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====Rebel Commandos==== (48 pts.) Veteran Rebel troops who specialize a little bit more in sniping and spec ops. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' ''DH-447 Sniper (28 pts.)'' - Gain a sniper with range 1-5 throwing a black and a white die, with Pierce 1. It also has the "High Velocity" rule, which means that if the attack pool only consists of weapons bearing this rule, the target unit cannot spend Dodge tokens. This makes it pretty valuable for knocking wounds off enemy characters, especially those who rely on Dodges (like anyone with Block or Deflect). ''Proton Charge Saboteur'' (23 pts.) - Gain a trooper carrying the explosive charges used by the Rebels at Endor. The trooper can drop one per turn within range 1 of himself, and detonate them any time thereafter after a unit completes an action. The explosion does an attack of 1 red and 2 white (with Blast, Impact 1, and critical surge) to all units within range 1 of it. Not a bad way to thin out bottlenecked enemy units, but be wary of blowing up your own units. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not a terrible choice considering the Commandos come with the Low Profile rule; however, if you have them in at least light cover, this is a useless upgrade. A general pass that may find some use. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Good for keeping the squad's suppression under control, especially if they wind up isolated from a commander. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Especially useful if you've gone with the sniper and use him to focus fire on enemy characters. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Not that useful, because you won't want to go on standby that often. Snipers, especially, won't want to be this close. Range 5 exists for a reason. ''Tenacity'' (4 pts.) - When making a melee attack while the unit has lost a model, gain 1 red attack die. You don't want these guys in melee. They're not terrible at it, but it's not their strength. ''Offensive Push'' (4 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. This is always nice to have, especially if you take the mine as a heavy weapon, encouraging more mobility. ''Situational Awareness'' (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This can be very nice, and can make commandoes much harder to kill. However, it might also be wasted on them. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (5 pts., reduced to 5 pts. by rules errata) - Prevents enemy units at range 1 from receiving orders. Might be useful for screwing with Confederacy droids doing their Coordinate daisy chains, or if you've gone the Saboteur route and just want to screw with the enemy, but otherwise, meh. This is primarily a ranged unit and generally shouldn't get close enough to use this. ''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. If these guys can be issued an order, you probably want them using that order and not passing it on. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Very useful for times when your Command is limited (like Son of Skywalker) and you really want to get this unit an order. Other units may want this upgrade more, though. ''Long-Range Comlink'' (5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. Could be useful if you're doing a mission like Disarray, or their Scout move has pushed this squad too far away from the Commander to be issued orders. '''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 really that useful for this unit as it's a strong offensive unit that you want shooting, not dumping tokens on other units. ''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. Commandos won't benefit from this as much as other units would. ''Environmental Gear'' (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. These guys really shouldn't be moving too much but if you are very afraid of slowing down due to terrain, here's the fix. Also could be useful if using the Saboteur and looking to get up close fast; This gear will ensure that you aren't slowed down as you try to get close. Also note that their Scout move ignores difficult terrain! ''Grappling Hooks'' (1 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. As with environmental gear, this isn't a high priority upgrade unless that specific kind of terrain is an issue for you. ''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Very cheap, and stacks with the Commandos' Scout 2 rule, giving them a hefty Scout 3 move to start the game. Very good option that you should always consider taking. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. These guys throw black dice with surge on offense, so they hit about 63% of the time. Therefore, rerolls are always welcome! This is a pretty good choice. ''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're already throwing black dice and have Sharpshooter 1, so these are of limited usefulness to this squad. ''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die with critical surge. A very nasty surprise for enemies who get too close; 1:4 chance of crit even makes them potentially useful against enemy tanks. ''Impact Grenades'' (3 pts.) - Range 1 attack with 1 black die and Impact 1. Very useful for popping enemy armor, but the short range means they'll probably see it coming. ''Smoke Grenades'' (2 pts.) - as a normal action, the unit leader gains '''Smoke 1'''. This allows him to drop a smoke token within range 1 of him. A smoke token gives +1 Cover to all units whose leader is within range 1 of it, but also grants that cover to an enemy unit they shoot at. Stacks with other smoke tokens and the Low Profile rule that the Scouts already have, but you can get the same effect by just having them in some sort of cover anyway. Generally a pass because this unit is expensive and you're going to want it aiming/dodging and firing, not dropping smoke. ''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 other weapons to ensure it goes off. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> These guys are an upgraded version of normal Rebel Troopers. They have the same stats but +1 Courage. They drop nimble, but gain '''Low Profile''', '''Scout 2''', and '''Sharpshooter 1'''. They throw the same one black die with range 1-3 each, also with normal surge. These guys are good for ranged combat, especially for picking away at enemy troops who think they're in a good defensive position. As for the upgrades, the sniper works well since it's just adding more ranged power that can really threaten characters. The saboteur still has the same A-200 rifle as his comrades but gains the range 1 bomb dropping as described above. Give the Saboteur squad some Frag grenades and you suddenly have a fairly effective assault squad. Remember, you can have multiple bombs out, and you can activate them after any units action. The downsides to these guys start with that despite how expensive they are (50 pts before any upgrades, as opposed to basic Rebel troopers only costing 40), they're still just Rebels. One wound each with white defense dice, surging to defend, means they're just as frail as most other Rebel units. If you go big on the bells and whistles, the squad can easily cost over 100 pts, as well. You need to decide what role you want the squad to fill, and then upgrade them to suit that. They are too expensive to try to fill multiple roles. In fact, they're too expensive, as is, period. The Strike team is far more efficient and allows for more activations. </div></div>
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