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==='''Heavy'''=== Up to 2 Selections ====AAT Trade Federation Battle Tank==== (170 pts.) Finally some tanks for the Clankers! To those who played Star Wars: Battlefront 2 (2005), you can ''hear'' this unit, can't you? No? Not until I mentioned it? Well, now you can! <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> <B>Pilot Upgrade (x1 Slot)</B> ''T-Series Tactical Droid Pilot'' (5 pts.) - Your tank loses '''AI:Attack''', and you gain '''Field Commander''', allowing you to make the tank your commander, after you play a neutral command card, like ''Standing Orders''. ''Lok Durd'' (9 pts.) - Unique. A morbidly obese Neimoidian pilot who cancels the tank's "AI:Attack" rule. Plus you can exhaust him as a free action to gain '''Suppressive''' on all of the tank's weapons. Suppressive (which causes a unit targeted by the weapon to gain an extra suppression token after resolving the attack) doesn't stack so you'll want to fire each weapon at separate targets to maximize the usefulness of this An extremely good upgrade though, and most lists with an AAT will likely have him. ''OOM-series droid pilot'' (9 pts.) - the tank gains the '''Coordinate: Droid Trooper''' rule, allowing it to start a daisy chain like normal droid units. Notably doesn't cancel the AI rule like the other two pilots. To get the most out of it, you need to be giving it orders as often as possible and keep droid squads near it (since it's only range 1). Can be extremely useful, though. <B>Ordnance Upgrades (x2 Slots)</B> ''High Energy Shells'' (8 pts.) - Exhaust to make an attack with '''Cycle''' Range 2-4. '''Critical 1, High Velocity and Fixed: Front''', with 2 red dice and 1 white die. This is your go to when a Jedi/Sith or anyone relying on Dodge tokens (hint: Tauntauns) needs to be deleted ''now'' but you also need to use you other action, so you can't just use barrage on your main gun. Just remember that High Velocity only works if all weapons in the attack pool have it. You can combine this with the main cannon no problem, but fire any other guns elsewhere if you want to prevent those Dodges. ''Bunker Buster Shells'' (12 pts) - Exhaust to fire an attack with '''Cycle, Blast. Scatter Fixed: Front ''', Range 1-2, one black and 3 white. Your... ''interesting'' option and the one that makes using barrage on something other than your main gun an option. Pulling an infantry squad in to the open has some interesting ideas behind it, but the white dice means low damage output without aim tokens. ''Armor-piercing shells'' (10 pts.) - Exhaust to fire an attack with '''Cycle, Fixed: Front, Impact 3,''' range 2-3, 1 red and 2 black. Fantastic for when you ''really'' want a tank dead. Combine with the main cannon for a mighty 5 red and 2 black with Impact 4 and Critical 2. <B>Comms Upgrades (x1 Slot)</B> ''Comms Jammer'' (5 pts.) - Prevents enemy units at range 1 from receiving orders. Since you're vulnerable to attack from the rear facing, and your main gun has a minimum range of 2, you shouldn't take this. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Useful for the turn you need that unit to activate when you need it to, or to get a surge token from ''Aggressive Tactics''. This can work well with the OOM droid, though, as it'll act the same way an Uplink would on a normal B1 squad. ''Linked Targeting Array'' (5 pts.) - Gain '''Target 1''', allowing you to get a free aim token when the equipped unit is issued an order. If you intend to make heavy use of the Barrage ability, you probably want to take this. Even if you don't intend to go heavy Barrage, it's not a terrible take. STAP riders can easily order an AAT, as well, to activate this, too! ''Long-Range Comlink'' (5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. Pass. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> For the cost of a naked AT-ST, you get a pretty nasty tank with this. It comes with 9 health, and a 6 damage threshold; it also comes with the '''Armor''' rule to negate all non-critical hits, and red dice on defense (one of the few things in the army throwing them). It's pretty tough! It hovers, as well, so terrain is generally not going to be a problem. Although, it only has movement-1 so it's going slow no matter what. For offense, it's pretty sick. Its main gun throws 4 red dice at range 2-4 with '''Critical 2''', '''High Velocity''', and '''Impact 1'''. While Impact 1 doesn't sound that great against enemy armor, bear in mind Critical 2 helps as well. It's useful for sniping enemy Jedi/Sith, or pesky Rebels loaded up on Dodge tokens (looking at you, Tauntauns). It has a short-ranged anti-personnel gun that throws 3 black at range 1-2 with Fixed: Front. AATs can take two Ordnance upgrades- see below for details- which are essentially extra weapons. What's fun about those is that they all have the "Cycle" rule which allows you to automatically recover them in a turn in which you didn't use them; So fire one, fire the other next turn while recovering the first, and so on. Furthermore, the tank has '''Arsenal 2''', allowing you to fire two guns/ordnance weapons. If that wasn't enough, the new '''Barrage''' rule lets you make two attack actions if you don't use Arsenal, so you can choose to fire the main gun ''twice''. Bear in mind that these are two ''attack actions'', meaning you can't do anything else (unless you have a way to do it for free)- no aiming, no moving, etc. It does have some weaknesses though. It can be a rather expensive option in an army that tends to be horde-oriented. It also has '''Weak Point 2''' on the rear side, giving enemies Impact +2 if they shoot it in the rear arc. Also bear in mind the minimum range on the main gun combined with the slow movement, so deploy wisely! If a hard-hitting and fast-moving unit like Tauntauns gets behind it, it's in trouble! Lastly, it has the '''AI:Attack''' rule just like your Clanker infantry. If you intend to just sit and double-tap using ''Barrage'', that's not an issue, but otherwise make sure you've got a way to issue it an order to ensure that it does what you want. It's a tough tank with a long range, very powerful main gun. It can use the ''Barrage'' rule to double fire this gun each turn, and that seems like the best way to use it (Although, you need both activations to do this). Fire often and weather what incoming fire you wind up taking. Combine this tactic with Lok Durd and you will be putting out a bare minimum of 4 suppression tokens on a single unit. GAR and Empire are especially vulnerable to this. However, it can be more complicated than that. Bear in mind that when you fire twice using ''Barrage'', it's two separate attack actions. Which means things like cover will apply separately to each attack. Unless you're really lucky and roll lots of criticals (of course, ''Critical 2'' on each shot will double your odds to 25% chance per die, which will help), you're probably going to have one or two of your shiny red attack dice automatically canceled each time you fire it. This significantly reduces the damage output of the tank; Especially since your targets will still get saves. Clones and Imperials will laugh as they shrug off the heavy cannon fire, and even Rebels will get their 5+ saves. ''High Velocity'' will prevent dodges, so at least there's that. This is where the Ordnance weapons come into play. Unlike the Clone tank, you can take up to two of the (thus far) three upgrades. If you play on terrain-heavy tables, the Bunker Buster shells will allow you to ignore the cover problems (and the ''Scatter'' rule can help dump the enemy unit into the open for other units to murderize). When waiting for Bunker Buster to ''Cycle'', the High Energy shells can combine with the main gun to erase Jedi, Sith, Tauntauns, and anyone else who thinks Dodge tokens will save them. Alternatively, you could go with the Armor-Piercing to take out enemy tanks- or just do extra damage (combined with the main gun, you're doing 5 red and 2 black, which isn't bad at all). Of course, all of this flexibility comes at a price. Taking two of the Ordnance upgrades will add about 20 pts to the overall cost of the tank. You'll also probably want to take a T-series or Lok Durd to ensure you can always aim or move or whatever before firing, which further adds to the pricetag. Of all the factions to take something like this, though, CIS can do it best! You have the cheapest, most worthless corps units in the game, after all. </div></div> ====NR-N99 Persuader-class Tank Droid==== (145 pts.) Those weird snail-like tank things that the Separatists used to attack the beach in ''Revenge of the Sith''. <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 terrible, but you need to be close for it to work, and this guy be slow. HQ Uplink (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Never a terrible choice, especially in a turn where AI might stymie your efforts. Linked Targeting Array (5 pts.) - Gain '''Target 1''', allowing you to get a free aim token when the equipped unit is issued an order. Pretty useful, especially if you brought a Super Tactical Droid (generic or Kalani) around to make sure it gets orders via Direct. Long-Range Comlink (5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. Command Control Array (2 pts.) - When you use Coordinate, you can issue the order at range 1-2 instead of range 1. These don't have Coordinate so this is kinda (and by "kinda", I mean "totally") useless. Onboard Comms Channel (3 pts.) - If you're issued an order during the Issue Orders part of the Command Phase, you can issue an order to a unit you're transporting. Cheap and pretty useful if you're planning on transporting stuff. <B>Protocol Upgrades (x1 Slot)</B> Attack Protocols (3 pts.) - Gives the unit '''AI: Aim''' and '''Precise: 2'''. If you're planning on leaning heavily on its firepower, this is a good choice. Bear in mind that you still get Precise even if you aren't being affected by AI. Defense Protocols (3 pts.) - Gives the unit '''AI: Dodge''', '''Nimble''', and '''Outmaneuver'''. A solid defensive boost, but being forced to do a Dodge action can slow an already slow unit down. Bear in mind that you still get Nimble and Outmaneuver even when you're not affected by AI. Engagement Protocols (3 pts.) - Gives the unit '''AI: Attack, Move'''. Pretty much an easy default with no real downside, but no upside either. <B>Ordnance Upgrades (x1 Slot)</B> Armor-piercing Shells (10 pts.) - exhaust to gain a range 2-3 attack doing 1 red, 2 black with '''Cycle''', '''Fixed: Front''', and '''Impact 3'''. Combines nicely with the Heavy Repeating Blasters for a pretty good mid-range anti-tank attack. Worth considering. Bunker Buster Shells (12 pts.) - exhaust to gain an attack with range 1-2 doing 1 black, 3 white with '''Cycle''', '''Fixed: Front''', and '''Scatter''' (after attacking an enemy unit, reposition the target unit's models in cohesion with its unit leader). Short ranged but can be useful for dumping enemy units into the open, allowing your Roger Rogers an easier target to shoot. High-Energy Shells (8 pts.) - exhaust to gain an attack with range 2-4 doing 2 red, 1 white, with '''Critical 1''', '''Cycle''', and '''High Velocity''' (if the attack pool only has weapons with High Velocity, the target cannot spend Dodge tokens). Combines really well with your main gun (which has same max range of 4) for a lot of red dice. And, in a pinch, can be used for whittling down enemy Jedi/Sith/Tauntauns by firing it separately to take advantage of High Velocity. It's also the cheapest of the three upgrades! Definitely a good choice. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> For 145 points, you get a tank with 11 wounds (threshold 7), '''Armor''', and white defense with surge. It also has built-in offensive surge to hit, '''Arsenal 2''', '''Reposition''' (before or after each move, it can make a free pivot), and '''Weak Point 1: Sides''' (enemies attacking its sides get an extra Impact 1). It comes with the '''Programmed''' keyword, meaning you are required to give it a ''Protocol'' upgrade, and it's got the '''Transport 1: Open''' keyword. It has two built-in attacks - a range 1-2 gun throwing one of each color with '''Impact 1''', '''Ion 1''', and '''Fixed: Front'''; and its main gun with range 1-4 throwing 1 red, 2 black, 2 white with '''Critical 1''' and '''Fixed: Front'''. It can also be fitted with an Ordnance upgrade for extra spiciness. Does it kind of remind you of the Empire's GAVw tank? It should. They're a lot alike, except the Seps notably don't have an equivalent to the E-Web to stick on it... yet. So it fills two functions. It's a school bus for your Roger Rogers, and it's a weapon platform. It's actually not bad at either of those tasks. It gives your Roger Rogers some mobility while providing heavy cover. And its main gun combines with a couple of the Ordnance upgrades for some solid medium or long range firepower. Even without an Ordnance upgrade, if you can get it close, its two built-in guns can do some damage, especially to vehicles (or droids... hey, don't look at me like that). That said, it's not without its downsides. It's slow (movement 1). Its defense isn't as good as the AAT (5+ save, and unlike the AAT, surge tokens are of no use to it) although it has a couple more wounds; and Weak Point on the sides means its got a higher chance of that keyword being an issue. And watch out, apparently Tarzan-like Wookiees can easily blow them up (''this may not be reflected in the game''). </div></div>
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