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====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>
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