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==='''Operatives'''=== ====Padme Amidala==== (90 pts.) Politics meets violence. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Armement Upgrade''' ''Looted E-5 Blaster'' (5 pts.) - Range 1-3, 1 Red 1 White. '''Pierce 1'''. This gives her a slightly more reliable damage at longer range, but slightly lower overall damage potential than her standard pistol. '''Command Upgrades (x1 Slot)''' ''Aggressive Tactics'' (15 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. This isn't worth it, because, at most, only one or two units will have the orders to benefit from these given tokens. ''Commanding Presence'' (5 pts.) - When issuing orders, you can issue orders at range 1-4. Not useful since she can't use generic commands and her commands mostly target herself. ''Esteemed Leader'' (5 pts.) - Friendly trooper units at range 1 gain Guardian 1 when Padme is defending. Helpful for keeping her alive, especially if Obi-Wan is around. ''Improvised Orders'' (5 pts.) - You may exhaust this card after taking a token from the order pool to grab a second token and choose between the two. Not terrible but there may be better options. She doesn't have to be the nominated commander for the turn to use it, so it frees up a Command slot on Obi-Wan or Rex. ''Strict Orders'' (5 pts.) - Guarantees a trooper unit with a face up order token can remove a suppression when they activate, rather than leaving it to chance. It's ok if you are facing an army that does a lot of suppression. She doesn't have to be the commander for this to work either, freeing up a command slot on Obi-Wan or Rex. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. This isn't too bad for some extra survivability. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Padme's got Courage 3, so this isn't super useful. It's not terrible either, though, and could be very helpful in the turn she uses ''Our Fate Is In Your Hands''. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Padme's not amazing at picking off characters, but could be useful for gaining a token to share using ''Exemplar''. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Not terrible, especially if you've taken the looted E-5. You only have one slot, though, and this is probably the worst training upgrade to grab. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. Padme's not awful at melee, but you probably don't really want her there. Offensive Push (4 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. Considering Padme has Exemplar, this can be very nice to get more aims into other units. Situational Awareness (2 pts.) - You gain '''Outmaneuver''', meaning you may spend dodge tokens to cancel crits. This can be very useful, especially considering she comes with Quick Thinking and Nimble. '''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. Not terrible for her, allowing her to dish out tasty green tokens to the clones. ''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. For when you desperately want one last activation out of her. ''Environmental Gear'' (2 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. If you're super worried about difficult terrain slowing her down, here's the fix. ''Grappling Hooks'' (1 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. If you're super worried about her climbing stuff, here's your fix (although she should probably have Expert Climber already, judging by the arena scene in ''Attack of the Clones''...). ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. This works well if you used her Diplomatic Cover to infiltrate, getting you ever closer to the enemy deployment zone. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Not great, but not terrible either. The only weapons that she has that really benefit from it would be melee and her range 2 pistol, so you're likely to struggle to get a lot of mileage out of this. ''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"> 3 Pip: Diplomatic Cover - [Padme Amidala] '''Permanent''': Padme gains '''Reliable 1''' (gain a free surge token at the start of the activation phase). However, you can choose to show this card during the deployment phase. If you do, you have to use this card as your command card during the first turn of the game. Padme instead gains '''Secret Mission''', which allows her to gain a victory token as a free action once per battle when she's in an enemy deployment zone. She also gains '''Infiltrate''' and a Dodge token. So basically Padme pretends to be a diplomat, sneaks into the enemy base, and steals vital info. It has to be played on the first turn, unless you would prefer to have Reliable 1, so there's no other ''real'' way to use this. Secret Mission is extremely good, so you will usually prefer to have it. 2 Pip: Aggressive Negotiations - [Padme Amidala and 1 Trooper] When Padme Amidala issues an order to a trooper unit. It may either perform a speed-1 move or gain 1 aim, dodge, or surge token. This can be very nice, depending on the unit you use it on. Kenobi and Skywalker are troopers, so they're perhaps the best targets. Play this card when you expect a trooper unit to do some work. 1 Pip: Our Fate is in Your Hands - [Padme Amidala] Padme gains '''Danger Sense 2''' (when defending, she can roll an extra defense die per suppression she has, to a maximum of 2 extra). At the start of the activation phase, Padme Amidala may transfer any number of suppression tokens from trooper units at range 1-2 to herself. For each token transferred, she gains 1 dodge token, gaining up to 2 dodge tokens. She essentially takes on the suppression of those around her to allow them to fight while she hides. This is an interesting one. Bear in mind her ''Exemplar'' rule, so all those dodges may be useful for Clones (or Obi-Wan) when they're hanging around her! Clones can have trouble with handling suppression, so this can easily save a unit from losing a much needed action. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Padme's more of a non-combatant, like Krennic or Leia, except she's an Operative. She doesn't give the morale boost of a Commander and can't use generic command cards. She comes with 6 wounds and 3 courage, throwing white dice with surge on defense. For offense she throws 3 black in melee (apparently she knows martial arts) and she comes with a pistol that also throws 3 black, at range 1-2 and with '''Pierce 1'''. She does have normal offensive surge as well, so she's not awful at fighting. As for special rules, she has '''Quick Thinking''' (gain an Aim and a Dodge at the cost of an action) and '''Nimble''' (gain one dodge token after using one or more dodge tokens). She also has '''Sharpshooter 2''', allowing her to completely ignore enemy cover To make her to better fit in with her Clone friends, she has the new '''Exemplar''' rule, which allows friendly units within range 1-2 and LOS to use her green tokens (note that it's ''units'', so even a TX-130 could benefit...). Lastly, she has '''Authoritative''', which appears to allow her to pass off an order issued to her to a friendly unit within range 1-2, much like the Comms Relay upgrade. Using Padme's 1 pip command card for '''Secret Mission''' can win games, especially considering Clones have access to R2-D2 for another free victory token. You just have to make sure she's properly protected, which isn't hard, considering Obi-Wan Kenobi also exists. You could say he's her only hope. Padme also isn't much of a fighter, but can do some decent damage when push comes to shove. She works primarily better as a token generator for other units, given that Authoritative isn't limited to Clone Trooper units. She only has a 5+ save, so stay close to heavy cover and make thorough use of dodge tokens with Nimble. </div></div> ====R2-D2==== (55 pts.) The plucky little droid who is the only character in the movies who knows pretty much everything that happened from start to finish. He also has one of the highest kill counts among the characters... He can also be accompanied by his robo-sexual life-mate C-3PO. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Comms Upgrades (x1 Slot)''' Comms Jammer (5 pts.) - Prevents enemy units at range 1 from receiving orders. Actually a pretty good take since he can roll around without fear of getting attacked. Just be sure that another friendly unit is available to be shot at so Inconspicuous can't be ignored. Comms Relay (5 pts.) - Allows a unit with this to pass an order to another friendly unit at range 1-2, but this means the squad that "passes" the order doesn't get one. The current meta is that this isn't bad as it allows you to pass off R2's order from his Smoke Screen command and give two other units the free move. HQ Uplink (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Generally a nice back-up, but expensive. Integrated Comms Antenna (3 pts.) - allows R2 to be issued an order when he's within range 4 of a commander instead of the normal range 3. For three points, this isn't the worst investment, but for 2 more points you could use a Jammer or Relay. Long-Range Comlink (5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> C-3PO <div class="mw-collapsible-content"> (15 pts.) C-3PO is R2-D2's counterpart, and can only be taken as an upgrade to R2. For 15 points you gain two wounds to the unit and a melee "clumsy kick" for 1 white damage. 3PO isn't taken for his melee abilities, though. He has two special rules: '''Calculate Odds''' (as an action, choose a friendly trooper within range 1 and LOS and it gains one dodge, aim, ''and'' suppression token); and '''Distract''' (as a free action, lose Inconspicuous for the rest of the turn and force an enemy unit at range 1-2 to attack R2 and 3PO). Basically, C-3PO is annoying, and this has some real effects on the game. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 1 Pip: "Blast Off!" - [R2-D2] - R2 increases his speed by one, and gains a Dodge token, a Suppression token, Disengage, and a Jump 1 action. Basically gives you a turn where R2 is focused on fleeing the scene. 2 Pip: "Impromptu Immolation" - [R2-D2] - R2 can make a free move action after making an attack; he also temporarily gains a weapon that does a 2 white dice attack with range melee to 1, which also has Blast, Spray, and Suppressive. Remember in ''Revenge of the Sith'' when R2 sprayed oil on some super battle droids and then fried them? Yeah, he does that, and it's kind of nasty. White dice limits the power of the attack but if it targets a large unit, you could be tossing a lot of dice. 3 Pip: "Smoke Screen" - [R2-D2 and 1 trooper unit] - when R2 issues an order to a unit, that unit may make a free speed 1 move. Additionally, at the start of his activation R2 gains a free action to lay smoke (he can place a smoke token within range 1, and ''all'' units fully within 1" of the token get +1 cover). R2 does that smoke thing from the end of ''The Empire Strikes Back''. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> For 45 points you get a droid trooper (calm down, clones... he's a good one. It means he won't suffer Suppressed and doesn't get the +1 cover from suppression, etc.) with 4 wounds and 2 courage. He has surge on offense and defense, throwing white defense dice, and zapping people in melee or at range 1 for 3 white with Suppressive. He also has the '''Grounded''' rule, meaning he is unable to climb or clamber. But you don't take him for his combat abilities. R2-D2 is an astromech droid, and as such, has the '''Repair 2: Capacity 2''' ability. This is huge. If you take a TX-130 tank (or two), you probably want to be fielding R2 because each time he uses the ability (a card action that he can use twice. That's what the "Capacity 2" part means), he can remove any combination of two damage, wound, or ion tokens from one tank. He could also repair damage that he's taken himself, since the Repair rule doesn't specify it has to be another unit! Note however that unlike other repair/healing units, R2's repair ability costs an action to use. He's also got '''Inconspicuous''' and '''Secret Mission'''. These are the other big reasons why you take R2. Inconspicuous disallows enemy units from attacking R2 if he has at least one suppression token and there's another valid target available; and he can choose not to remove a token during the Rally step (but he will still remove one at the end of the Activation Phase like normal). Bear in mind, however, that if there is no other valid target for the enemy unit, they can ignore Inconspicuous and attack R2. So you also need to make sure that he stays out of charge/melee range of enemy units. Anyway, this should help him get into position for Secret Mission, which allows him, as a free action once per game, to claim a free victory token if he's in the enemy deployment zone. If he's still "alive" at the end of the game, his side gains that token when determining who won. R2 is really slow (movement 1, but one of his commands can boost it temporarily), but Inconspicuous should help him double move each turn until he gets into the enemy deployment zone. R2-D2 is a good cheap way of gaining an extra activation, especially in this army, where ''nothing'' is cheap. While his points were raised in the November 2020 RRG, this hasn't changed anything. That's not to say he doesn't have his uses- he absolutely does! In addition to his low cost, he has two main strategies: 1. Repair - if you take a heavy unit or some support vehicles, R2 has a superior repair ability and will keep your tanks fighting longer than usual. Your tanks are already pretty tough, as is. Also bear in mind that if you have a damage token and lose it, you cannot gain another one for the rest of the battle. So if your tank suffers six wounds and gains a damage token, you can use his ability twice (not in the same turn, of course) and regain 3 lost wounds and remove the damage token to become immune to damage for the rest of the game. Not terrible. 2. Shifty spy shit - use his Inconspicuous and Secret Mission abilities to sneak around and get a victory token to help tip the battle in your favor. C-3PO can also be a good take in this regard as his Calculate Odds ability can dish out those yummy green tokens that your clones like so much. </div></div>
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