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====Chewbacca==== (90 pts.) The walking carpet when he was a mere 180 years old. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Training Upgrades (x2 Slot)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Ordinarily not a bad choice (although Chewie only has 2 courage...) but once Enrage kicks in, this is 100% useless as he won't take suppression anymore. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Normally a decent upgrade, but once Enrage kicks in (and you want it to kick in...), it's useless. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Go character hunting and it nets you a free aim for Duelist. Not a bad choice. ''Offensive Push'' (4 pts.) - Exhaust to gain '''Tactical 1''' (gain a free aim token when making a move). You want Aim tokens for Duelist, so you probably want this. ''Overwatch'' (4 pts.) - Gain Sentinel, making your standby range 1-3. He's a melee-oriented unit and Standby is not really what you want him doing. ''Seize The Initiative'' (5 pts.) - Single use. Commanders or Operatives only. Expend to issue an order to yourself. Practically a must have, especially if you plan on using the Wookiee command cards (see the Wookiee Chieftain, above). ''Situational Awareness'' (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. It's cheap and it helps keep your relatively fragile melee monster alive. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. This is always a good choice on melee units and Wookiees do love melee.... '''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. You don't want this guy wasting actions giving aims to other units, you want him ripping people's arms off. ''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. He's got Scale, so this is useless. ''Grappling Hooks'' (1 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. He's got Scale, so this is useless. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. It's cheap and it gets you ever so slightly closer to melee. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Not terrible, although where he's mostly throwing red dice (with surge), he already has a very high chance of hitting so this shouldn't be necessary. ''Ascension Cables'' (4 pts) - Exhaust, and until the end of your activation, you gain Scale. He already has Scale built in. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 2 Pip: Size Matters Sometimes- [Chewbacca and Yoda] If Yoda is within range 1 of Chewbacca, place him in base contact with Chewbacca. Yoda cannot do moves, and when Chewbacca moves, Yoda is placed back in base contact with him. While Yoda is in base contact with Chewbacca, Chewbacca gains Deflect, red dice while defending or using Guardian, and can spend Yoda's dodge tokens. Ever wondered what it'd be like if Yoda fought while riding on Chewie's back? This does that. Makes Chewie a tank temporarily (you can't use Yoda's defensive surge, but Chewie has Reliable...) and gives Yoda a slight movement boost. Note that you decide where Yoda is placed, as long as he's in base contact with Chewie, so get creative! </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Young Chewie has some slight tweaks over his older Rebel version. He still has 9 wounds, 2 courage, white defense (no surge), and normal offensive surge. He still has '''Scale''', '''Guardian 2''', and '''Enrage 4''' (while he has 4+ wound tokens, he gains '''Charge''' and his courage becomes "-"). He also has the same melee and ranged attacks- in melee he throws 4 red with '''Lethal 1''', and his bowcaster still does 2 red, 2 white with '''Impact 1''' and '''Pierce 1''', although now it has Critical 1 to boot. One notable change is that he also has '''Reliable 2''', which helps with his defense, since that's the only place he doesn't have surge. He only has one Command card, and it requires you to field Yoda too- although Chewie can also use the Wookiee Chieftain's commands (see above). Like his Rebel variant, he's a glass cannon who basically wants to use Guardian to get hurt so Enrage kicks in, and then unleash him into melee. Also bear in mind that since this version of Chewie is a Commander, once Enrage kicks in, all friendlies within range 3 of him become immune to Panic. Seriously! </div></div>
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