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==='''Special Forces'''=== Up to 3 Selections ====ARC Troopers==== (78 pts.) "One shot, One kill." These are Advanced Recon Commandoes, an elite force made up of clones who proved themselves on the battlefield. These are what Fives and Echo, from Star Wars: The Clone Wars, were. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' ''DC-15x ARC trooper'' (31 pts.) - an elite version of the DC-15 that fires one red and one black at range 1-5 with '''Immune: Deflect''' and '''Lethal 1''' (spend one aim token to give the attack "Pierce 1"). This is really good, and gives an ARC Trooper squad some really good firepower. Lost some of its punch after errata 2.0.2, losing Critical 1 was pretty big. Still a good take. ''Fives'' (36 pts.) - Unique; can be taken in an ARC unit or a Clone Trooper unit. 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 3 black dice at range 1-3, increases the squads courage by 1, and becomes the unit's 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. Generally, Fives is better used in a corps unit, for his bonuses. ''Echo'' (40 pts.) - another unique clone from the cartoons, designated CT-1409 or "Echo". Like Fives, can be taken in an ARC unit or Clone Trooper unit. 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. Really good, as it's just a flat better DC-15x ARC Trooper. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not too worth it, because ARC Troopers will either be too far back not to be consistently shot at, or you'll not want to receive more suppression than you can manage. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. This can be really nice, as ARC Troopers really want both of their activations. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. This is very nice, because of the hand blasters that ARC Troopers have at their disposal. Not only that, but more token sharing and the ability to better activate Echo's Lethal. ''Overwatch'' (4 pts.) - Gain Sentinel, making your standby range 1-3. This has surprising potential on an ARC unit. If you plan to play more reactive, than this can be nice. ''Tenacity'' (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. Arc troopers can be great in melee, even against units with pierce, so this isn't that bad. There are more versatile options, though. ''Offensive Push'' (4 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. This stacks with their '''Tactical 1''', for '''Tactical 2'''. You want this upgrade. ''Situational Awareness'' (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This can make ARC Troopers even more durable, but other upgrades are probably better to take. They're already durable enough, as is. '''Gear Upgrades (x2 Slots)''' ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. This isn't necessary due to a certain training upgrade that exists. Tactical 2 is far better than the ability to ''spend an action'' to give ''another'' unit an aim token. ''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. This is generally nice, if terrain is a big problem. ''Grappling Hooks'' (1 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. For a single point, this is always a nice investment. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. Stacks with the Scout 2 the unit already has for Scout 3. Worth taking if you don't want to dish out the points for the jump packs. Or both... ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. This can be very nice for the same reason ''Hunter'' is. ''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. ''JT-12 Jet Packs'' (10 pts) - As a card action, gain '''Jump 2'''. Lets your ARCs bounce around and be where you want them to be, without having to worry about terrain. Plus they look awesome. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades'' (3 pts.) - Range 1 attack with 1 black die, that ignores cover. You're ARCs are throwing enough dice to mitigate it how useful these are at this range. ''Fragmentation Grenades'' (3 pts.) - Range 1 attack with 1 red die with surge to critical. ARC Troopers are throwing 1 black and white die at this range, anyways, so these really aren't too useful. ''Impact Grenades'' (3 pts.) - Range 1 attack with 1 black die and Impact 1. Against vehicles, this can be extremely useful for your ARC Troopers. ''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 any unit whose unit leader is within range 1 of it; it also grants that bonus to any enemy unit those units shoot at (it 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 pistols or DC-15x and maximize damage. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (5 pts.) - Prevents enemy units at range 1 from receiving orders. This can be very useful if you're getting this close to the enemy, but that's generally not where ARC ''really'' want to be. ''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. ARC Troopers will want any orders you give them, so this is a hard pass. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. ARCs really do enjoy having orders, but this may be too expensive after everything else has been added. ''Long-Range Comlink'' (5 pts.) - You always count as being within range of your commander. This can be very useful, with some of your commanders being very aggressive. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Take one of the most badass non-Jedi/Sith warriors in the galaxy, clone him a million times, give those clones the best weapons and gear around, and then form the best of them into a hyper-elite unit with even better gear, and what do you get? Advanced Recon Commandos, or ARC troopers. Captain Rex was one of the first ARC troopers, so they've got a lot in common. They have '''Impervious''' (grants extra defense dice if they're hit by something with Pierce) and '''Scout 2''' (free movement-2 move after deploying). They also have '''Sharpshooter 1''' (reduce enemy cover by 1) and '''Tactical 1''' (gain a free aim token after moving). Each has one wound, and the unit has courage 2. They throw red dice without surge on defense. For offense, they each throw one black and one white in melee, and carry pistols that do one black and one white at range 1-2, as well. Their main weapon is a DC-15A which throws one black at range 1-3 just like a normal clone soldier. These are used similarly to their counterparts in other factions, except they are more ranged focus than any other. All of their special weapons are range 5, except for Fives, but he is better used on a corps unit for the dice and rules he adds. A full unit can cause havoc on any battlefield and be annoying to displace. </div></div> ====ARC Troopers Strike Team==== (27 pts.) "One shot, One kill." These are Advanced Recon Commandoes, an elite force made up of clones who proved themselves on the battlefield. These are what Fives and Echo, from Star Wars: The Clone Wars, were. This is the two man Strike Team variant, where the heavy weapons upgrade must be taken and becomes the unit leader. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' ''DC-15x ARC trooper'' (31 pts.) - an elite version of the DC-15 that fires one red and one black at range 1-5 with '''Immune: Deflect''' and '''Lethal 1''' (spend one aim token to give the attack "Pierce 1"). This is really good, and gives an ARC Trooper squad some really good firepower. Lost some of its punch after errata 2.0.2, losing Critical 1 was pretty big. Still a good take. ''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. Generally, Fives is better used in a corps unit, for his bonuses. ''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. Really good, as he's just a flat better DC-15x ARC Trooper. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not too worth it, because ARC Troopers will either be too far back not to be consistently shot at, or you'll not want to receive more suppression than you can manage. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. This can be really nice, as ARC Troopers really want both of their activations. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. This is very nice, because of the hand blasters that ARC Troopers have at their disposal. Not only that, but more token sharing and the ability to better activate Echo's Lethal. ''Overwatch'' (4 pts.) - Gain Sentinel, making your standby range 1-3. This has surprising potential on an ARC unit. This isn't too useful on a Strike Team, who'll want to utilize their range. ''Tenacity'' (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. Strike Teams almost never want to be in melee. Pass. ''Offensive Push'' (4 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. This stacks with their '''Tactical 1''', for '''Tactical 2'''. You want this upgrade. ''Situational Awareness'' (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This is largely wasted on a Strike Team. '''Gear Upgrades (x2 Slots)''' ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Strike teams typically won't want to be token generators, given the firepower they'll, themselves, have. ''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. This is generally nice, if terrain is a big problem. ''Grappling Hooks'' (1 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. For a single point, this is always a nice investment. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. Stacks with the Scout 2 the unit already has for Scout 3. Worth taking if you don't want to dish out the points for the jump packs. Or both... ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. This can be very nice for the same reason ''Hunter'' is. ''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. ''JT-12 Jet Packs'' (10 pts) - As a card action, gain '''Jump 2'''. Lets your ARCs bounce around and be where you want them to be, without having to worry about terrain. Plus they look awesome. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades'' (3 pts.) - Range 1 attack with 1 black die, that ignores cover. Your Strike Teams are entirely ranged based. If your close enough to use these, then you've done something wrong. ''Fragmentation Grenades'' (3 pts.) - Range 1 attack with 1 red die with surge to critical. If your close enough to use these, then you've done something wrong. ''Impact Grenades'' (3 pts.) - Range 1 attack with 1 black die and Impact 1. If your close enough to use these, then you've done something wrong. ''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 any unit whose unit leader is within range 1 of it; it also grants that bonus to any enemy unit those units shoot at (it 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 your close enough to use these, then you've done something wrong. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (5 pts.) - Prevents enemy units at range 1 from receiving orders. This can be very useful if you're getting this close to the enemy, but that's generally not where ARC ''really'' want to be. ''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. ARC Troopers will want any orders you give them, so this is a hard pass. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. ARCs really do enjoy having orders, but this may be too expensive after everything else has been added. ''Long-Range Comlink'' (5 pts.) - You always count as being within range of your commander. This can be very useful, with some of your commanders being very aggressive. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Take one of the most badass non-Jedi/Sith warriors in the galaxy, clone him a million times, give those clones the best weapons and gear around, and then form the best of them into a hyper-elite unit with even better gear, and what do you get? Advanced Recon Commandos, or ARC troopers. Captain Rex was one of the first ARC troopers, so they've got a lot in common. They have '''Impervious''' (grants extra defense dice if they're hit by something with Pierce) and '''Scout 2''' (free movement-2 move after deploying). They also have '''Sharpshooter 1''' (reduce enemy cover by 1) and '''Tactical 1''' (gain a free aim token after moving). Each has one wound, and the unit has courage 2. They throw red dice without surge on defense. For offense, they each throw one black and one white in melee, and carry pistols that do one black and one white at range 1-2, as well. Their main weapon is a DC-15A which throws one black at range 1-3 just like a normal clone soldier. These are used similarly to their counterparts in other factions, except they are more ranged focus than any other. All of their special weapons are range 5, except for Fives, but he is better used on a corps unit for the dice and rules he adds. Their primary use is to sit back and snipe high value targets or commander units. </div></div>
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