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====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>
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