Editing
Star Wars: Legion/Tactics/Empire
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Commanders=== 1-2 Selections The focal point of your army; they often have game changing abilities. ====Darth Vader==== Vader is an absolute glacier, with the slowest movement speed a unit can have, and being melee only without using force powers it's going to be a few turns before he's doing any damage. ''However when he does, it is the most terrifying and destructive force you could ever imagine.'' At <s>200</s> 190 points (as of the 10/27/21 update) he's a good chunk of your army as well. But, what he does, he does well; with 8 wounds, a red defense die, and '''Immune: Pierce''' [[awesome]]- he's difficult to take down. Deflect allows him to send wounds back at his attackers if you spend a dodge token, so be sure to have a dodge available if he's likely to take a lot of enemy fire to make your opponent think twice. '''Master of the Force 1''' lets you ready an expended force upgrade token. What's that? Vader activates and dodges FOR FREE EVERY TURN? that means he has a 3+ save on a red dice, and has a 1 in 6 chance to send lasers back at your enemy. Terrifying. Finally, '''Relentless''' gives a free attack action after he moves, but as you only get one attack action per activation (free or not) be sure to use your other action on something productive like <s>''Saber Throw''</s> double moving towards the enemy (Saber Throw is also an attack action). Once in combat, he can attack with an amazing six red dice with Impact 3 and Pierce 3, sure to tear up whatever he comes in contact with. He can be equipped with three Force upgrades, so be sure to give him ''Force Reflexes'' for that dodge token as well as ''Saber Throw'' for dealing a bit of damage before he closes the distance. His final benefit is his infinite-level Courage: this means that he will never be Panicked, and the same applies to units within 3 distance of him as well, ensuring you get the most out of those Stormtroopers. Lastly, the 10/27/21 rules update made some major changes to Vader. It added that he can take a single Command upgrade. It also added that he has Compel for Corps troopers. This means that when a Corps unit at range 2 or less of him activates and rallies, if the unit is suppressed but not panicked, it can take a suppression token to make a free move. This essentially makes your units into [[necrons|plodding, fearless death machines]], as they still get to move and do something else with their remaining action. And with Vader's Courage rating of "-", units within range 3 of him never panic. This is going to make Snowtroopers especially attractive as Vader's companions thanks to their Steady keyword, meaning they are effectively immune to suppression (except they still get the cover bonus!). But even Shores and Storms should find this helpful. Of course, all this power means Vader is going to be even more of a fire magnet than he was to begin with. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Force Power Upgrades (x3 Slots)''' '''Unaligned Powers''' ''Battle Meditation'' (10 pts.) - Allows you to choose one of your orders to be issued to any unit, if not mentioned on your card. It's situationally useful- for example, if you're worried about not being able to issue an order to a certain unit when you absolutely need it, or you know you're using the deployment scenario like Disarray that can result in part of your army being distant from the rest, but HQ Uplink or Long Range Comms aren't available. ''Force Guidance'' (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action. If you're a big fan of surge tokens, go for it. Otherwise, there's probably better Force powers to take. ''Force Push'' (10 pts.) - Exhaust as a free action to choose an enemy trooper unit at range 1, make a Speed 1 move, even if engaged. Very useful as it can be used to push an enemy's face closer to Vader's lightsaber. ''Force Reflexes'' (15 pts.) - Exhaust as a free action to gain a Dodge token. This is practically an auto-include for any Sith or Jedi because of Deflect, and Vader is no exception. ''Saber Throw'' (10 pts.) - As an attack action, you can throw a melee weapon at Range 1-2, halving the number of dice you get. Thanks to Relentless, Vader can make a double move and then still whip 3 red dice of Impact 3 and Pierce 3 pain at someone. It's difficult to pass up this one. '''Dark Side Powers''' ''Anger'' (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. It's ok. If you don't take Saber Throw (let's be honest, why aren't you taking Saber Throw?), it's of extremely limited usefulness thanks to Vader's slow speed. Additionally, Aim tokens aren't as valuable to Vader since he's always throwing red dice, which already have a very high probability of hitting (each red die has a 75% chance of either a hit or a critical- if you've got surge tokens, that jumps to 88%). If you do take this, don't forget that when you suffer a wound for Implacable, it also triggers the effect. ''Fear'' (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token. It's low cost and works well with other suppression effects like Master of Evil, Palpatine's lightning, mortars, etc. But if you're not looking to play the suppression game, it's not all that useful except as a mild nuisance. ''Force Choke'' (5 pts.) - Exhaust as a free action to choose a non-Commander, non-Operative unit at range 1 and inflict one wound. Can be useful to finish off that lone trooper who's irritating you, or to pick off a wounded Wookiee Warrior before they charge your lines. Just don't expect a lot out of it. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> (3 pip) ''Master of Evil'' - [Darth Vader & 2 Units] - When Darth Vader is issued an order (during the command phase), he gains one dodge token. When Darth Vader activates, every enemy trooper within range 1-2 gains 3 suppression tokens. - oh what's that? you have rebel troops all around Darth Vader that have been focus firing him for the last turn or two? got him down to 3, maybe 2 wounds? SIKE. All those troopers are going get some serious [[rape]] thrown their way. Seriously an awesome card to use Vader's strength in an explosive fashion, because if you're within range 1-2 of any troops anyways, you're going to kill them. (2 pip) ''New Ways To Motivate Them'' - [2 Troopers] - When a friendly non-Darth Vader trooper unit with a face-up order token activates, it may suffer 1 wound to perform 1 free action. - All around, much more utility than push. It already gains you the 2 nominations that you get from the generic card, but now you have an added option of suffering a wound to perform another action. All things considered, usually it's primary uses come during the late game, when you need to double dash troops out to objectives, or when you need a squad to move, aim and pulverize a runaway rebel team. (1 pip) ''Implacable'' - [Darth Vader] - At the end of Darth Vader's first activation, he may suffer 1 wound to shuffle his order token into the order pool. During Darth Vader's second activation, he performs 1 fewer action. - [[SMASH]] that's the sound of Darth Vader spending one very good turn literally curb stomping anyone he's close to. It lets him decimate squads he's in melee with, or throw 2 sabers. OR BOTH! the options aren't limitless, but your power sure will be. The 10/27/21 update also added that Vader gains a dodge token when he activates - that's two free dodge tokens on top of the two you'd get from Force Reflexes... </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> *'''Another Blaster magnet:''' Seriously Vader really will cop a huge amount of fire power once he starts to get closer, your opponent knows he's going to rip his units to shreds if you close the distance. Keep your Stormtroopers near and support him, otherwise he's toast. *'''[[Distraction Carnifex]]:''' Despite his hefty price tag, he soaks up so much enemy fire it might be a good idea to just charge him at your enemy as a distraction from speeders or [[Sentinel|AT-STs]]. Use this in conjunction with Stormtroopers with concussion grenades and grappling hooks to get in the enemies face. No matter the range, everyone is scared of Vader. Use that knowledge when you plan your lists accordingly. </div></div> ====Director Orson Krennic==== The man who gets shot more times on screen than anyone else, who 1v1s X-Wings better than [[All_Terrain_Soup|an armored walker]], and this is HIS ACHIEVEMENT NOT YOURS; Director Krennic brings a couple of different things to the party. Coming in at 90 points base, he is near the cost of Veers, but packs a different kind of punch. Krennic's command abilities are less tethered to dishing out tokens or pure damage like with Vader/Palpatine/Veers, and more in applying a tactical use of your forces during the game. His ability '''Compel''' lets friendly troopers near him perform a free move action if they are still suppressed but not panicked after their rally step- but they have to gain another suppression token to do so. Basically, if Krennic drops his "Annihilation Looms" Command Card (see below) later in the game, Compel will let you partially get around losing an action due to being Suppressed ("partially" because you get two actions but the first will be a move). Otherwise, unless you're fighting an enemy who goes for maximum suppression (like a Dooku-oriented Droid army, for example), it's pretty situational as you still have to deal with Panic- although having Commander Vader or even Palpatine around can help mitigate that. He also has the keyword '''Cunning'''- when you reveal one of Krennic's own three Command Cards (see below), if there would be a tie on the pips, he automatically breaks it in his favor. It's nice but nothing earth shattering. And if you're facing someone else who has it, such as Dooku, the effects cancel each other out. Per the movie ''Rogue One'', he's usually accompanied by his fearsome Death Troopers, therefore, he has the Entourage rule with them- this allows him to field one unit without having to factor their Special Forces rank, and he can always issue an order to one unit of them per turn as long as it's within range 2 or less. A pistol rather than Veers' E-11, does limit him to range 1-2. However, the pistol fires rainbow spray, meaning one red, black, and white dice. This, accompanied with surge to critical, pierce, and sharpshooter however, can make for a reliable removal of models when given an appropriate escort. Krennic's one big failing is his fragility in an army that tends to not be very fragile. He has 6 wounds, rolling white dice with surge on defense- he's got the same defense as the Rebel scum he is trying to kill. He's also only got Courage 2, so be wary of getting too much suppression. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Command Upgrades (x2 Slots)''' ''Aggressive Tactics'' (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. If you really want Surge tokens, it can be useful, especially on defense. ''Commanding Presence'' (10 pts. dropped to 5 pts. by rules errata) - When issuing orders, you can issue orders at range 1-4. Pretty meh. On smaller battlefields, this isn't even needed. On larger ones, it's more useful, as Krennic will spend most of his time hanging around the back, but hardly a must have. With the lower points due to the errata, it's actually not bad. It allows your troops to move away from Krennic a little bit and still be in range for his commands. Also note that this increases the range of Entourage as well, meaning Krennic doesn't have to be near the action. ''Esteemed Leader'' (5 pts.) - Friendly trooper units at range 1 gain '''Guardian 1''', helping you defend your points investment. Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn't work in melee, though. Useful if you want Krennic to hang in the fight a bit longer, but honestly, not a must have. ''Improvised Orders'' (10 pts.) - Draw 2, pick 1 token from your order pool. Pass. ''Strict Orders'' (5 Points) - troopers with a face up order token can choose to remove one Suppression token instead of rolling dice during their Rally step. It's ok. The trick is getting the face up order tokens so you can maximize the effect; but Krennic's Command Cards don't offer a lot in that regard, although Entourage helps. '''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. Veers or the Officer can do it better, but it does give him something to do when he's not near the action. ''Emergency Stims'' (8 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. Situationally useful, allows you to hold two wounds off unit the end of your next activation. Krennic’s best abilities are passive, so it is entirely possible to make this work, but really, is this worth the points? ''Environmental Gear'' (3 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it. ''Grappling Hooks'' (3 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. I mean, after the events of ''Rogue One'', I think Krennic would lie to avoid climbing up towers. Skip. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. A free speed 1 redeploy isn’t bad, but honestly, unless you need it to keep up with your entire army, you don’t need it. ''Targeting Scopes'' (6 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Why? In case you whiff all three of your shooting dice? </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> (3 pip) ''Annihilation Looms'' - [Director Orsin Krennic & 2 Trooper Units] - Every trooper unit on the table immediately gets a Suppression token, and double it if it's turn 5 or 6. This is where Krennic's "Compel" ability comes in handy, or the Commander Vader. Good for a last minute middle finger to try to cause enemy units to panic late in the game. Just be wary that it affects your doods too, and have a contingency plan. (2 pip) ''Deploy the Garrison!'' - [2 Trooper units] - Two friendly trooper units with face up order tokens (read: Not necessarily the ones given an order by this Command Card...) can take a free Standby action at the start of the Activation phase. This one seems underwhelming at first glance but it's actually rather clever. It essentially lets two trooper units do a free move or attack before they actually take their activation. Two caveats, however: 1. Your unit loses its standby token if it subsequently gains a suppression token, and 2. the unit will also lose token if it performs any action. So make sure you give out those Standby tokens wisely, and use them ''before'' the two units activate. This Command is especially good with Death Troopers and their "Ready 1" ability.... (1 pip) ''Voracious Ambition'' - [Director Orson Krennic] - At the start of the activation phase, place 3 random facedown order tokens on this card. You can look at them at any time. When you would draw an order token from the pool, you may instead choose one from this card. It's essentially giving you 4 tokens for the price of 1 (although other than Krennic himself you can't benefit from abilities that affect face up order tokens like Aggressive Tactics or Strict Orders... but still). </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Krennic is not a typical fighting commander, and not as straight forward suppoort to use as Veers with his aim tokens. His biggest asset is that he can control your own activation's as well as limit your opponent's. He's best while he stays at the back issuing orders to death trooper unit and joining the fray when both forces are worn out, since he will be less likely too get shot by huge attack pools. Its important to use his compel ability since at the cost of one extra suppression your units are guaranteed 2 actions when suppressed (but the move still must be the first one) which can be crucial in order to grab that one objective that you desperately need in order to win. His entourage also allows you to start shore trooper chain in every turn if death troopers are alive and in range (via comms relay on DT's) but it requires proper positioning </div></div> ====Agent Kallus==== The dude with the bitchin' sideburns from the ''Star Wars: Rebels'' cartoons. In ''Rebels'', he eventually defects and joins the Rebel Alliance; Legion doesn't depict that but he does have a related "Flaw", which we'll get to later. He's the same base cost as Krennic, but he has the option of taking his J-19 Bo-Rifle for an extra 25 points and... you probably want it because it's ''really'' good. He has 6 wounds and 2 courage, not too shabby for a non-Force user, with red defense (no surge) and critical surge on offense. In melee he swings 2 red and he comes with a pistol that has range 1-2, doing 2 black and 1 white with '''Pierce 1''' - but his Bo-Rifle gives him a significant boost in both melee and ranged- his melee becomes 1 red, 2 black, 1 white with '''Charge''', '''Lethal 1''', '''Immune: Pierce''' while defending against melee attacks, and '''Reconfigure'''; his ranged uses same dice with '''Lethal 1''' and '''Reconfigure'''. That's pretty good for a guy who doesn't use the Force, and two of his Commands give him a free Recover action to reconfigure his weapon. As for his special rules, he comes with '''Contingencies 2''' (set aside two extra command cards in a side deck; after revealing cards during the command phase, you can discard your chosen card to replace it with a contingency card of the same pip value), '''Cunning''' (if he uses one of his own commands and there is a tie for pips, his command counts as one pip less to break the tie), '''Sharpshooter 1''', and '''Tactical 1'''. Contingencies is a great keyword, as it gives some major flexibility in your command phase. Let's say you just played Assault but it turns out that Coordinated Fire is in your contingency deck and it might be a better choice this turn... swap it out! Cunning also helps insure that you get first go, as long as your opponent doesn't also have it (Count Dooku), in which case they negate each other. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Armament Upgrades (x1 Slots)''' ''J-19 Bo-Rifle Blaster/Staff'' (25 pts, reduced to 15 on 10/27/21) - has the same dice in either configuration, 1 red, 2 black, 1 white, as well as '''Lethal 1''' and '''Reconfigure'''. The Staff version adds '''Charge''' and '''Immunity to Pierce''' when defending against a melee attack. This takes Kallus and makes him into a pretty mean bastard. And since he's got Tactical built-in, you could, for example, double move to get into melee and then use Charge for a free melee attack with two Aim tokens. Yeah, seriously. And that's without factoring his 1-pip, which makes him almost unkillable. This is a very good upgrade and should be taken, especially since the points were decreased. '''Command Upgrades (x2 Slots)''' ''Aggressive Tactics'' (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. If you really want Surge tokens, it can be useful, especially on defense. ''Commanding Presence'' (10 pts. dropped to 5 pts. by rules errata) - When issuing orders, you can issue orders at range 1-4. Pretty meh. On smaller battlefields, this isn't even needed, especially if you're having Kallus charge forward into melee with da boyz. ''Esteemed Leader'' (5 pts.) - Friendly trooper units at range 1 gain '''Guardian 1''', helping you defend your points investment. Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn't work in melee, though. Not a great choice as Kallus probably wants to be in melee. ''Improvised Orders'' (10 pts.) - Draw 2, pick 1 token from your order pool. Pass. ''Strict Orders'' (5 Points) - troopers with a face up order token can choose to remove one Suppression token instead of rolling dice during their Rally step. It's ok. The trick is getting the face up order tokens so you can maximize the effect, and Kallus's cards aren't great for that. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Where Kallus is only 2 courage and wants to get stuck in, you probably don't want him getting bogged down with suppression. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Not bad considering his Courage, and especially handy for that turn his Flaw gets used. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Where he's already got good ability to get Aims, might be a pass. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. You probably don't want Kallus hanging around on Standby, but if you're leaning heavily on his shooting or being a sneaky bastard, then this could be worth taking. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. If he's got his J-19, you probably want this (although be wary of his Flaw). ''Offensive Push'' (4 pts.) - exhaust while performing a move to gain Tactical 1, which stacks with the Tactical 1 Kallus already has. Not bad if you're heading into an assault with the J-19 and want maximum Aim tokens. But may be a bit superfluous considering he has Charge with the J-19 and can double move for two tokens and still charge. But then again, he gets free recovers from two of his command cards, so you could easily use this three times. Tough call. '''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. You're probably better off taking an Officer or Veers and letting them do this while Kallus attacks. ''Emergency Stims'' (8 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. Situationally useful, allows you to hold two wounds off unit the end of your next activation. Not bad if you really want to get just one more swing out of Kallus. ''Environmental Gear'' (3 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. Never a waste, ignoring difficult terrain, but unless he’s chasing a squad likewise equipped with this, he can live without it. ''Grappling Hooks'' (3 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. Like Enviro Gear, not bad if the situation arises. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. A free speed 1 redeploy isn’t bad for a melee-oriented guy. ''Targeting Scopes'' (6 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Not terrible considering he does throw a bunch of black and white dice (especially if he has his J-19), and he has easy access to Aim tokens thanks to Tactical. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> (3 pip) ''Ruthless Tactics'' - [Agent Kallus and two units] - Kallus gets a free Recover action during his activation. Whenever an enemy unit defends against a ranged attack, it gains an Observation token (or two tokens if the unit has suppression tokens equal to or exceeding its courage value). If you're doing a gunline army, this command will help ensure that anything you focus fire on will go poof fast. (2 pip) ''ISB Investigation'' - [Agent Kallus and 1 unit] - You choose a number and your opponent (or one of your opponents, if you're doing more than 2 players) has to set aside their command cards of that number; they cannot use those cards until after they've chosen a card in the next turn. Basically a guessing game card, where you try to prevent your opponent from using a really good 1-pip next turn. (1 pip) ''Face Me!'' - [Agent Kallus] - Kallus gains Agile 1 and Block (when he spends a Dodge in melee, he gains defensive surge). He also can do a free Recover action during his activation, and enemies engaged with him cannot withdraw. Note that the last thing has no effect on Disengage; but it does mean that Kallus will have a meatshield if it survives his assault, and he'll have potent defense if someone strikes him back. (Flaw Card) ''Developing Sympathies'' - If Kallus is wounded at the start of the Command Phase, your opponent may play this card; at the end of Kallus's activation that turn, if he made an attack he gains FOUR suppression. If he's already got some suppression, this can cause him to panic if you don't have a good Rally step in the following turn. And where Kallus, especially if he has the Bo-Staff, is a combat-oriented character... this can be pretty bad if the timing is right. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Kallus is a lot like a weaker, non-Force-using Vader, where he's got some tricks but he's mainly oriented towards combat, especially if he has his J-19 upgrade. He can go toe-to-toe with a lightsaber boi and acquit himself well, especially when he uses his 1-pip, but it's a fight he's not likely to ultimately win (especially if he's facing particularly hard-hitting ones like Vader, Anakin, Dooku, or OpLuke). Against most other characters, he should do quite well. His shooting isn't bad either, even if you don't take the J-19. Don't underestimate the flexibility of Contingencies! </div></div> ====Emperor Palpatine==== The Senate is similar to Darth Vader in both points and Force abilities, but he also can take a Command upgrade. He moves slower than legislation and lacks Vader's Relentless. Where Vader is the rabid attack dog on steroids, Palpatine is the puppet master. He's got Entourage with his crimson-robed Royal Guards, meaning you can field one unit of them without factoring their Special Forces rank (so you can take 4 Spec Forces units; 5 if you take Krennic and a unit of Deathtroopers...) and he can issue a free order to one Guard unit per turn as long as they're within 1-2 of him. Don't let his withered appearance fool you either, he's still the Sith Master- not only does he have Master of the Force 2 to automatically ready his Force powers after using them, but he can shoot lightning as a ranged attack or in melee. The Lightning's got the same dice as the AT-ST's main gun but with surge to critical, Pierce 2 and suppressive- but half the range. He's not as tough as Vader with only 5 wounds and 4 courage, but he does roll red defense dice with surge and immunity to Pierce, so he can be a tough nut to crack. Of special note, he's got a unique special ability called '''Pulling the Strings'''. Palpatine spends an action to give a free move or attack action to a trooper unit within range 1-2 of him. Sounds like nothing super special, right? Sure, you can use it to have your Stormtroopers or, even better, Death Troopers, take a free fire action and fire twice in the same turn. But remember, the Empire has access to multiple units that have ''Steady'', ''Relentless'', or ''Charge''- and those still trigger after the free move granted by ''Strings''. Additionally, none of the actions in question count against the normal actions taken during the unit's actual activation. Imagine Vader using a free move to get into melee and then attack with ''Charge''... then using his normal activation to fight... then using his "Implacable" Command to fight again. IN ONE TURN. That's an extreme example, but Royal Guards (which you should be taking with Palpatine) can do it too. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Force Upgrades (x3 Slots)''' '''Unaligned Powers''' ''Battle Meditation'' (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield. Same as with Vader, it's of very limited usefulness. ''Burst of Speed'' (3 pts.) - Expend to increase your movement rate to 3 for the rest of the turn, but gain an immobilize token at the end of the turn. This was already a popular upgrade for him before it was even released (and as of this writing in November 2021, it technically still hasn't been released in the US yet). ''Force Guidance'' (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action. As with Vader, only useful if you really like surge tokens and want to guarantee having some. ''Force Push'' (10 pts.) - Exhaust as a free action to cause an enemy trooper unit at distance-1 to make a speed-1 move. Pretty useful for moving around enemies and ensuring you can fry them (or Vader can chop them, or troopers can shoot them, etc), but the short range hurts a bit, especially for slow-moving emperors. ''Force Reflexes'' (15 pts.) - Exhaust as a free action to gain a Dodge token. Dodge tokens are always nice but since Palpatine doesn't have Deflect or Block, it's not quite as auto-include as it would be for someone who does have either of those. ''Saber Throw'' (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon's dice (rounded up). You can skip this one because Palpatine's melee attack is also a ranged attack with full strength either way. '''Dark Side Powers''' ''Anger'' (5 pts.) - Gain an aim token every time you take damage. Much more useful to Palpy than it is for Vader, especially when Palpy uses "And Now... You Will Die". Practically an auto-include for him. ''Fear'' (3 pts.) - Gain '''Demoralize 1''', letting you give 1 suppression token to enemy units at range 1-2. Works well with other suppressive effects, like Palpatine's lightning. ''Force Choke'' (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn't a commander. Makes sure you get that last pesky trooper. '''Command Upgrades (x1 Slot)''' ''Aggressive Tactics'' (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Where it'll be really useful is when using the "An Entire Legion" card. But otherwise, it's not that useful for Palpatine since he already has surge on offense and defense, and his other two Commands only target himself. ''Commanding Presence'' (10 pts.) - When issuing orders, you can issue orders at range 1-4. Pretty meh. On smaller battlefields, this isn't even needed. On larger ones, it's situational. Where it is potentially (but still not very) useful is in conjunction with the ''Entourage'' rule, as command range boosters can affect it- and Palpatine's a bit slower moving than his Royal Guards. ''Esteemed Leader'' (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment. Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn't work in melee, though. Stacks with the Guardian 2 that the Royal Guards come with, which will help keep Palpatine alive as he closes in for some fun with electricity. ''Improvised Orders'' (10 pts.) - Once per turn, draw 2, pick 1 token from your order pool. Might be useful when Palpatine drops either of the two Commands that only issue to himself. ''Strict Orders'' (5 Points) - Guarantees a trooper unit (with a faceup order token) can remove one suppression when they activate, rather than leaving it to chance. Meh. Palpatine's got a rather high Courage value (the highest in the Empire, not counting Vader's fearlessness), and two of his three Commands only target himself. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> (3 pip) ''An Entire Legion'' - [Each Eligible Unit] - No special effect, aside from having issued orders to ''every single unit'' on your side of the field. Bear in mind that it's worded "each ''eligible'' unit"- so they are still required to be within range 3 of Palpy to be issued the order. It generally shouldn't be much of an issue due to the small-ish table size, but still, it's worth noting. (2 pip) ''Give in to Your Anger'' - [Emperor Palpatine] - ''You'' get to choose which trooper unit your opponent get to activate first. Give it an order token from the pool, if it hasn't already got its own. If that unit cannot perform an attack action by the end of its activation, if gains 4 suppression tokens. Yikes! This is a really good way of screwing with your opponent's well-laid plans. (1 pip) ''And Now... You Will Die'' - [Emperor Palpatine] - When you activate Palpatine, you may choose to give him 1 wound and 1 suppression any number of times to perform an attack each time, and then the defender gains 1 immobilized token. Up to 4 attacks a turn (before any other items/abilities, and not counting his normal two actions- which can include a normal attack)? You may want to keep a medical droid or two nearby... </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Palpatine is kind of a one-trick pony - roll him into the enemy force and drop that 1-pip to unleash UNLIMITED POWER™. The real trick is getting him there with all of his wounds intact so he can deal maximum damage, because ''everyone'' knows about that trick. This can be done multiple ways, such as having him ride in a LAAT, having him roll up with some Royal Guards to soak wounds, or keeping cheap Corps units with medical droids around. The Force upgrade "Burst of Speed" also can be valuable for this. Once in range, unleash the beast and watch half your opponent's army vanish, with the survivors bolted in place by the immobilization. Also be wary of your opponent screwing with Palpatine's one big trick by using things like ''Change of Plans'' or ''I am a Jedi'', the latter being particularly brutal. Aside from his 1-pip, which is easily one of the most powerful in the game, Palpatine is basically a slow-moving lightning machine. As mentioned above, he's throwing the same dice as the AT-ST's main gun but with shorter range. While surge to critical helps, his attack is best used shooting at infantry, especially infantry with minimal cover and/or no dodge tokens. Pulling the Strings is nice and all but it's more of an opportunistic thing really, like if the stars align and allow for the Vader triple attack threat mentioned above. Realistically, you want Palpatine to be moving into range and then maniacally laughing as he slaughters his foes. </div></div> ====General Veers==== First, at 80 points (reduced to 75 on 10/27/21), he's less than half the cost of Vader, letting you gear out your other units a bit better or throw an extra unit into your army. He's very much a support commander rather than combat, with a modest 3 white attack dice with '''Pierce 1''' at range 1-3 and 2 black in melee with '''Precise 1''' and '''Sharpshooter 1''', so he's best kept in the backfield in cover. His '''Inspire 1''' ability lets him keep nearby units in the fight, though not to the same degree as Vader, but his greatest boon is his '''Spotter 2''' ability: Giving a free Aim token to two nearby units can let Stormtroopers move while still shooting more accurately, or for laying down serious firepower have an AT-ST perform its own Aim action and fire with two aim tokens, letting it reroll up to four dice during its attack action. Veers can be equipped with two Command upgrades and one Gear. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Command Upgrades (x2 Slots)''' ''Aggressive Tactics'' (10 pts.) - While you are the nominated commander, after issuing orders, choose up to 4 friendly units with faceup order tokens. Each chosen unit gains 1 surge token. *Useful in an infantry-heavy army led by Veers. Most units in the Imperial army already have offensive surges, and therefore a command upgrade that gives them a different type of surge can be useful. It provides Imperial forces with the defensive surges that they dream of (granted, only one per unit), to give them true power armor, and it gives out up to 4 tokens for the price of ten points, every turn, as long as the Commander with this upgrade is the chosen Commander for the turn (that is, if Vader issues the order for the turn, Veers can't use this). If you do take this, be sure to also have methods of increasing your face up order tokens to maximize the benefit. ''Commanding Presence'' (10 pts.) - When issuing orders, you can issue orders at range 4. An ok upgrade at best, 10 points can be spent more efficiently elsewhere in most armies, even 2 grenades often convey better bonuses. *Very situational. Generally not all that useful since the table size is pretty small, and you're already using range-3 for your command radius. But if you went with a bunch of Speeder bikes and really want to ensure you can issue orders to them, this will help (although putting Long Range Commlink on the bikes is probably smarter). ''Esteemed Leader'' (5 pts.) - While you are defending, each friendly corps trooper unit at range 1 gains '''Guardian 1''' (When a friendly unit at range 1 is defending against a ranged attack, you may choose up to 1 hit result. For each result chosen, roll a defense die as though you were the defender.) *Veers is not really a front line commander. His defense is solid, but his attacks are fairly weak, and his best utility is boosting morale, dishing out Aim tokens to other units, and throwing down some solid Command Cards. If for some reason you're really worried about him taking damage, this can help mitigate the potential loss of him. ''Improvised Orders'' (10 pts.) - Exhaustible - After an order token is drawn from a friendly order pool, draw a second order token from that pool. Choose 1 to use and shuffle the other back into the order pool. If you do, during the End Phase, ready this card. *To get the most out of Veers, you want to ensure you have ways of getting face up order tokens as much as possible (especially if you're trying to use Strict Orders or Aggressive Tactics). ''Strict Orders'' (5 pts.) - When a friendly trooper unit with a face-up order token activates, during its Rally step, it may remove 1 suppression token instead of rolling dice. * If you didn't bring either Palpatine or Commander Vader (who are good at preventing Panic in your troops), it's a decent choice. Just be sure to have a way to get the face up order tokens where you need them when you need them. Note that Veers doesn't need to be the active commander in the turn to trigger this- it simply has to be in your army for the army to always potentially benefit, so it can be used when Palpatine drops his "An Entire Legion" command. '''Gear Upgrades (x1 Slot)''' ''Electrobinoculars'' (8 pts.) - Gain Spotter 1, which stacks with Veers's existing Spotter 2 to give him Spotter 3. Not a horrible choice allowing you to spread around the Aim token goodness. ''Emergency Stims'' (8 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, (or command) one more time. Veers isn't a very good combat unit; ideally, he shouldn't be taking a lot of heat. ''Environmental Gear'' (3 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. If you're worried about difficult terrain for some reason, here's your remedy. ''Grappling Hooks'' (3 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. If you're worried about safely climbing stuff for some reason, here's your remedy. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. Veers is more a "lead from behind" sort of commander, so you probably don't need this. ''Targeting Scopes'' (6 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Not really worth it, considering Veers only chucks white dice (very low chance to hit) and the points for this are better spent elsewhere. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> (3 pip) ''Imperial Discipline'' - [General Veers & 2 Units] - When a friendly unit is issued an order it may recover. Seems pretty underwhelming at first glance. However, Recover does a bunch of things: first, it allows you to remove any number of suppression tokens you wish from the unit. Then it also allows you to ready any exhausted cards, like HQ Uplinks, your Stormtroopers' missile launchers, Vader's Force powers (any that his ''Master of the Force'' wasn't able to ready), General Weiss on your AT-ST, etc. Lastly, it lets you flip a Config upgrade on units like the Death Troopers, saving you an action if you need them to switch things up. Also note that it doesn't specify that the units have to be issued an order by Veers- orders granted by, for example, ''Entourage'' or HQ Uplink would also qualify. This Command is actually pretty versatile. (2 pip) ''Evasive Maneuvers'' - [2 Vehicles] - When a friendly vehicle unit is issued an order, it gains 1 dodge token. Friendly vehicle units can spend dodge tokens to cancel Critical hit results This is... yummy in certain situations. 2 bikes in your list? take it. 2 vehicles of any kind? take it. Seriously, taking the occupier assault tank, and some bike units can make them VERY hard to remove in a turn where they have you completely ranged. It might even make your opponent NOT want to ice them, which would be ICING on your imperial cake of victory. Try not to think about how an Occupier can dodge... (1 pip) ''Maximum Firepower'' - [General Veers] - At the end of General Veer's activation, he may perform an attack using the following weapon: Range 4-Infinite, 4 red dice, '''Impact 2''', '''Immune: Deflect''' (the target cannot do ''Deflect's'' special damage to you, but can still use Dodge tokens to trigger surge). It's that opening scene where Veers goes PEW PEW in his AT-AT. Cool. Extreme long range and generally small table size means you probably want to do this one early in the game. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> *'''Stormtroopers Who Can Hit''' Give your Stormtroopers targeting scopes, use one action to give them an aim token and use Veers' spotter ability on them and enjoy as you re-roll dice up the wazoo, your blast points will finally be too accurate for sand people. *'''Vehicle SMACKDOWN''' There is never too much dakka. And your dakka machines (ATST, GAVw, and scout bikes) get to survive to deal more damage. Plus aim tokens. Plus all the good stuff veers comes with. honestly Veers is in almost every list because he is very versatile. </div></div> ====Imperial Officer==== Essentially a worse General Veers. She is 30 points cheaper though, with <s>less</s> fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices. She can use the rule '''Spotter 1''' to give a unit an Range 1 and Aim Token, '''Inspire 1''' to remove a Suppression Token from a unit at range 1, and '''Sharpshooter 1''' to reduce the cover of a unit she shoots at by one level. She punches with a black dice, has an Officer's RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save. Note that the Officer's commands can be used by any Empire commander. They're not locked specifically to her. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Command Upgrades (x1 Slot)''' ''Aggressive Tactics'' (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. If you like surge tokens, and plan to lean heavily on the Officer issuing orders, then by all means. Otherwise, pass. ''Commanding Presence'' (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she's joining the vanguard, this could help. ''Esteemed Leader'' (5 pts.) - Friendly Corps units at Range 1 gain '''Guardian 1.''' This will help keep your Officer alive longer, just be sure to keep a cheap-ish unit nearby to absorb those wounds. ''Improvised Orders'' (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot. ''Strict Orders'' (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her ''Inspire'' rule. Note that there is no requirement for the character with this upgrade to be the active commander for it to trigger... so taking it on the Officer frees up a Command upgrade slot on your other Commander (if you take one). '''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. The officer already has this built in, so it stacks to give you '''Spotter 2'''. Definitely worth considering. ''Emergency Stims'' (8 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. You took this model because they're cheap. Don't ruin a good thing. ''Environmental Gear'' (3 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. May be helpful, but if she's going to hang back, give it a skip. ''Grappling Hooks'' (3 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. Will she be climbing? Probably not. Pass. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. If you expect to be running forward, this will be worthwhile. But since the Officer works best as a support from behind the lines type of character... ''Targeting Scopes'' (6 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> (3 pip) ''Coordinated Fire'' - [3 Corps Units] - After a friendly Corps Unit spends at least one Aim Token, another friendly unit at Range 1-2 may gain an Aim Token. Stacks beautifully with the ''Spotter'' rule or Shore Troopers. (2 pip) ''Pinned Down'' - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle that unit's Order Token back in to their pool. <s>YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it all over again?</s> Ok, even though the context is clearly that the defender's token is the one that goes back, not your attacking unit's... the FAQ's have made it clear that it's that way. It's a nice way to screw with your enemy's plans, especially when your opponent wants faceup tokens, such as when using Fire Support ("sorry Rex, not gonna call you Captain anymore..."), Strict Orders, or General Grievous's "Supreme Commander" command card. Also note that this was FAQ'ed that Arsenal works with it to return multiple tokens. (1 pip) ''Covert Operations'' - [1 Support or Operative Unit] - <s>You get to peek at two random command cards from your opponent's hand. Hey, it can't hurt. From experience you will always pick Standing Orders. Always.</s> The November 2020 update totally rewrote the effect of this one and now it's: ''when your opponent issues orders from a Command Card, every unit that gets one of those orders also gains a suppression token''. It's nothing earth-shattering but throwing extra suppression when your opponent uses a 3-pip (especially one like Luminous Beings Are We, We're Not Programmed, etc.) is kinda nice, especially if you're using a suppression-oriented list, which Empire does well. Note that it only applies to orders from the command card itself, and not from other effects like HQ Uplink, Coordinate, Entourage, Commns Relay, and so forth. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Tactics? She's cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army. Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back. </div></div> ====Iden Versio==== The main character from the story mode on EA's ''Battlefront 2'' video game. She's a highly trained operative and sniper. In the story of BF2, she eventually becomes disillusioned with the Empire after the Battle of Endor and joins the Rebellion/New Republic, and hijinks ensue but that's beyond the scope of Legion. For now. To start, she's 100 points base, with 6 wounds, 3 courage and red defense dice (no surge). She comes with the same blaster as General Veers (3 white at range 1-3 with '''Pierce 1'''), and punches for 2 red; she has offensive surge to boot. Her '''Marksman''' rule allows you to spend an Aim token to simply change a die- a blank becomes a hit, or a hit becomes a crit (and you can use two Aims to turn a blank into a crit). She can be upgraded to have a sniper rifle or a LMG- which are detailed in upgrades, below. She is loaded with special rules since she's a non-Force-using special forces agent. To start, she has '''Quick Thinking''' (spend an action to gain both a Dodge and an Aim token) and '''Nimble''' (she gains a Dodge token after spending one or more during an attack). Although she's a Commander, her '''Covert Ops''' rule allows you to change her to an Operative during deployment, and when you do, she gains '''Infiltrate''', allowing you to deploy her anywhere on the table as long you she's outside of range 3 of all enemy units at the time she deploys (meaning if there's nobody on the board yet, she can deploy ''literally anywhere''....). If you don't field another Commander, you are required to promote a Corps or Spec Ops unit to be the acting commander (in much the same way as if all commanders had been killed- but Covert Ops specifies is must be Corps or Spec Ops). She also has a '''Loadout''' rule- for every upgrade you give her, you can set aside a different upgrade with the same slot and equal or less points value... and when Iden deploys, you may swap out the upgrades. Did you take Emergency Stims but decided you'd rather have Electrobinoculars? Swap 'em out! Same goes for her weapons- does the TL-50 seem more useful against the droid horde than the sniper? Swap 'em out! Lastly... She also comes with FOUR command cards. One of them requires her to field her droid buddy ID10, so there's a second card for if you choose not to field it. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Armament Upgrades (x1 Slot)''' ''Iden's DLT-20A Sniper Rifle'' (15 pts.) - range 1 to infinity doing 2 black with '''Pierce 1''' and '''High Velocity''' (if it's the only weapon in the attack pool, the target can't spend Dodge tokens). ''TL-50 Heavy Blaster'' (15 pts.) - Range 1-3, 2 red, 1 black, 2 white with '''Critical 1''' and '''Impact 1'''. '''Training Upgrades (x2 Slot)''' ''Duck and Cover'' (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not terrible, especially if you're going with a close-ranged assault version of her, using the TL-50. The Sniper version probably won't be moving around a lot, so just make sure she's in heavy cover and you won't miss this upgrade. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Having a way of getting rid of suppression tokens is a good thing. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Very useful for plugging enemy characters/tauntauns/wookiees/etc. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Not a terrible choice for a sniper, although it does somewhat limit her since her sniper rifle has unlimited range. Likely a more useful option when using the TL-50. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. Iden's good in melee- she throws 2 red dice per attack- so while this isn't a bad upgrade, melee isn't exactly where she's at her best. But it's cheap and she does get two training upgrades. ''Offensive Push'' (4 pts.) - exhaust while performing a move to gain Tactical 1 (which gives an aim token after performing a standard move). Aim tokens are always nice, especially if you want to make heavy use of her ''Marksman'' keyword. '''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. You don't really want this on her, she's a bad ass and should be using Quick Thinking and shooting, not trying to be Veers. ''Emergency Stims'' (8 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. ''Environmental Gear'' (3 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. May be helpful, but if she's going to hang back, give it a skip. ''Grappling Hooks'' (3 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. Will she be climbing? Probably not. Pass. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. Cheap and helps get her where you need her. Not a bad choice. ''Targeting Scopes'' (6 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Her sniper rifle only rolls two dice, as does her melee attack. Her E-11 does throw three dice but they're white and do you really want to upgrade her based around that? It could be useful with the TL-50, since that does throw a bunch of non-red dice. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Iden's ID10 Seeker Droid (DIo) <div class="mw-collapsible-content"> For +15 points, Iden can be accompanied by her signature counterpart (it does have the "Counterpart" rule with her), a droid named ID10. It effectively gives her an extra hit point, and can apparently attack in melee or at range 1 with an electric shock that does 3 white damage and Suppressive. It also has Shielded 1 and Recharge 1 for an extra free block (and they'll get that back for free from Iden's "Concussive Blast" command...). It also has the "Small" keyword, which allows you to ignore it when determining range, line of sight, cover, etc. It's effectively not there and you only factor Iden herself. Lastly, it has a Comms upgrade slot. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> (3 pip) ''Tactical Strike'' - [Iden Version and 3 Troopers] - when Iden or a Spec Forces unit with a faceup order activates, it may reduce its movement rate to one to gain '''Tactical 1''' (free Aim token after moving) and '''Steady''' (may make a ranged attack action for free after moving). Any of the Spec Forces units would really enjoy having this effect. (2 pip) ''Concussive Blast'' - [Iden Versio] - Iden recovers when she activates, and gains a weapon that does 5 red(!) at range 1-2 with Blast, Suppressive, and Scatter. It's a nice short ranged attack and gives a free recover as icing on the cake. (2 pip) ''Incapacitate'' - [Iden Versio] - during Iden's activation, you may choose an enemy trooper unit at range 1 and within line of sight of her ID10 droid. That unit gains 3 suppression, and if it's a Corps unit, you can also cause them to lose their activation by giving them a face down order token or flipping their token if they were issued an order. Another decent short ranged effect to knock out a unit for a turn. Note that this is the one that requires you to also field the ID10 droid. (1 pip) ''Pulse Scan'' - [Iden Versio] - Iden gains '''Sharpshooter 2''' and an Aim token. At the end of her activation, she also gains both a Dodge and a Standby token. For one turn she is a ridiculously good sniper, and can potentially even do a double-tap with her sniper rifle or TL-50. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Iden is more of a Jason Bourne type than a great tactician. She's pretty good at fighting but her abilities and Command Cards lend themselves more to that than to bolstering the troops around her. There's two ways of running her. First, as a sniper, and she's quite good at that- although only throwing two black dice is going to severely limit her damage output. She'll be basically plunking off a wound or two each turn. The High Impact means she'll be good at knocking wounds off things that rely on Dodges, notably tauntauns or anything else with Agile. While attacking a Jedi/Sith may seem like a good idea, bear in mind that they ignore her Pierce and always have at least a 50/50 chance of blocking her hits even without Deflect. She'll generally struggle to actually do damage to them barring intervention from the Dice Gods. Secondly, you can give her the TL-50 and have her do a Rambo impression. She's quite good at that too. But if you're going with the Rambo version, the trick will be getting the Aim tokens for her Marksman ability until she finds a nice spot to park and Quick Think/attack. Her 3-pip helps a lot, as would taking upgrades like Hunter or Offensive Push. The other issue is that the TL-50 doesn't have Pierce, so it won't be as reliable at dishing out wounds, especially against red defense- but the sheer number of dice helps- and Impact 1/Critical 1 means she can even be useful to attack armored vehicles in a pinch. If you've got the spare points, the droid buddy is worth taking just for the slight bump in survivability, and if you go with the Rambo option, adding suppressive and some white dice up close is a plus. And, hey, if you've got a further ten spare points, you can take an HQ Uplink to ensure Iden gets an order in a turn when someone else happens to be issuing orders- if you use her Concussive Blast command at the right time, you can use that Uplink twice per game! </div></div>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information