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====Clone Commander==== (60 pts.) "Oh by the way, I think you'll be needing this..." <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Command Upgrades (x1 Slot)''' ''Aggressive Tactics'' (15 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Just remember that the Clone Commander has to have been the acting Commander for that turn. Never a bad choice. ''Commanding Presence'' (5 pts.) - When issuing orders, you can issue orders at range 1-4. While not generally all that useful, it does boost the range of his Direct ability. ''Esteemed Leader'' (5 pts.) - Friendly trooper units at range 1 gain Guardian 1 when the Clone Commander is defending. This can help your valuable Commander stay alive, and it stacks with Obi-Wan's Guardian 3 for a mighty Guardian 4... ''Improvised Orders'' (5 pts.) - Once per turn, you may exhaust this card after drawing a token from the order pool to draw a second one and choose between the two. Not terrible but there are better options. ''Strict Orders'' (5 pts.) - Guarantees a trooper unit with a face up order token can remove a suppression when they activate, rather than leaving it to chance. It's ok if you are facing an army that does a lot of suppression. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not a terrible choice. Just be wary of the difficulty clones can have in losing suppression tokens and the Commander's measly courage value of 2. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Also a decent choice considering the Commander's low Courage value. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Clones do love their tokens, but the Commander might struggle to actually use this rather expensive upgrade. ''Offensive Push'' (4 pts.) - Exhaust to gain '''Tactical 1''' (gain a free aim token when making a move). Free tokens are always nice, and this is especially useful in a turn where you have to move- or if you want to get multiple Aims. ''Overwatch'' (4 pts.) - Gain Sentinel, making your standby range 1-3. Not terrible, but putting him on Standby may not necessarily be the best play. ''Seize The Initiative'' (5 pts.) - Single use. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue and order to yourself. Could be useful in a turn where you ''really'' want token control, but most of the time, not that useful. ''Situational Awareness'' (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Not too recommended, but can be a nice backup. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. You generally don't really want Rex in melee, although he's not terrible at it (you especially want to keep him away from melee specialists, like anyone carrying a lightsaber...). If you've got the spare points and slot, there are worse ways to use them. '''Gear Upgrades (x1 Slots)''' ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an Aim token. Kinda useless considering it's an expensive upgrade and you can essentially do the same thing by doing an Aim action and sharing it under the Clone ability. Unless you desperately need it for some niche thing (like dropping Aims on a Jedi), hard pass. ''Emergency Stims'' (10 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'' (2 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. Cheap and not terrible, can help ensure that the Commander is where you need him. ''Grappling Hooks'' (1 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. Useful if you face a lot of climbable terrain. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. Not terrible, but there are other options that are superior. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Not a great choice, since the Commander is throwing black dice and it's unlikely (although not impossible) for him to miss on all three. Plus you don't really want him for his shooting now, do you? ''Ascension Cables'' (4 pts) - Exhaust, and until the end of your activation, you gain Scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can't really go wrong with this one. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> '''''Note: These commands are generic and can be used by any available Commmander-rank unit.''''' 1 Pip: Synchronized Offensive - [1 Vehicle] After a friendly vehicle is issued an order, choose a friendly clone trooper unit at range 1-2 of it and issue that unit an order. Get two orders for the price of one. And what makes this extra juicy is that it applies to orders issued by other means. So if you're running 2-3 units of AT-RT's, take HQ Uplinks on two of them to get six orders on 1-pip. Yowza. 2 Pip: Air Support - [1 Commander or Heavy] Once this round, at the end of the activation of a friendly commander (rank) clone unit or a friendly heavy unit with Field Commander, that unit may make an attack with range 4+, 1 red 2 black, with Beam 2 and Immune: Deflect. Basically an air strike done by those laser turret things on the side of an LAAT. It can strike up to three units and it's not bad. Bear in mind that the unit triggering the effect is considered to be firing it, so any relevant rules (like Sharpshooter X or offensive surge) that the unit has will affect it. Also, be wary of the long range- you may want to fire this off early in the game, before the enemy gets too close. 3 Pip: Attack of the Clones - [3 Clone Troopers] When a unit is issued an order by this card, it either gains a surge token or removes 1 suppression. This command can help manage suppression (in an army that generally struggles to do that) or give extra green tokens to share. Not very exciting, but certainly not bad either. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> The Clone Commander is a much-needed cheap commander option for the Grand Army of the Republic. Coming in at 60 points without upgrades, you just might want to field him that way to make space for more clones in your army. He's a decent shot, throwing 3 black at range 3 with Sharpshooter 1, and in melee he punches for 2 red, but it's his abilities you may want to use more than his attack skillz. He comes with '''Direct: Corps Clone Trooper unit''', which allows him to issue an order to a Phase I or Phase II squad for free every turn, in addition to what the command card does. Since you're definitely going to be fielding Corps Clones, this is a handy ability, and if you happen to have Fives (see ARC Trooper heavy weapon upgrades, below) in the unit, all the better. He also comes with '''Bolster 2''', which allows him to spend an action to give one surge token to up to two friendly units within range 1 of him. Don't forget that he can issue one of them to himself. On top of that, Clones love tokens and sharing them. You'll probably want to make heavy use of this ability. Where he's not particularly tough or great at combat, upgrades that affect combat aren't very attractive for him. Upgrades like Offensive Push (for at least one free Aim token per game), Vigilance (to help keep Dodge tokens floating around), Commanding Presence (to boost the range of his commands, including Direct), and Aggressive Tactics (MOAR TOKENS!!!) are ones worth looking at. Important things to remember about him: *4 wounds: Like Captain Rex, he doesn't like taking focused fire. He's not a tank, so keep him hidden from excessive enemy fire. *Courage 2: He is brave, but not exceptionally brave. This will result in him and the clones around him not being as brave as when a Jedi is nearby. *Token sharing: He is a clone trooper. And this allows him to share tokens he generates, or use the tokens generated around him. Seriously... don't forget the token sharing. </div></div>
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