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====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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