Editing
Star Wars: Legion/Tactics/CIS
(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!
====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 donβt 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.) β 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.) β 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>
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