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====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 heโs 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 isnโt 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>
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