Editing
Star Wars: Legion/Tactics/Clones
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====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>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information