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==='''Special Forces'''=== Up to 3 Selections ====BX-series Droid Commandos==== (68 pts.) Essentially a droid version of the Imperial Scouts. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Armament Upgrades (unknown number of slots- likely 2)''' ''Deflector Shields'' (18 pts.) - The squad gains '''Shielded 2''' (two shield tokens that can be spent to block attacks for free) and '''Recharge 2''' (recover up to 2 spent shield tokens when you take a recover action). Nifty little defensive boost on an already tough squad. can greatly combine with the Saboteur to create a very annoying unit. ''Vibroswords'' (6 pts.) - The squad gains '''Charge''' and melee attacks that do 1 red and 1 white per model. This is how you make them a truly frightening melee squad. '''Heavy Weapon Upgrades (x1 Slot)''' ''BX series sniper droid'' (30 pts.) - gain a droid sniper shooting 2 red at range 1-5 with '''Immune: Deflect''' and '''Lethal''' (spend an Aim token to gain Pierce 1). A nice upgrade to allow your squad to safely shoot at Jedi/Sith without having to worry about Deflected shots, and Lethal can be useful against other targets. It isn't cumbersome, either, so '''AI: Move''' isn't that bad- note, however, that if you're moving or dodging due to AI, you're not aiming... so be ready to get that aim token for Lethal somewhere else. ''Dioxis Mine Saboteur'' (28 pts.) - gain a droid chucking Dioxis mines. These mines do 1 black and 2 white area damage at range-1 with '''Blast''' and '''Poison 1''', with surge to hit. Note that friendly Dioxis mines can be detonated by any friendly BX Droid Saboteur unit from anywhere on the battlefield, and Detonate X can be triggered after ''any'' player completes ''any'' action (<s>keywords like Relentless that trigger off of an action are still resolved first</s> Not true, see the 6th pip under "Detonate X" on page 38 of the RRG- the Detonate preempts everything except using a Standby.). Don't underestimate poison- each poison token (bear in mind that droids and vehicles are immune) does extra wounds to the targeted unit. A couple dioxis mine hits and units start vaporizing. Combine with Cad Bane and Minefield for maximum IED fun! '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for <s>cover</s> no reason, because droids don’t gain cover from suppression tokens. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. can be nice, considering they only have courage 2, but there are better upgrades. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Very nice, in general, for this unit. ''Offensive Push'' (4 pts.) – While performing a move, exhaust this card to gain '''Tactical 1''' (after performing a standard move, gain 1 aim token). There are going to be turns where you will not have these guys at the end of your activation chain (especially if you end up running 2-3), so getting orders on them for an aim action is tough. This upgrade synergizes well with their AI: Move, allowing you to get an aim token to use with Lethal on the Sniper upgrade. ''Overwatch'' (4 pts.) - Gain Sentinel, making your standby range 1-3. As always, this is a hard pass...When is this ever useful? ''Situational Awareness'' (2 pts.) – You gain '''Outmaneuver''' (you can spend dodge tokens to cancel crit results). Holy survivability, Batman. Cheap, and plays nice with their AI: Dodge. Slap this plus Deflector Shields on a full squad, maybe add an HQ Uplink for re-upping shield tokens, and you’ve got a seriously resilient unit for camping objectives. ''Tenacity'' (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. Basically negates the loss of one droid for a vibrosword squad. '''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. Hard pass, because of the AI rule. Even with an order, BXs will want both of those activations for themselves. ''Emergency Stims'' (8 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. (How do robots use drugs without organic tissue?) ''Environmental Gear'' (2 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. BXs have scale. Hard pass. ''Grappling Hooks'' (1 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. BXs have scale, ''Hard Pass.'' ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. You can't have Scout higher than 3, so this is utterly useless on BX droids. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Your aim token will be going towards lethal, with the sniper, so hard pass if you plan to take that. With any other loadout, this can be somewhat useful. ''Ascension Cables'' (4 pts) - Until the end of your activation, you gain scale. BX droids already have scale, so this is useless. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades'' (3 pts.) - Range 1 attack with 1 black die, that ignores cover. Not bad, especially for Vibrosword squads. ''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die with surge to critical. This may seem useful, but, honestly, won't do very much. ''Impact Grenades'' (3 pts.) - Range 1 attack with 1 black die and Impact 1. Impact Grenades can be very useful against any vehicles these droids may come across. ''Smoke Grenades'' (2 pts.) - Equipped units gain '''Smoke 1''', allowing you to take an action put a smoke token out within range 1, and line of sight, of your unit leader. Smoke tokens work a lot like deploy-able area terrain: trooper units whose unit leader is at range 1 of a smoke token improve their cover by 1. Only lasts one round, and vehicles ignore the cover smoke provides when attacking units inside the affected area. A good use of 2 points if you have them lying around and, considering droids cannot benefit from the cover suppression provides, this can help cover these droids when you have to move out into the open. ''EMP Droid poppers'' (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains '''Ion 1''' (just one, not one per grenade). If you know you're facing some armored units, or other droids, then this is the way to go. You just need to throw one to trigger it, so you can fire your other weapons, as well! </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Stat-wise they have the '''Impervious''' rule, which grants X extra defense dice if they are hit by a weapon with ''Pierce X'', as well as a red save without surge. Instead of ''AI:Attack'' like their B1/B2 cousins, they have '''AI: Dodge, Move''', neither of which are very problematic for these guys. They throw one black die each in melee and two white dice at range 1-3, with '''Sharpshooter 1''' built-in. They can be upgraded to be more CQB-oriented, fight at range, or mine the field like the war criminals they are. And to help with this, they come with '''Scout 3''' and '''Scale'''! BXs are freaking cool. Impervious with red (RED!) saves on a unit that has additional defensive options (Deflector Shields, Situational Awareness) coupled with Scout 3 and Scale makes for a very persistent and mobile unit. The lack of Coordinate sucks, but AI: Dodge, Move isn’t that big of a detriment to them either (sniper aside...), since these guys want to be on the move or standing on top of objectives for most of the game. Don’t worry too much about keeping them in your activation control bubble with your B1s; obviously if you can end a chain on a sniper strike team so they can take an aim action then go for it. These guys excel at grabbing and/or holding objectives. Their mobility from Scout 3 and Scale means they’ll be at the objectives before anyone else (outside of Infiltrate), and their defensive options mean they won’t be leaving anytime soon. Offensively they’re pretty solid. Charging with Vibroswords lets you tie up enemy units in melee; the Sniper upgrade lets you use your increased range to remove minis from units or to remove Standby tokens; Dioxis mines are swing-y but fun and let you play around with area-denial; and their basic ranged attack is not too bad either. 2 white with surge to hit is better than 1 black and with Sharpshooter. </div></div> ====BX-series Droid Commando Strike Team==== (20 pts.) Essentially a droid version of the Imperial Scouts Strike Team, but better. The Heavy weapon which must be taken in this squad becomes the unit's leader. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Armament Upgrades (X1 Slot)''' ''Deflector Shields'' (18 pts.) - The squad gains '''Shielded 2''' (two shield tokens that can be spent to block attacks for free) and '''Recharge 2''' (recover up to 2 spent shield tokens when you take a recover action). Nifty little defensive boost on an already tough squad. Can greatly combine with the Saboteur to create a very annoying unit. ''Vibroswords'' (6 pts.) - The squad gains '''Charge''' and melee attacks that do 1 red and 1 white per model. This is how you make them a truly frightening melee squad, but the Strike Team doesn't benefit much from it. '''Heavy Weapon Upgrades (x1 Slot)''' ''BX series sniper droid'' (30 pts.) - gain a droid sniper shooting 2 red at range 1-5 with '''Immune: Deflect''' and '''Lethal''' (spend an Aim token to gain Pierce 1). A nice upgrade to allow your squad to safely shoot at Jedi/Sith without having to worry about Deflected shots, and Lethal can be useful against other targets. It isn't cumbersome either, so '''AI: Move''' isn't that bad- note, however, that if you're moving or dodging due to AI, you're not aiming... so be ready to get that aim token for Lethal somewhere else. ''Dioxis Mine Saboteur'' (28 pts.) - gain a droid chucking Dioxis mines. These mines do 1 black and 2 white area damage at range-1 with '''Blast''' and '''Poison 1''', with surge to hit. Note that friendly Dioxis mines can be detonated by any friendly BX Droid Saboteur unit from anywhere on the battlefield, and Detonate X can be triggered after ''any'' player completes ''any'' action (<s>keywords like Relentless that trigger off of an action are still resolved first</s> Not true, see the 6th pip under "Detonate X" on page 38 of the RRG- the Detonate preempts everything except using a Standby.). Don't underestimate poison- each poison token (bear in mind that droids and vehicles are immune) does extra wounds to the targeted unit. A couple dioxis mine hits and units start vaporizing. Combine with Cad Bane and Minefield for maximum IED fun! '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for <s>cover</s> no reason, because droids don’t gain cover from suppression tokens. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Can be nice, considering they only have courage 2, but there are better upgrades. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Very nice, in general, for this unit. This isn't too useful on a Saboteur unit, though. ''Offensive Push'' (4 pts.) – While performing a move, exhaust this card to gain '''Tactical 1''' (after performing a standard move, gain 1 aim token). There are going to be turns where you will not have these guys at the end of your activation chain (especially if you end up running 2-3), so getting orders on them for an aim action is tough. This upgrade synergizes well with their AI: Move, allowing you to get an aim token to use with Lethal on the Sniper upgrade. ''Overwatch'' (4 pts.) - Gain Sentinel, making your standby range 1-3. As always, this is a hard pass...When is this ever useful? ''Situational Awareness'' (2 pts.) – You gain '''Outmaneuver''' (you can spend dodge tokens to cancel crit results). Holy survivability, Batman. Cheap, and plays nice with their AI: Dodge. Slap this plus Deflector Shields on a team, while maybe adding an HQ Uplink for re-upping shield tokens, and you’ve got a seriously resilient unit for harassing the enemy. ''Tenacity'' (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. Strike Teams rarely want to be getting into melee, so this isn't amazing. Admittedly, BXs could possibly see some use out of this with the Vibrosword, though. '''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. Hard pass, because of the AI rule. Even with an order, BXs will want both of those activations for themselves. ''Emergency Stims'' (8 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. (How do robots use drugs without organic tissue?) ''Environmental Gear'' (2 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. BXs have scale. Hard pass. ''Grappling Hooks'' (1 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. BXs have scale, ''Hard Pass.'' ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. You can't have Scout higher than 3, so this is utterly useless on BX droids. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Your aim token will be going towards lethal, with the sniper, so hard pass if you plan to take that. ''Ascension Cables'' (4 pts) - Until the end of your activation, you gain scale. BX droids already have scale, so this is useless. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades'' (3 pts.) - Range 1 attack with 1 black die, that ignores cover. You don't have enough models to get proper use out of this. ''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die with surge to critical. This may seem useful, but, honestly, won't do very much. I mean, again, you don't have the models to fully utilize this upgrade, and you'll want to be harassing the enemy indirectly with a Strike Team. ''Impact Grenades'' (3 pts.) - Range 1 attack with 1 black die and Impact 1. Impact Grenades can be very useful against any vehicles these droids may come across. Yet again, though, it must be pointed out that a Strike Team ''really'' won't get much use out of this. ''Smoke Grenades'' (2 pts.) - Equipped units gain '''Smoke 1''', allowing you to take an action put a smoke token out within range 1, and line of sight, of your unit leader. Smoke tokens work a lot like deploy-able area terrain: trooper units whose unit leader is at range 1 of a smoke token improve their cover by 1. Only lasts one round, and vehicles ignore the cover smoke provides when attacking units inside the affected area. A good use of 2 points if you have them lying around and, considering droids cannot benefit from the cover suppression provides, this can help cover these droids when you have to move out into the open. ''EMP Droid poppers'' (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains '''Ion 1''' (just one, not one per grenade). Sadly not too worth it on BX Strike Teams. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Stat-wise they have the '''Impervious''' rule, which grants X extra defense dice if they are hit by a weapon with ''Pierce X'', as well as a red save without surge. Instead of ''AI:Attack'' like their B1/B2 cousins, they have '''AI: Dodge, Move''', neither of which are very problematic for these guys. They throw one black die each in melee and two white dice at range 1-3, with '''Sharpshooter 1''' built-in. They ''can'' be upgraded to be more CQB-oriented, fight at range, or mine the field like the war criminals they are. To help with this, they come with '''Scout 3''' and '''Scale''', as well! However, Strike Teams, of any kind, tend to dislike getting into melee. BXs are freaking cool. Impervious with red (RED!) saves on a unit that has additional defensive options (Deflector Shields, Situational Awareness) coupled with Scout 3 and Scale makes for a very persistent and mobile unit. The lack of Coordinate sucks, but AI: Dodge, Move isn’t that big of a detriment to them either (sniper aside...), since these guys want to be on the move or standing on top of objectives for most of the game. Don’t worry too much about keeping them in your activation control bubble with your B1s; obviously if you can end a chain on a sniper strike team so they can take an aim action then go for it. These guys excel at harassing the enemy, rather than holding objectives like the full squad. Their mobility from Scout 3 and Scale means they’ll be able to get into sniping position or set up mines before enemy units can push too far up. Their defensive options mean they won’t be stopped easily, either. Offensively they’re pretty solid. Charging with Vibroswords lets you tie up enemy units in melee, if you choose to do so with a Strike Team; the Sniper upgrade lets you use your increased range to remove minis from units or to remove Standby tokens; Dioxis mines are swing-y but fun and let you play around with area-denial; and their basic ranged attack is not too bad either. 2 white with surge to hit is better than 1 black and with Sharpshooter. </div></div> ====DRK-1 Sith Probe Droids==== (35 pts.) The small Probe droids Maul had in the Phantom Menace. They can only be taken if Maul is in the list, as well. <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. This is generally good, and, considering you'll want these things floating around Maul, it might see use. ''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. Not really useful. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. A solid choice to ensure it gets an order even though the Command card you're using is troopers only. Perhaps not too useful on a Probe Droid, but that's for you to decide. ''Long-Range Comlink'' (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. You'll always be within range. ''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. This unit will usually be near a Darth Maul, so it's not that great. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> These guys are a fun little cheap niche unit. They're low cost and difficult to kill because your opponent usually can't attack them thanks to '''Incognito'''. So they're particularly good at babysitting an objective away from the enemy. The unit has '''Observe 3''', which allows them to spend an action to put three observation tokens (your units can spend each of these to reroll one attack die directed at the observed unit) on an enemy unit within range 3 or less- note that the Observe is not tied to the number of models in the unit, so even if there's only one droid left, it still drops 3 tokens. They have an attack- they can zap in melee or out to range 2 for 2 white with suppressive and offensive surge, but it's pretty tame- and when you use that attack, the unit suddenly becomes vulnerable to being attacked. So you probably want to be careful about using it, if you do. They're not all that useful for much else. Sit on objectives, observe enemy units, and look pretty. They also take up a Special Forces slot, and you've got some great units to choose from in that category. But if you're fielding Maul, you've got a spare 35 points and a SF slot, definitely give these guys a look. </div></div> ====IG-100 MagnaGuard==== (72 pts.) Essentially a droid version of the Imperial Royal Guard. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' ''Electro-Whip MagnaGuard'' (28 pts.) - adds a droid with a crazy whip (range melee or range 1, 2 red with Immobilize 1 and Versatile). He still has the electrostaff that normal MagnaGuard have, but the whip is better so... yeah. ''RPS-6 MagnaGuard'' (28 pts.) - adds a droid with a rocket launcher (range 2-4, 1 of each color die, Critical 1 and Impact 2) in addition to the standard gear. This one's controversial- yes it's more expensive than the Clone RPS and B1 E-60R, but it lacks Cumbersome and isn't exhaustible. However, note the range disparity- the long range of this and the short range of the darts means it'll more often than not be firing at its target alone, dramatically cutting its damage potential. Plus, the unit is at its best in melee- and a ranged weapon doesn't fit that. Lastly, the unit's AI can mess with it (eg if you are forced to move or dodge, you aren't aiming...). So in short, this is giving you some anti-tank flexibility out of an elite unit. ''IG-100 MagnaGuard (22 pts.)'' - adds an extra guy. Not much to say about that; if you lack the further 6 pts for the other upgrades, an extra body never hurts. '''Training Upgrades (x2 Slots)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for <s>cover</s> no reason, because droids don’t gain cover from suppression tokens. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Can be nice, considering they only have courage 2, but there are better upgrades considering suppression isn't much of an issue for droids. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Not too bad, especially if you can take advantage of the Whip or RPS to gain the tokens from range, but you have to have a wounded trooper unit (lost models don't count) to get the benefit. ''Into the Fray'' (4 pts.) - when an enemy at range 1 activates, you may gain a surge token. Yeah you probably want this if you intend to rush the unit forward into melee. ''Offensive Push'' (4 pts.) – While performing a move, exhaust this card to gain '''Tactical 1''' (after performing a standard move, gain 1 aim token). With so many black dice on offense, having rerolls is always a good thing. ''Overwatch'' (4 pts.) - Gain Sentinel, making your standby range 1-3. Not a great option considering the short range of their weapons (RPS aside) and that you generally want them moving into melee and not sitting around on Standby (especially since it's easy to knock units out of standby). ''Protector'' (5 pts.) - Exhaust while using Guardian; it allows the unit to cancel criticals as though they were normal hits. During the End Phase, ready the card. If you intend to make heavy use of Guardian to protect your Commander, you definitely want this. ''Situational Awareness'' (2 pts.) – You gain '''Outmaneuver''' (you can spend dodge tokens to cancel crit results). Not terrible, and low cost. Just make sure you have the dodge tokens to take advantage of it. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded or have lost a model, gain 1 red attack die. This is always a pretty good option for melee oriented units. '''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. Hard pass. These guys want to be moving/shooting/melee-ing, not wasting an action dishing out an aim token to someone else. ''Emergency Stims'' (8 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. (How do robots use drugs without organic tissue?) ''Environmental Gear'' (2 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. If you like to waste points... (these guys already have Unhindered). ''Grappling Hooks'' (1 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. Meh. If you're desperate to climb terrain, go for it. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. Not terrible, considering they are a melee unit and want to get close to the enemy fast. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Not a terrible option considering all the black dice you'll be throwing. ''Ascension Cables'' (4 pts) - Exhaust to gain '''Scale''' until the end of your activation. Not a terrible upgrade if there's a lot of climbable terrain- but you're only getting half the benefit of the ''Scale'' keyword since they already have ''Unhindered'' built in. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades'' (3 pts.) - Range 1 attack with 1 black die, that ignores cover. Cheap and not bad, especially when you've got the Whip (which is same range), but realistically, they want to be in melee. ''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die with surge to critical. Again, not bad if you've got the Whip (same range). Red dice with critical surge are going to hit very reliably, but realistically, they want to be in melee. ''Impact Grenades'' (3 pts.) - Range 1 attack with 1 black die and Impact 1. Not bad as a last ditch if you have no RPS and desperately need anti-tank. ''Smoke Grenades'' (2 pts.) - Equipped units gain '''Smoke 1''', allowing you to take an action put a smoke token out within range 1, and line of sight, of your unit leader. Smoke tokens work a lot like deploy-able area terrain: trooper units whose unit leader is at range 1 of a smoke token improve their cover by 1. Only lasts one round, and vehicles ignore the cover smoke provides when attacking units inside the affected area. It takes an action to use these, and do you really want to be spending an action for this? ''EMP Droid poppers'' (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains '''Ion 1''' (just one, not one per grenade). Again, these guys want to be in melee, so this isn't all that attractive. Still, can be useful if you're facing a vehicle-heavy list. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (5 pts.) - Prevents enemy units at range 1 from receiving orders. Melee-oriented guys are going to try to be near the enemy, so this is a solid option, especially against lists that go for order control. ''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. These guys generally want to keep the order they've been given, but could be useful in a niche way (like if you don't mind moving due to AI, and want to pass the order to something not eligible for Coordinate, like Droidekas or an AAT). ''Hacked Comms Unit'' (5 pts.) - during the Issue Orders step, if an enemy unit at range 1 of you is issued an order, you may issue an order to yourself. Basically a reverse Comms Jammer, also a good option for a unit that wants to be near the enemy. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. A solid choice to ensure it gets an order even though the Command card you're using is troopers only. Definitely useful if your MagnaGuards are going to rampaging away from the commander or your Coordinate daisy-chain, and you need to make sure they have an order. ''Long-Range Comlink'' (5 pts.) - You always count as being within range of your commander. Not great unless you're worried about something like a Disarray battle card. ''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. Meh. If you're super worried about being far from the Commander (usually you won't be), could be worth taking. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> MagnaDroids are an elite melee unit similar to Imperial Royal Guards in a lot of ways. The unit comes with three models and can be upgraded for a fourth. They have courage 2 and 2 wounds each, offensive surge, and red dice on defense (no surge). Each carries their infamous electrostaff for 2 black in melee, and a "precision laser dart" pistol for 1 black, 1 white at range 1-2. Because they have those electrostaves, the whole unit is '''Immune to Pierce''' while in melee, making them a difficult target for any lightsaber boi trying to kill them. They have '''Charge''', '''Guardian 2 (Commander)''' (they have ''Guardian 2'' but only for commander-rank units), and '''Retinue (Commander)''' (they get a free dodge or aim token at the start of each turn when they're within range 1-2 of a friendly commander-rank unit). Lastly, they have '''Unhindered''', meaning they ignore difficult terrain while moving. They also have '''AI: Dodge, Move''', which isn't that big of a deal considering they're melee-oriented and want to move So here's the deal with these guys- you want to use them similar to how the Empire uses its Royal Guard. Melee and/or to protect your powerful characters. Unlike the Royal Guards, they can be upgraded with some heavy weapons to make them more flexible. Even without either of those weapons, they have a decent shooting attack but their melee attack is better, and immunity to Pierce gives them a little protection from your enemy's hard hitting Jedi/Sith. These guys are absolutely begging to hang out with a melee oriented commander, especially Kraken, but Grievous or even Dooku would also work. Be wary though. They are a relatively expensive unit in an army that tends towards a horde style. Fully upgraded they can easily run over 110 pts. And, while they do have decent defense, without surges they can still be brought down fairly easily, especially if your opponent brought ranged weapons with Pierce. </div></div>
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