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====[[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>
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