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==='''Heavy'''=== Up to 2 Selections. ====TX-130 Saber-class Fighter Tank==== (170 pts.) Returning from Star Wars: Battlefront, we have the much beloved Saber tank. It may be expensive, but, oh boy, does it warrant the price. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> <B>Pilot Upgrade (x1 Slot)</B> ''Aayla Secura'' (5 pts.) - Your tank gains '''Inspire 2''' and '''Field Commander''', allowing you to make the tank your commander after you play a neutral command card like ''Standing Orders''. This also means Aayla Secura can bypass the Commander requirement for list building, as of the November 2020 RRG. If done, Aayla becomes the commander for the list. She will also gain a courage value of 2, solely for the purpose of buffing the courage of those around her. ''Plo Koon'' (9 pts.) - Exhaust as a free action to gain '''Agile 2''' for the rest of the activation; Agile 2 grants 2 Dodge tokens after making a standard move. Make a double move to gain a whopping four Dodge tokens! This greatly synergizes with the Saber tanks '''Outmaneuver''' ability. ''Veteran Clone Pilot'' (7 pts.) - Exhaust to allow your tank and a friendly Clone Trooper unit within range 1 to share Aim, Dodge, and Surge tokens; and then ready this card during the End Phase. This gives token sharing to the Saber tank (because it otherwise lacks the Clone Trooper keyword)! Keep in mind, though, that units with Exemplar do exist. <B>Hard Point Upgrades (x1 Slots)</B> ''TX-130 Beam Cannon Turret'' (30 pts.) - range 1-4 doing 2 red dice with '''Beam 2'''; After attacking, the tank may make two additional attacks using only this weapon. The new targets can't have already defended and must be within range 1 of the initial target. This is very good. ''TX-130 Twin Laser Turret'' (14 pts.) - range 1-3 doing 3 black with '''Critical 1'''. A low cost alternative to the beam cannon, that loses some range and punch. <b>Ordnance Upgrades (x1 slot)</B> ''Armor Piercing Shells'' (10 pts.) - exhaust to do an attack with range 2-3 dealing one red and two black. It also has '''Fixed: Front''', '''Impact 3''', and '''Cycle''' (at the end of an activation where you did not use the card, you may ready it). Good for when you really want an enemy tank dead. ''High Energy Shells'' (8 pts.) - Exhaust to make an attack with '''Cycle''', '''Critical 1''', '''High Velocity''', and Fixed: Front. This is at range 2-4, throwing 1 white and 2 red dice. It's your go-to when a Jedi/Sith, or anyone relying on Dodge tokens, needs to be deleted ''now''. Just remember to fire other guns elsewhere because high Velocity only works if all weapons in the attack pool have it. ''Bunker Buster Shells'' (12 pts) - Exhaust to fire an attack with '''Cycle''', '''Blast''', '''Scatter''', and Fixed: Front. Range 1-2, 1 black and 3 white dice. Your ''interesting'' option. Pulling an infantry squad into the open has some neat ideas behind it, but white dice will generally limit the damage output. <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''. ''Linked Targeting Array'' (5 pts.) - Gain '''Target 1''', allowing you to get a free aim token when the equipped unit is issued an order. Saber tanks won't exactly say no to aim tokens, and it'll probably be receiving orders decently enough. ''Long-Range Comlink'' (5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> For 10 more points than an AT-ST, you get a solid hover tank with the same gun (2 black, 2 red, 2 white with range 1-4, '''Impact 2''', '''Critical 1''' and '''Fixed: Front'''). The tank can be upgraded to have any number of weapons, and comes with '''Arsenal 2''' so you can always fire two of them. Each one has it's own strengths and merits, so there's almost no reason not to take at least one more so that you can utilize the Arsenal keyword. The tank comes with the '''Armor''' rule to ignore all non-critical hits, 9 wounds and a 6 damage threshold, while throwing red dice without surge on defense. It's pretty tough, being one of three tanks in the game throwing red defensive dice (the others are the Empire's GAVw and the droids' AAT). It also has the new '''Outmaneuver''' rule, which allows it to use dodge tokens against critical hits. Although it's described as being "particularly nimble for an armored vehicle", it moves at the same speed-2 that most other tanks move. It hovers though, so it does have a little advantage when it comes to clearing terrain, plus it can make a "strafe" move (which is a special move that lets it slide to the left or right at speed decreased by 1). It does have some downsides though. It has '''Weak Point''' on its sides and rear, meaning if an enemy manages to shoot it in those arcs, they gain Impact +1. Also, like the Clones it's supporting, it can be pricey, especially if you go big on the bells and whistles. A single Saber tank can have a heavy impact on your opponents game plan, regardless of how you kit it out, though. </div></div>
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