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====STAP Riders==== (73 pts.) The odd speeder bikes used on Naboo during the Phantom Menace. Nothing can...''STAP'' your droids from flanking the enemy (I'll see myself out, don't worry)! <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> <B>Comms Upgrades (x1 Slot)</B> Comms Jammer (5 pts.) - Prevents enemy units at range 1 from receiving orders. This isn't bad, but being that close to the enemy is. STAPs aren't entirely durable. HQ Uplink (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Excellent choice on a unit that you can expect to be operating at least part of the game outside of the range 1-3 of your commanders/operatives. Best part of this is that you can Coordinate this order to the other STAP riders in your "pod," removing their tokens from your order pool and avoiding having to AI:Move on turns where you don't want to be sling-shotting across the map. It also counts as having issued an order for the next upgrade card...Or, alternatively, you can equip both units with an Uplink and just pass orders around to avoid the AI rule. Linked Targeting Array (5 pts.) - Gain '''Target 1''', allowing you to get a free aim token when the equipped unit is issued an order. Combined with HQ Uplink above, this can be a free aim on your other 1-2 STAP riders most every turn so long as you have the HQ Uplink unit recover afterwards. Long-Range Comlink (5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. Speeders can generally benefit somewhat from this upgrade, though, so maybe give it a try! Command Control Array (2 pts.) - When you use Coordinate, you can issue the order at range 1-2 instead of range 1. Yeah, this is probably the one you're going to take. Cheap and useful. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> The speeder thingies that the B1 droids used in ''The Phantom Menace''. For 73 points you get two of them, and they are considered repulsor vehicles. Each has 3 wounds with white defense (no surge). For offence, they each fire 3 black at range 1-3 with no surge and '''Critical 1''' (which stacks to '''Critical 2''' when using both guns on the same target). Essentially you're getting two of the E-5Cs that your B1 squads can take, but without the B1 squad around them. They have movement 3 and the '''Speeder 1''' rule. But they also come with '''Cover 1''' and '''Agile 1''' (get a free dodge token after each standard move, which would include the compulsory move from Speeder). Because they're droids (but not "Droid Troopers"), they have some special rules reflecting that as well. They have '''AI:Move''', which isn't all that bad (Agile!). Additionally, they have '''Coordinate: Droid Trooper, Vehicle'''. If they are issued an order, they can automatically issue an order to a vehicle or one of your droid trooper squads too. They can start up a daisy chain, or ensure that your AAT is issued an order (in case you didn't take Lok Durd or a T-Series)- or you could start a daisy chain with other STAP rider units if you take multiple of them. STAPs fulfill a role similar to what droidekas did, albeit poorly, before STAPs were released: they are affordable, fast flanking units perfect for zipping across the map to approach your opponent from an area where their units don't have heavy cover. They are definitely not as sturdy as droidekas (no Surge to Block on these white dice), but Cover 1 and free dodges every turn from Agile 1 help. First off, you want to be running at least two of them if you're going to be considering them at all. Their inclusion (and upgrades) open up other choices for deployment zones and objectives that would have previously made CIS players want to curl up and die. Disarray and Danger Close suddenly become very attractive when you have a group of 3 fast units that can Coordinate an HQ Uplink order to each other and then choose which opposing flank to tear into. Bombing Run and Breakthrough also become viable objectives for CIS lists with STAPs. On Bombing Run, just hand the bomb tokens to the STAP riders and watch your opponent panic as three kamikaze pilots scream towards their deployment zone at three Speed-3 moves every round. Wherever you choose to deploy them, you'll want to keep them within range 1 of each other every turn that you possibly can for Coordinate. This can be tricky, but liberal use of the pivot action can keep them in line with each other and help you spend more time behind LOS-blocking terrain when you need it. Putting Linked Targeting Array on the other 1-2 STAPs gives them a free aim to work with which really helps boost their attack rolls. Their ability to always have an order on them similar to B1s also makes them a good target for your Aggressive Tactics surge token placement, and helps cover for their lack of Surge to Block. Speeder 1 means they can move over terrain under Height 1 (range 1 on your range ruler) automatically; keep track of what terrain fits that description on your table so that you know which lanes your STAPs can take when approaching your opponent or objectives. </div></div>
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