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====Phase 2 Clone Troopers==== (62 pts.) "For the Republic!" <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' ''Z-6 Phase II Trooper'' (27 pts.) - range 1-3 doing 6 white dice. Great for sheer volume of dice; not great if you want an effective weapon that actually scores a lot of hits. Make sure you've got access to aim tokens when firing these. ''Phase II Mortar Trooper'' (20 pts.) - range 2-4 doing 2 black dice with Critical 1, Suppressive, and Cumbersome. A great option if you're going for gunline It makes you sit still to fire anyway, so just do that. Aim action + fire. Fives (36 pts.) - Unique. Designated CT-5555, or "Fives" for short, from the Clone Wars cartoons, he was known for his fierce loyalty to his clone brothers, even if it ran against the wishes of his Jedi commanders. He has 2 health, fires 2 black dice at range 1-3, increases the squads courage by 1, and becomes the units leader. He also adds the Coordinate: Clone Trooper keyword to the squad, meaning they can issue an additional order to another Clone Trooper squad when they, themselves, are issued an order. Fives is really good to have on a Phase I squad, and can be just as good on a Phase II one. However, you will be spending a lot of points for a single squad. Maybe save him for a Pahse I squad, if possible. Echo (40 pts.) - another unique clone from the cartoons, designated CT-1409 or "Echo". He has 2 health, becomes the unit leader, and throws 2 red dice at range 1-5 with Critical 1, Lethal 1, and Immune: Deflect. Echo also has Reliable 1, meaning the squads he's in gains one surge token at the stat of the activation phase. Echo prefers to be in an ARC Trooper Strike Team, but can do decently well in a Phase II squad. Like with Fives, though, the squad will start to cost a lot. '''Personnel Upgrades (x1 Slot)''' ''Phase II Clone Trooper'' (13 pts.) - adds an extra mook. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Can be useful since these clones are courage 2, but if you're going mortar gunline, you probably wanna just deploy in cover and not need this. If you're not, then you may also find yourself immediately losing an action because a squad got shot once by a suppressive weapon. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Always a handy choice, since clones aren't great at dealing with excessive suppression. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Extra tokens are nice, but it'll require you firing at a unit that is considered "wounded" (like characters or multi-wound models like Tauntauns, Imperial Royal Guards, and Wookiees) to benefit. Still, if you can pull it off, extra tokens to share are welcome. You don't ''have'' to use it, either, in case you want it for more token sharing. ''Overwatch'' (4 pts.) - Gain Sentinel, making your standby range 1-3. Not a terrible take, although your clones do have Fire Support built in, which is somewhat similar. Not generally recommended unless you're going for a gimmick, of sorts. ''Tenacity'' (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. Clones aren't bad in melee but that's not ideally where you want them. Not a bad choice, not a great one either. ''Offensive Push'' (4 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. This can be really nice, for obvious reasons. Token sharing is ''strong.'' ''Situational Awareness'' (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Dodge tokens won't be as prevalent for Clone units, so, while this can be useful, it also isn't the ''most'' useful. '''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 but you are probably better off just doing an Aim action with the unit and sharing. ''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. Lets a unit (hopefully) survive to shoot one more time. ''Environmental Gear'' (2 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. Worried about difficult terrain slowing you down? Worry no more. ''Grappling Hooks'' (1 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. Wanna climb lots of stuff without needing to worry about falling and dying? Here's the answer. Extremely cheap, too. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. Really good choice to ensure all of your clones are in cover and are in range to lend '''Fire Support'''. Cheap and effective, but bear in mind Rex and his Scouting Party. Also, if you're planning on doing a mortar-oriented gunline, it's not as attractive. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Not bad, as it helps reroll all those black dice you'll be chucking. It's better if you took the Z-6, because that boy is gonna roll a lot of misses. ''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. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades'' (3 pts.) - Range 1 attack with 1 black die, that ignores cover. You already throw black dice with your ranged weapons, but if you're super worried about cover, here you go. You only need to throw one to make the entire attack ignore cover. This obviously won't be useful if you plan to use a gunline. ''Fragmentation Grenades'' (3 pts.) - Range 1 attack with 1 red die with surge to critical. Now we're talkin. Superior to your DC-15A's and melee, with critical surge to boot. Definitely worth a look, if you plan to be aggressive. ''Impact Grenades'' (3 pts.) - Range 1 attack with 1 black die and Impact 1. If you know you're fighting against an AAT/AT-ST or two, these aren't a bad choice. If your opponent has no viable armored targets, then this is obviously wasted. ''Smoke Grenades'' (2 pts.) - Exhaust this card to gain '''Smoke 1''', allowing you to put a smoke token out within range 1, and line of sight, of your unit leader- each smoke token grants +1 cover to every unit whose leader is within range 1 of it; it also grants that bonus to any unit those units shoot at (the blind effect works both ways). ''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 CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your your weapons, as well. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> For 8 more points a squad nets you one more Courage, '''Reliable''' (automatically get one free Surge Token at the start of each Activation Phase), and a Training slot over your basic Phase I Clone Troopers. They're essentially the same as the Phase I clones, but with slightly different weapon options and the free surge token. They also look cooler (Subjectively)! You also have the option of mucking around with Training upgrades, of course, which can be very nice. Basically it boils down to what heavy weapon you take with them. Z-6 lets you use them much the same as your Phase I's, while the mortar more or less forces you to use them for gunline. </div></div>
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