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====B2 Super Battle Droids==== (48 pts. errata'ed to 45 pts.) Watch those wrist rockets! <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> <B>Heavy Weapon Upgrades (x1 Slot)</B> ''B2-ACM Trooper'' (26 pts. errata'ed to 24 pts.) - Adds a big 'bot with a range 1-2 gun that has 3 red dice. Gives some much needed punch in an army that, aside from its commanders, generally lacks it. If you're gonna take a heavy weapon with these guys, this is probably the one you want. It synergizes well with the rest of the squad, it's cheaper than the HA, and it doesn't have to exhaust. ''B2-HA Trooper'' (32 pts.) - Adds a big 'bot with a range 2-3 gun that has 2 red and 1 white dice. Has '''Blast''' and '''Impact 2''', and '''Cycle''' (at the end of an activation where you did not use the card, you may ready it). A pretty powerful AT gun that even has increased range over the basic wrist blasters you're usually using, and giving the attack pool ''Blast'' is a nice icing on the cake. As with the B1 snipers and missiles, this can muck with the AI rule a little bit so be aware of that. Due to the Cycle rule, it's best to use this on turn one or two, so it can refresh during the next one. <B>Personnel Upgrades (x1 Slot)</B> ''B2 Super Battle Droid'' (13 pts.) - Adds another big 'bot to the unit. Not bad, but 13 points may be better spent on extra B1 droids. ''EV-series Medical Droid'' (14 pts.) - adds a medic droid who can heal one poison or wound token from a friendly non-droid trooper within range 1, twice per game. He also has the "non-combatant" keyword, meaning he can't fight and can't die until only he and the squad leader are left. If you're using one of the few non-droids and really want to make sure they stay alive, this is helpful to that end. May be a better option in the B1 squads, where the B2s are a better offensive unit. ''PK-series Worker Droid'' (12 pts.) - adds a little repair droid who can heal an ion token, wound token, or damage token from a friendly vehicle or droid unit at range 1, twice per battle. He also has the "non-combatant" keyword, meaning he can't fight and can't die until only he and the squad leader are left. Useful for keeping your AAT's or Super Tactical Droids "alive". Like the EV-series, probably better in your B1 squads. ''T-series Tactical Droid'' (18 pts.) - adds a squad leader version of the Commander of the same name. He removes the AI: Attack keyword, adds the Reliable 1 keyword, and becomes the squad leader. He also comes with a Sidearm ranged attack (meaning it can't do the regular Arm Cannon attack that the rest of the squad gets) doing 1 red at range 1-3. Gives the squad a little extra punch, and a free surge token to boot. Plus it helps get around the AI rule. A little pricy but not a terrible choice. '''Important note''': ''He only has 1 wound; because of the way casualty removal works per the "Leader" keyword on page 55 of the RRG, if this guy is ever killed (due to LOS shenanigans or Force Choke... how do you choke a droid?), he will automatically replace one of your B2 droids- meaning you're essentially losing two wounds for the price of one.'' So while on the one hand, this guy looks like a great option in this squad thanks to surge tokens and removing AI, he can be a detriment if your opponent is smart. Tough call. ''Viper Recon Droid'' (8 pts. errata'ed to 6 pts.) - adds a mini version of the Imperial probe droids from ''Empire Strikes Back''. It has a Sidearm ranged attack (meaning it can't do the Arm Cannon attack like the rest of the squad) that does 2 white dice at range 1-2. It also allows the squad to spend an action to put two Observation tokens on an enemy unit at range 1-3 and LOS. Each Observation token can be spent to allow one of your units to reroll an attack die when attacking that unit. A nice cheap way to add a body to your B2s, and only slightly worse shooting. Of course, his ability will eat one of your activations. <B>Comms Upgrade (x1 Slot)</B> ''Comms Jammer'' (5 pts.) - Prevents enemy units at range 1 from receiving orders. Not a horrible choice since these guys need to get up pretty close anyway, but there may be better options. ''Comms Relay'' (5 pts.) - Allows a unit with this equipped 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. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Useful for the turn you when need that unit to activate when you need it to, to get around the AI rule, or to get a surge token from ''Aggressive Tactics''. Note that this counts as the unit issuing an order to ''itself'' so cards like ''Crush Them!'' don't apply. Honestly though, this is usually better on B1 squads so that you can then use Coordinate to get more orders. ''Long-Range Comlink'' (5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. Extremely useful when doing missions involving Disarray or Rapid Reinforcements, as your clankers are even worse than usual when you can't issue orders to them. ''Integrated Comms Antenna'' (3 pts.) is a Droid Trooper-only upgrade. Essentially a reverse of the Commanding Presence upgrade, it allows your unit to be issued an order if it's within range 4 of the commander instead of the normal range 3. It's a good use of some leftover points if your force is spread out. However, if you've got a spare Command slot on your general, Commanding Presence (which was reduced in cost to 5 pts. by the rules errata) is better since it's not restricted to a single unit like this upgrade is. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> If you've seen the ''Clone Wars'' cartoons or the various video games covering the period, you're probably thinking that these guys are walking death machines. You wouldn't be totally right, however. They hit pretty hard, certainly much harder than their B1 cousins. A full squad throws 4 black, 4 white plus whatever heavy weapon you took; this compared to the 7 white plus whatever heavy weapon you would have took on a B1 squads- the B2s are clearly superior in this regard. They have two wounds each, making them pretty tough, along with Courage 2 to keep them fighting. B2's also have Armor 1, meaning they automatically ignore one non-critical hit every time they are attacked. They do have a low model count, but this is more or less offset with their surprising durability, and cost slightly more than a B1 unit. Supers are armed with short-ranged weaponry, and they still only throw white dice on defense, without surge, though. ''They have the same 6+ save that your B1 droids have.'' Yes, the Armor rule will help keep them alive a little longer (assuming your opponent doesn't roll a lot of crits) but it's a double edged sword. It also means that Impact works against them, and critical rolls will hurt. Lastly, they're still droids, so they'll be affected by Ion if your opponent happens to bring any of those weapons. Generally, bouncing between heavy cover is what you'll want to do. Combined with their 2 health and armor 1, B2's can be oddly hard to displace. If your opponent wants to sink impact weapons into them, as well, then all the better, as they won't be shot into your AAT. Range 2 hinders these bricks a good bit, but they handle it better than most other units with the same issue. '''AI Attack''' may be the biggest drawback to this unit, but this can easily be mitigated in most situations where it's an issue. A great solution to this would be to assign a T-Series to the unit, his red dice, and reliable 1 can allow your B2's to throw a total of 4 red dice, 3 black and 3 white at range two (although he has a potentially major downside- see his entry in the Upgrades, above). This is nearly as strong as a tank so you may want to have them hold a well defended position and stop any foolish attempt to pierce through. Keep in mind that if the enemy is out of range two then you can't do much except lose units, so keep them hidden until you can come out and melt the enemy. Unlike B1s, they lack the ''Coordinate'' rule, which means they can't bounce orders further along a line of droids. They're best put at the end of the chain for this reason. If you can keep them in cover and advance quickly to attack range, they'll dish out some pretty respectable damage. If you expect them to waltz in like nigh-invincible [[Space Marine]] [[Terminators]], you're in for an unpleasant surprise. </div></div>
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