive Push'' (4 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. Tauntauns with what are effectively free aim tokens? Sounds amazing, but isn't. You're attacks are consistent enough, as is, and other upgrades are better. ''Situational Awareness'' (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This is how you make Tauntauns even more annoying to deal with! '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (5 pts.) - Prevents enemy units at range 1 from receiving orders. Tauntauns are an extremely aggressive unit, so this is a really nice addition. ''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. Tauntauns want any orders you give them. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Ensures at least once per battle you'll get these guys an order when you need them to. ''Long-Range Comlink'' (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. Not bad, but not great. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> These guys are a surprisingly hard hitting assault unit. They move shockingly fast, with movement 3. They have Reposition, which allows them to make a free pivot action after moving, and '''Relentless''', which allows them to make a free attack action after moving. This ensures that they will be a constant, aptly relentless, threat on the board. They carry pistols that fire a respectable 2 red dice per model at range 1-2 with '''Sharpshooter 1''' to ignore cover by 1 degree, and then in melee they swing for 2 black and a white each. Additionally, each model has '''Ram 1''', which allows you to automatically turn one die per model, to a critical hit as long as one of the moves you made that turn went for the full distance. Those white dice that almost always miss suddenly become rather useful! If all that weren't enough, every time the unit makes a standard move, it gets a dodge token thanks to '''Agile'''. These guys are rather durable for a Rebel unit, but they're certainly not invincible either; They have 4 wounds per model with, like most Rebel units, only have a 5+ save on defense (white dice with surge). Use these guys as a fast moving battering ram, collecting up Dodge tokens to protect them and then bulldoze into an enemy you want dead. Lather, rinse, repeat. Their shooting is also decent for what it is. If melee isn't an option, for whatever reason, they'll still be able to do a good bit of damage. The 1.6 version of the rules have altered the Creature Trooper rules slightly so that they can no longer climb/clamber, nor can they do the hit and run attack that made them so nasty. The pre-1.6 version of the rules allowed Creature Troopers (like Tauntauns) to disengage from combat without having to make a withdraw action- they could simply walk away and attack somewhere else. The post-1.6 version of the rules toned them down, so that they now make a withdraw move to leave combat like everyone else, but they're still allowed to take free actions or use abilities. </div></div>
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