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==='''Operatives'''=== ====[[Genestealer_Hybrids#Kelermorph_Hybrids|Cad Bane]]==== (125 pts.) Cad Bane is a Duros bounty hunter. Imagine a [[Tau]] with kung fu training who's devoted his life to ''the greater greed'', throw in some desperado gunslinger clichés, and you get the idea. He also has a nice hat. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Armament Upgrades (x1 slot)''' ''Electro Gauntlets'' (10 pts) - exhaust to do a melee attack throwing 4 red dice with Suppressive and Immobilize 3. You can also move Bane if he's engaged with an enemy unit that has one or more Immobilized tokens, even if this card is exhausted. An extremely nice way to slap a Jedi or Sith and then run away so they can get shot by your Clankers and AATs. '''Training Upgrades (x2 Slots)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Helps with the lad’s survivability and benefits his Danger Sense 2. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. It’s probably not worth your while taking this, considering he needs suppression for Danger Sense and his two pip command. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Practically mandatory, this will help you collect that ''Bounty''. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Not super useful considering his pistol is only range 2 and he has ''Steady'' to move and shoot. ''Tenacity'' (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. A pretty good choice, especially if you also take the Electro-gauntlets. ''Offensive Push'' (4 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. Offensive Push is always a nice upgrade, and Cade Bane does want to stay on the move. ''Situational Awareness'' (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. With this, you can make Bane even more annoying to deal with, if he somehow gets dodge tokens! '''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. Bane is better off doing other things than being a token factory. 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. Overall, a really good upgrade, but not really necessary. ''Environmental Gear'' (2 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. This can be useful, especially with how cheap it is. Keep in mind, though, that Cad Bane does have Jump 1. ''Grappling Hooks'' (1 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. This can be deceptively useful, and, if nothing else catches your interest, isn't the worst use of a single point. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. Always useful as a backup option, if nothing else watches your eye. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Not terrible but not great either. ''Ascension Cables'' (4 pts) - 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"> 1 Pip: I'm Your Worst Nightmare - [Cad Bane] Cad Bane gains '''Uncanny Luck 2''' and gets to perform up to 2 attack actions this round. Combined with Steady and Jump 1, Bane can use this on an all-in turn to finish off a unit (maybe securing a Bounty) and safely retreat on top of or behind LOS-blocking terrain. Just make sure that you took an HQ Uplink so you don’t totally screw the rest of your units this round. Combos with his Electro Gauntlets in the (situational) instance that he is engaged with an enemy melee unit; assuming he gets at least one wound off on the Gauntlets attack, he can safely take a speed-2 move away and throw a parting shot into the now-immobilized unit. 2 Pip: I'm in Control - [Cad Bane and 1 Unit] At the start and end of his activation, Cad Bane may transfer any number of suppression tokens he has onto any number of enemy trooper units within range 1-2. Any enemy unit that receives at least one token this way also gains an Immobilize token. Amazing. Get a few suppression on Bane and then not only does he get rid of as many as you want, but he uses them to stop the enemy in their tracks. 3 Pip: I Make The Rules Now - [Cad Bane] One of the fun new '''Divulge''' cards. During the Deploy Units step, you can reveal this card to your opponent in order to place 3 unique Bane tokens face-down on the battlefield beyond range 1 of any deployment zone. Cad Bane does not get deployed, and you have to play this card on round 1. If you choose not to use the Divulge effects, you get to place 1 Bane tokens face-down within range 1 of Cad Bane and another beyond range 1 of all enemy units. Bane Tokens work a lot like mines, and trigger when a mini moves, deploys, or is placed at range 1 of an enemy Bane token and has LOS to it. Alternatively, Cad Bane’s player can reveal a friendly Bane token at the start of any round and resolve its effects, which are: *''Here I Am'': As long as Cad Bane is not already defeated, his Here I Am token is replaced by his miniature and he keeps any tokens that were assigned to him. If he was not deployed due to the effects of the Divulge portion of his 3-pip, he also issues himself an order when you replace the token with his mini. This token is awesome for objective grabbing. Nothing says you can’t chuck one of these suckers up against a Recover the Supplies crate, or nice and cozy right next to the center enemy Corps unit in Hostage Exchange. Without his Divulge, it can be set behind LOS-blocking cover to provide a quick escape if you expect him to get focused down. *''Kablamo!'': A fun surprise for your opponent, the token triggers just like a mine and makes an area attack using the weapon listed on Bane’s 3-pip. It throws 2 red and 2 black dice at range 1 with '''Blast''', '''Impact 2''', '''Suppressive''', with surge to crit. Very nice against troopers, and pretty good value against Armor units with Impact and surges. Without Divulge, its offensive use is diminished slightly since you have to throw it out of its detonation range from enemy units, but it could be used to cover your retreat with Bane or help close off avenues to objectives for your opponent. With Divulge, it lets you play mind games with Bane’s last token. *''Smoke and Mirrors'': No fun effects, boo! This token is just removed from the battlefield when it is revealed. S&M lets you fake-out your opponent, leaving them guessing which token is the Kablamo! mine and which one is the dud (or the Here I Am token in scenarios where you don’t need to clutch a center objective token). Just please, for the love of God, do not choose this token without the Divulge effect...unless you ''really'' enjoy messing with the enemy. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> He's 50 pts cheaper than Grievous and checks in with 6 wounds, 3 courage, and throwing white dice with surge on defense. He's not the toughest guy around, as you can see. Bane has the '''Danger Sense 2''' rule, allowing him to roll extra defense dice when attacked, one extra per suppression, to a maximum of two He moves at speed-2 and has '''Jump 1''' along with '''Steady''' (can make a free ranged attack after moving), allowing him to maneuver deftly around the battlefield. Speaking of attacking, he has built-in normal surge and throws 3 black in melee, as well as being able to shoot his pistol for 4 black at range 1-2 with '''Pierce 1'''. He also has '''Sharpshooter 1''' and '''Bounty''', as if all that weren't enough. Bane adds even more complexity to Sep lists with his slippery play style. It’s good that he’s so slippery, because you shouldn’t be relying on suppression and Danger Sense 2 to tank more than one round of concentrated fire before he gets wiped off the table. Jump 1 and Steady will let you hop around LOS-blocking terrain and heavy cover while staying in range 2 for his pistols and ''I’m In Control'' (which still works when you don’t have LOS to enemy units). That built-in mobility combined with the Divulge effects of ''I Make the Rules Now'' lets him pop up nearly anywhere on the battlefield to flank your opponent, snag their objective tokens, or chase down those pesky Secret Mission units (Looking at you, R2!). Unlike other Sep units released thus far, he plays pretty nicely with separating off of your main droid chain to do lone wolf things on the other side of the table. Strongly consider him in lists that utilize trooper-based objectives, like Recover the Supplies or Hostage Exchange, just remember to bring at least one HQ Uplink since two of his command cards only give orders to himself. </div></div> ====Maul==== (160 pts.) At last. Maul is the second Operative unit to be added to the CIS. This is the sneaky Sith Apprentice version of Maul as opposed to the Clone Wars TV series Maul or grizzled crime lord Maul in Solo. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> <B>Training Upgrades (x2 Slots)</B> ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. No real benefits for Maul in this, but can be somewhat useful to gain cover. Minor pass. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. A case could be made for this on Maul since force-users are usually bullet magnets in most games, but with his 2-pip and general mobility, Maul can stay out of most situations where your opponent can pile them on. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. This can synergize with his 1-pip ''At Last'' on turns where you're looking to gank or finish off a Force user that's already been wounded. ''Offensive Push'' (4 pts.) – While performing a move, exhaust this card to gain '''Tactical 1''' (after performing a standard move, gain 1 aim token). Aims are always nice, and with Juyo's "free" recover you can get this back along with any other exhaustible upgrade cards. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. No ranged weapons, no reason to take this. Why is this even an option? ''Seize the Initiative'' (5 pts.) - Commander or Operative only: during the issue orders step of the command phase, issue an order to yourself and discard this card. Cheap and efficient for what it does, this essentially lets you guarantee Maul goes first off a Cunning Dooku 1-pip turn. If you find you don't need the second training slot for another upgrade, definitely consider this. Situational Awareness (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This can be very useful, but other upgrades are better for Maul, sadly. ''Tenacity'' (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. A fantastic choice on a unit that already wants to be wounded for Juyo and can activate this himself with ''At Last''. Offensive Stance (5 pts.) - Force user only. At the start of your activation, you may flip this card. When taking an aim action, gain two tokens instead of one. You cannot spend dodge tokens. The token must come from an action, rather than upgrades or command cards. This is the flip side of Defensive Stance. This can be nice to ensure you really hurt something in melee. Recommended, unless another upgrade catches your eye. Defensive Stance (5 pts.) - Force user only. At the start of your activation, you may flip this card. When taking a dodge action, gain two tokens instead of one. You cannot spend aim tokens. The token must come from an action, rather than upgrades or command cards. This is the flip side of Offensive stance. The extra dodge tokens can ensure Mauls gets more use out of deflect. Recommended, unless another upgrade catches your eye. <B>Force Upgrades (x2 Slots)</B> '''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. Would be more useful if Maul was a commander or if his command cards synergized with this, but for now this is not useful at all. Skip. ''Force Barrier'' (10 pts.) - You can exhaust this card when your opponent attacks a friendly unit at range-1 of you, and during the Modify Attack Dice step, you can cancel either 1 crit result or up to 2 hit results. Can be nice for protecting your corps units or expensive special forces heavy weapon groups, but most of the time Maul is going to be much further away to get any value out of this. ''Force Guidance'' (5 pts.) - Exhaust this card to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action. Would be more useful if he could use this on himself, but can see some use with BX squads or other equally as aggressive units. Not amazing, but not bad. ''Force Push'' (10 pts.) - Exhaust this card as a free action to force a trooper unit at range 1 to perform a speed 1 move, even if they're engaged. Very nice. Save your guys from melee, or pull enemies from behind cover/terrain so your droids can blast 'em. So much can be done with this one card, I'd say it should be stapled to Maul in every list you include him in. No MOTF to get it back sucks, but he can recover "for free" with Juyo in order to get this back after he uses it. ''Force Reflexes'' (5 pts.) - Exhaust this card to gain a dodge token, as a free action. Pretty good on most force-users, but Maul's lack of Master of the Force makes it slightly less attractive. Juyo also gives Maul a reason to actually take a dodge action combined with Defensive Stance, so this could be redundant. ''Saber Throw'' (5 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). Lets Maul throw 4 red (remember, you choose the half of the dice pool being used!) at range 1-2 as an attack action. Juyo lets Maul peekaboo with this in a move-throw-move turn, with Jump giving you the option to deny an opponent's unit cover if you can get above them (just bear in mind that he can only jump once per activation). '''Dark Side Powers''' ''Anger'' (5 pts.) - Gain an aim token every time you take damage. Can be activated by ''At Last'' as well. Aims are always welcome, whether or not you think they're more needed than another force power is up to you. Maul is throwing 4 white dice on top of his 4 red, so rerolls aren't exactly bad. ''Fear'' (3 pts.) - Gain '''Demoralize 1''', letting you give 1 suppression token to enemy units at range 1-2. Considering Maul's lack of Master of the Force, this isn't a bad upgrade, considering how cheap it is. ''Force Choke'' (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn't a Commander Operative. An amazing force power that lets you snipe objective tokens attached to unit leaders or heavy weapon minis in order to neuter a unit. It does exhaust which sucks with no MOTF, but the "free" recover off of Juyo will let you get this back, along with any other exhaustible upgrades. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 1 Pip: Duel of the Fates - [Maul] Maul gains 1 dodge token and Disengage. While Maul is engaged with an enemy unit, that unit cannot spend aim, dodge, standby, or surge tokens. Melee units love Disengage, as it allows you to leave less favorable engagements and either escape or dive into a more important target. The secondary effect is a gigantic FU to units that rely on their tokens like clones or Force-users with dodges; For example, play this on the same turn your opponent plays ''Knowledge and Defense'' and watch him cry over his useless pile of dodge tokens while you take down a significantly defanged Obi-Wan. 1 Pip: At Last - [Maul] While building a command hand, this card is treated as having 3 pips. Maul gains an aim token and '''Jedi Hunter''', and when he activates, he may suffer 1 wound. This card lets you use not two but THREE 1-pip command cards, guaranteeing you a chance to go first 3 rounds out of 6 (depending on what your opponent plays). This is your "I need ''Insert Unit'' dead, and I need them dead NOW" card. Jedi Hunter gets you surge to crit for one round, and the aim token is just gravy. The "may suffer 1 wound" portion is your Juyo activator in case you haven't taken any damage yet, and note that you don't have to take the wound if you don't want to for whatever reason (if you're already wounded, for example). 2 Pip: The Phantom Menace - [Maul and 1 Trooper] This card has two separate effects, depending on how you play it. For the first portion, you can play this like any other command card and issue an order to Maul and another trooper. Maul cannot attack this round, and enemy units beyond range-2 of Maul cannot attack him. The second portion is a Divulge effect: during the Deploy Units Step, Maul gains '''Infiltrate,''' and during the first round, Maul and friendly DRK-1 Sith Probe Droids cannot perform objective card actions. Discard this card after it is revealed by Divulge. The first part is basically pseudo-'''Incognito''' for a turn, which is not bad at all. You can use it to jog across the long side of the board towards your opponent's flank or back objectives without having to worry about getting blown up by their corps units on the way. The second part officially makes Maul the first infiltrating force-user (with some caveats), and this lets you do what Cad does with ''I Make the Rules Now'' and start much closer to either your opponent's units or the objectives. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Coming in at 160 points with no upgrades, he's got 6 wounds, 3 courage, and he's got red defense dice (no surging offensively or defensively). He is armed only with his double-bladed lightsaber, which throws 4 red and 4 white with Impact 2 and Pierce 2 in melee. In terms of keywords, he's got '''Jump 1,''' '''Deflect,''' and '''Immune Pierce,''' all standard issue for Force-users thus far. Where he differs from the rest, however, is in his lightsaber style '''Juyo Mastery.''' Juyo Mastery allows him to take 1 additional action during his activation as long as he is wounded. The extra action cannot be a third move- otherwise, anything is allowed. He can move, attack, recover; or move, move, attack, etc. This sounds great, right? Well, bear in mind that he also doesn't have Master of the Force or Charge/Relentless. Which means you still can't be reckless with his actions. If you've loaded up on exhaustible Force powers, he'll need to use one of his actions to get them back via Recover action. And you always need to have an action ready to attack if you want to do so after he moves. That said, he's an absolute squad slaughterer. Tenacity is a great upgrade for him, since he'll be wounded for Juyo anyway, meaning he'd be throwing five red and four white (plus Pierce and Impact). Watch entire squads melt under that firepower. He'll generally struggle a little against another lightsaber boi, especially if it's Anakin (Djem So auto-wounding) or Dooku (Makashi), but he's throwing so many dice that he won't struggle ''that'' much. But against regular units and non-lightsaber/Force-using characters, he'll shred. He's basically a cruise missile- just point him at the target and press the red button. </div></div>
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