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====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.) β 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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