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====Lando Calrissian==== (105 pts.) The original smooth operator. He loves gambling, stylish capes, winning smiles, and made black people canon to the star wars universe. Like Han, he excels at using command cards to mess the enemy plans. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Command Upgrades (x1 Slots)''' ''Aggressive Tactics'' (15 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. While not necessarily a bad option, There's also better ones. Surge tokens are nice, but usually not needed for Rebel units. Surge tokens generally matter more for red save units. ''Commanding Presence'' (5 pts.) - When issuing orders, you can issue orders at range 1-4. Generally not the best option, either. Might be useful if you're using lots of Pathfinders, Commandos, and/or Speeders and are concerned about them getting out of range. ''Esteemed Leader'' (5 pts.) - Friendly trooper units at range 1 gain '''Guardian 1''', helping you defend your points investment. Compared to Leia, Lando has a bit more resilience and longer range, so it is not quite as useful on him. He also only has a single command slot, so the competition here is tougher. ''Improvised Orders'' (5 pts.) - Exhaustible, but automatically readies in the end step. Draw 2, pick 1 token from your order pool. This could help you draw that one fleet trooper squad, or FD cannon, or whatever else. Generally useful. ''Inspiring Presence'' (5 pts.) - Friendly units at range 1-4 can use your courage value when checking whether they are panicked. This can be great, but Lando is unique in that his pistol has a range of 3, so he might not be far enough away from the majority of your units to have this be a worry for you. ''Lead By Example'' (8 pts.) - You gain Inspire 2 (After your Rally step, remove up to 2 suppression tokens from other friendly units at range 1-2). This is a really good upgrade for removing suppression from units, which rebels love. This is generally a good upgrade if no others are of interest. ''Strict Orders'' (5 pts.) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance. Not as good on Lando as it is on other commanders, but still worth looking at. ''Underworld Connections'' (5 pts.) - You gain Allies of Convenience (Your army may include one additional Mercenary unit of any rank. You can issue orders to friendly Mercenary units regardless of affiliation. If you want to run mercenaries, then this is a must grab. Otherwise, you can pass on this. ''Vigilance'' (12 pts.) - Allows 1 friendly trooper or 2 Corps. trooper units at Range 1-2 to keep a single Dodge token during the End Phase. Probably the best choice for his only slot, due to how much rebels love dodges. Unlike Leia, Lando cannot hand out dodge tokens as reliably, so consider that before choosing this, regardless. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (2 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Our resident traitor has only 2 courage, so this is not the best card for him. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. He's only got Courage 2, so you need to keep suppression under control. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Lando is not an offensively minded commander and has a lot of ways to get aims for himself anyways, so this is not efficient unless you really want to declare Crits on his 3-pip. ''Into the Fray'' (4 pts.) - When an enemy unit at range 1 activates, you may gain 1 surge token. Lando doesn't want this, because he has surge to crit and defend, anyways. Worthless. ''Offensive Push'' (6 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. Lacks the necessary keywords to use it to its full potential like Cassian, but this can help push for crits. You can't go wrong with this, regardless. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Not entirely recommended, although not the worst because he has range 3 and can generate standby tokens with his 2-pip. ''Protector'' (5 pts.) - Exhaust. While using Guardian, you can cancel crit results as though they were hit results. During the End Phase, ready this card. Han, like most commander units, doesn't have guardian. Therefore, this is a worthless upgrade for him. ''Seize The Initiative'' (5 pts.) - Single use. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue an order to yourself. An OK pick, it gives a little more order control but Lando always orders himself with his command cards and Lando himself is not a timing-sensitive unit when you aren't playing his command cards. ''Situational Awareness'' (4 pts.) - You gain '''Outmaneuver''', meaning you may spend dodge tokens to cancel crits. This goes well with the dodge tokens his 1-pip generates. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. Lando is one of the worst commanders you can pick in melee, even Leia packs more punch. Avoid at all costs. ''Up Close and Personal'' (8 pts.) - After you perform a ranged attack at range 1-2, gain 1 dodge token. One of Landos main benefits was a range 3 pistol, so this might not be entirely useful. Though, it does have potential, so don't completely write it off if you think it'll be useful to you. '''Gear Upgrades (x1 Slot)''' ''Ascension Cables'' (4 pts) - Until the end of your activation, you gain '''scale'''. Lando won't get much use out of this. ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Not a bad choice, since it gives Lando more support capability. ''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. It's not a bad upgrade. There might just be better options, and it is expensive. ''Environmental Gear'' (2 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. Only useful if you're playing on a table with lots of difficult terrain and desperately need Lando to be able to move. Due to the Covert Ops rule on Lando, you might want to pass. ''Grappling Hooks'' (2 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. Like with Environmental Gear, it's only useful if you need to desperately move Lando. Otherwise, pass. ''Portable Scanner'' (6 pts.) - Gain '''Take Cover 1'''. Turns Lando into a rebel officer. Stacks well with Vigilance, although you ideally should have a dedicated dodge creator rather than using Lando as one. ''Prepared Supplies'' (5 pts) - Cache: Dodge 1 (during setup, place 1 dodge token on this card. You can spend tokens on this card). This is a singular free dodge token that you can use at any point throughout a match. This can be nice to add more durability to Lando, so feel free to grab this if nothing else interests you. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. Lando already has Covert Ops, so positioning is not as much of an issue. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Lando can only ever roll 2 dice on his attack, so this is wasted. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 1 Pip: "Idiot's Array" - [Lando Calrissian] - Lando gains '''Gunslinger''' and '''Marksman'''. If there is a 3-pip in your discard pile then Lando gains 1 aim and 1 dodge token, or 2 aim and 2 dodge tokens if there is a 3-pip and a 2-pip, or 3 dodge and 3 aim tokens if there is a 1-pip and 2-pip and a 3-pip. Lando gains the ability to melt up to 4 targets in a single round of shooting. It's adequate when played as is, but gets stronger but more telegraphed the longer the game goes on. You need to weight the risks and rewards of playing it sooner for a quick bout of damage or later if you are sure the enemy will not use your flaw against you. 2 Pip: "Ace Up His Sleeve" - [Lando Calrissian and 1 unit] - When Lando issues an order to a unit, it gains 1 standby or 1 dodge token. Before Drawing from your order pool, you may instead discard this card from your hand or your contingencies. If you do, issue an order to Lando or a friendly unit within Range 1-2 of him and activate that unit. Your troll card, to ruin whatever plan the enemy thought they had. It can be played one of two ways, as a normal command card which is one of the only ways the rebels can create standby tokens. Or it may be burned from your hand or contingency pile to instantly activate a unit before the enemy can react to it. The latter option is what makes Lando such a slippery one. 3 Pip: "All In" - [Lando and 2 units] - Each enemy unit in line of sight and within Range 1-3 of Lando gains 2 Observation tokens. Before Lando rolls dice during an attack, you may declare Crits or Blocks. After your re-roll dice step; if there are at least 1 of the declared result, add 2 matching results; if not, remove 2 This is your high-risk, high-reward card. You get the most effect out of this if you can get Lando within range of as many targets as possible. The observation tokens give pseudo-aim to your whole army, which makes your shooty troops even shootier. They also help with the gambling mechanic, letting you fish for the crits if thats what you declared. Flaw: "I've Altered the Deal" - Your opponent may play this card at the start of the command phase if there are at least 3 cards in your discard pile. You cannot use contingencies or play any of Lando's command cards. Just in case you were having too much fun, the enemy may strip Lando of his greatest strength at a key moment. This adds a layer of difficulty to playing Lando and gives you a taste of your own medicine. Always keep an eye on your discard pile, because just when you think you have an ''Ace up your Sleeve'' or if you were planning to go ''All In'', the enemy may leave Lando helpless instead. Just to be clear, this is for one turn, not the entire rest of the game. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Lando is another support general, living to boost the rest of your army rather than eradicate the enemy from existence with a glowbat. He sports '''Contingency 3''', which lets you set aside up to 3 command cards that you can later use to over-write a different command card that you played, this is very effective when playing with command-hungry or timing sensitive units like Luke. He is also trained in '''Covert Ops''', which allows him to gain '''Infiltrate''' if he changes his slot to operative, this can help with positioning, and if you are running lots of operatives this will ease up order control. He carries the X-8 Night Sniper Pistol, which throws 1 Red, 1 Black with '''Pierce 1'''. The Pistol also has Range 3, rather than 2, and '''Sharpshooter 2''' that lets it ignore all cover [[Flash Gitz|due to a thermal scope mounted on top]]. On top of that, he Surges to Critical, giving him very reliable damage on his dice. For Defense, he carries your standard-issue white defense die with Surge to Block, but with '''Uncanny Luck 2''' to help out a bit. Lando is a commander who really likes to play with others, thanks to flexible command cards and the contingency rule. Take him with Han, to truly control the battlefield with shenanigans like burning "Ace up His Sleeve" on a "Sorry about the Mess" turn. Take him with Luke, if you truly despise your opponent, so you can grant standby on operative luke and get a discount "Son of Skywalker" Keep his Flaw card in mind, which looms like a shadow over everything you have built here, as it can totally freeze Lando in place in later turns. Which is why its important to hedge your bets and keep another commander open so you are not totally helpless. Thankfully, his flaw does not force you to hand over all your commanders to the enemy. </div></div>
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