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====Luke Skywalker==== (160 pts.) The Rebel Alliance's only Jedi, he represents Luke as he was around the time of ''The Empire Strikes Back''. He's a major threat to the average mook, but pales in comparison to just about any other force user, including himself. His weaker dice pool, lack of Master of the Force, and missing training slot make him less sexy than his Jedi counterpart. Still, he can be an effective melee threat in the right circumstances. Plus, he's packing heat. So uncivilized! If you need an explanation as to who he is, why are you even playing this game? /s Note: Commander and Operative Luke share command cards. You can take all 6, if you really want to! <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Force Upgrades (x2 Slots)''' '''Unaligned Powers''' ''Battle Meditation'' (5 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield, even if it's not normally allowed by the Command Card. Can be pretty situational, but if you have a unit or two that you desperately want to give orders to, this is how. Generally though, giving those units HQ Uplinks or Long-Range Comlink is probably better. ''Force Guidance'' (5 pts.) - As a free action, exhaust this to give one Surge Token to up to two units within range 1-2. If you really want surge tokens, here you go. Rebels have a lot of built-in surges already, so this upgrade's not quite as useful as it is in the Clone Wars-era armies. ''Force Push'' (10 pts.) - As a free action, exhaust this to choose an enemy unit at range 1 and make it do a speed 1 move. The End-All-Be-All. Staple this to anybody with a force slot. Seriously. Push increases Luke's melee range, allows him to freely move trooper units in and out of melee, and deny objectives among so many other things. All without costing an action! In a game where position and objectives matter so much, the ability to move your opponent's dudes is invaluable. That said, Commander Luke lacks a free force power refresh, which unfortunately hurts the action economy of this upgrade. This can be mitigated to a degree with the Echo Base Defenders two-pip free refresh command card. ''Force Reflexes'' (5 pts.) - As a free action, exhaust this to gain one Dodge token. Useful when Luke is running out on his own without a dodge token from his cards or his sister. Alongside deflect, this upgrade has the potential to save himself when you dive or misplay. ''Force Lift'' (5 pts.) - When you deploy, you may place a barricade at range 1. As a free action, exhaust to choose a barricade at range 1 and move it to within range 1 and height 1 of its current position. This can be really good for keeping Luke in heavy cover when you desperately need to. There are better upgrades, but this one isn't entirely forgettable. ''Saber Throw'' (5 pts.) - allows you to make a ranged attack with one of you melee weapons at range 1-2, using half of that weapon's dice (rounded up). For Luke, it'll be doing 3 black with Pierce 2 and Impact 2. Just use the pistol. It's red dice, with pierce 2 and surge to crit. The impact doesn't matter at that point. ''Force Barrier'' (10 pts.) - Exhaust. When another friendly troops unit at range 1 is defending against a ranged attack, during the Modify Attack Dice step, cancel either 1 crit result or up to 2 hit results. This can ensure your flimsy Rebel Troopers survive for another turn. This can also help Mandalorians deal with piercing dice pools. The lack of free recovers does hinder this, but the ability to further the durability of your glass cannon army is amazing. ''Burst of Speed'' (10 pts.) - Expend. At the start of your activation, treat your maximum speed as 3 until the end of the round. If you do, gain 1 immobilize token at the end of the round. This is a really good force power if you want to get Luke into melee combat. It does, however, mean Luke can only move at speed 1 during the next round, but that won't really matter if you were smart getting him into combat. Furthermore, because it expends, you really aren't missing out due to refresh limitations. This was changed to cost 10 points, though, so it can be a dicey addition if you feel as if other upgrades may be more worthwhile for your play style. '''Light-side Powers''' ''Hope'' (3 pts.) - Gain '''Inspire 1''', allowing you to remove up to 1 suppression token from a friendly trooper unit at range 1-2, after your rally step every turn. Not terrible, and if you have a spare 3 points and a slot available, there are worse things do to with them. But there are other powers that are probably more useful if you can afford them. If you're taking a suppression heavy list, like one with Pathfinders, this may be more useful. ''Jedi Mind Trick'' (5 pts.) - As a free action, exhaust this to place 2 suppression tokens on one enemy unit within range 1-2. This is kind of situational, but also generally good. It's best used in conjunction with You Serve Your Master Well to mind-control an enemy unit. '''Gear Upgrades (x1 Slot)''' ''Ascension Cables'' (4 pts) - Until the end of your activation, you gain scale. Luke has jump, which already beats scale. ''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 Luke standing around trying to do a General Veers impression. ''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. This card may give you that edge you need to get Son of Skywalker out before Luke loses his arm. However, 8 points does cost a fair bit. Competitively speaking, this may not be great, but it can be funny in a casual setting. ''Environmental Gear'' (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Jump 1 exists, so nah. Don't take this. ''Grappling Hooks'' (2 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Again, Jump should help here and this is largely unnecessary. ''Portable Scanners'' (6 pts) - Gain '''Take Cover''', which allows you to give another unit at range 1 a single dodge token at the cost of an action. This isn't worth it on Luke at all, so don't bother wit it. You'll want all the actions you can possibly get out of him. ''Prepared Supplies'' (5 pts) - Cache: Dodge 1 (during setup, place 1 dodge token on this card. You can spend tokens on this card). This is a singular free dodge token that you can use at any point throughout a match. This is a really good upgrade to grab, if not the best. This can easily be a free Force Reflexes, if you were debating on that upgrade. ''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Not a bad choice- It's super cheap and gets Luke slightly closer to the enemy. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. You won't be getting many aim tokens, so don't bother with this one. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 1 Pip: Son of Skywalker - [Luke Skywalker] After Luke Skywalker performs his first attack, he may perform a free attack action, even if he has already performed an attack action during his activation. A-freaking-mazing. There are few other characters who can put out this much attack potential in one turn. Since this is free action right after he attacks, it is even considered superior to Darth's 2nd attack ability since he has to shuffle his order back into the pool, meaning Luke has more damage output in dire situations. This is your go-to deletion tool. 2 Pip: My ally is the Force - [2 Trooper units] whenever a friendly trooper is issued an order, it gains 1 dodge token. This card blends nicely with a few units. Rebel troopers need a dodge token to utilize their nimble keyword, and key units may also need the token to survive another round. This also works with Han and Chewie's teamwork keyword, because giving the dodge token to one will give one to the other, as well. Note that this isn't limited to the orders given from the card, though. HQ uplinks and coordinate effects also benefit from this bonus (Veterans, for example). 3 Pip: Return of the Jedi - [Luke Skywalker and 2 other units] when Luke Skywalker is issued an order, he gains 1 dodge token. When Luke Skywalker activates, each friendly trooper unit at range 1-3 of him may remove 1 suppression token. Luke loves dodge tokens because of the deflect ability. The suppression removal is also amazing for your troops, and can help better manage suppression on units that rely on it (Pathfinders). Overall a great command card. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Luke can take two Force upgrades. After you equip Push; Burst of Speed, Reflexes, and Jedi Mind Trick are good choices, but what you take will probably depend on your style of play. Heck, because he doesn't refresh force powers for free, you may consider slapping Burst of Speed on him and leaving the rest to the will of the Force. He is equipped with the Youngling Slayer 9000, an elegant weapon for a more civilized age. 6 black dice and surge to crit is deadly, '''Pierce 2''' and '''Impact 2''' make it even more so, but can be best combined with his "Son of Skywalker" command card to effectively delete most trooper units in the game. He also carries a DL-44 Blaster Pistol, with range 2, 2 red dice, and '''Pierce 2'''. A solid option if you don't think you can get into melee, but, honestly, you shouldn't be using this weapon all too often. '''Jump 1''' and '''Charge''' make Luke the OG aggressive saber user. A key to fielding Luke is correctly using his Commands. The two and three pip cards give him dodge tokens and help your otherwise fragile mooks out. His one pip gives him a round of brutal enemy slaughtering power. Additionally, he has access to all three of his Operative counterpart's cards. Unfortunately though, he finds more difficultly utilizing them. For You Serve Your Master Well, this Luke can't suppress enemies as efficiently without easy access to Mind Trick. Full of Surprises is still a potent defensive card, but with Courage 3 it loses some of its power. Fortunately though, I Am a Jedi remains unaffected even though Commander Luke is, in fact, not yet a Jedi. Lets talk defense. Having Leia or an Officer drop Dodge tokens on Luke, as well as stashing unused dodge tokens with Vigilance, helps him quite a lot. Force Reflexes or Prepared Supplies can help shore up his defense when other options aren't available. His immunity to pierce and the deflect rule make him more resilient than other units Rebels have access to. Just don't forget that at the end of the day, his effective wounds when shot at without a dodge token available is the same as a full squad of stormtroopers. He will go down if you leave him out to dry. While most will agree he needs to complete his training to really shine, Commander Luke does find a niche alongside his friends in an Echo Base Defenders list. In that context, he's the only source of force-fueled ass kicking that list can field. Chewie and Luke both have a role in protecting your vets and emplacements from hungry melee mobs. Even when he's not playing defense, he can blend up troops almost as well as any other Glowbat bully. Most of all though, EBD has unique access to a command card that grants a free recover. This really helps Commander Luke get around one of his biggest weaknesses, making something like Force Barrier even better. In summary, Luke is an decent melee-oriented warrior in an army that is relatively fragile. He can chew through troops and might still have a decent chance of surviving- even against Sith powerhouses like Darth Vader or Count Dooku. His mobility and sheer damage make him a decent hedge against enemy armor as well. </div></div>
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