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====Wookiee Warriors (Kashyyk Resistance)==== (72 pts.) Some pissed off Wookiees armed with Covenant Carbines from Halo 2. Awesome. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' ''Bowcaster Wookiee'' (31 pts.) - gives you an extra wookiee carrying a weaker version of Chewbacca's bowcaster. It fires one red and white die at range 1-3, with '''Impact 1''' and '''Pierce 1'''. Gives your squad a little ranged punch and can even ping a wound on enemy armor, as well. Matches the playstyle of these Wookiees more than the regular version. Use it to hug close to the enemy and blast anything with a red save. ''Battle Shield Wookiee'' (26 pts.) - Adds a Wookiee with a big combat shield into the unit. The card has two sides to it, Defensive and Offensive. The Defensive side gives you '''Armor 1''' and two black dice, but it reduces your speed by 1. The Offensive side gives you two red dice and that's it. At the start of your activation you can flip the card. Not as synergistic as it is with the more melee-oriented shag carpets, but still useable. Keep it on offense for mobility, then flip to defense to just turtle down and shoot. The shield bearer gets to use the same rifles as the others, so you get some additional firepower. ''Long Gun Wookiee'' (26 pts.) - Practically useless for these guys, this Wookiee gives you a range 1-4 gun throwing 2 black dice with '''Suppressive'''. Can proc hunter like the Bowcaster but the Bowcaster is only five more points and much better. '''Training Upgrades (x2 Slots)''' ''Duck and Cover'' (2 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Wookiees are pretty easy to kill, so anything that can help keep them alive is welcome, and their Indomitable rule helps keep suppression under control. Pretty good. Even better now that it's 2 points. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Indomitable makes this not super necessary. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Very handy for when you finally get these guys into melee, assuming you manage to wound your target first. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Wookiees specialize in close quarters and melee combat; they generally shouldn't be on Standby. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. Another excellent choice as your Wookiees are fairly easy to wound and any melee boost is welcome. ''Offensive Push'' (4 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. This can especially help during the turn in which Wookies charge, because it'll make their already deadly melee even more terrifying. ''Situational Awareness'' (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. If your Wookies can get dodge tokens, then this is a great upgrade. If not, then this is largely wasted, obviously. '''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. How about...No! ''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. Kind of useful of Wookies, but it will make an already expensive unit even more expensive. ''Environmental Gear'' (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Wookiees already have the Scale keyword, making this pointless. ''Grappling Hooks'' (1 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Wookiees already have the Scale keyword, making this useless. ''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Gets you slightly closer to the thing you want to rip arms off of, and it's super cheap. A decent choice. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. If you've got Hunter or some other way of getting easy Aim tokens, this can be worth taking. But you probably don't want to be stopping your advance to have the Wookiees take an Aim action. There are better options. ''Ascension Cables'' (4 pts) - Until the end of your activation, you gain scale. They already have scale, though, so this is literally useless. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades (3 pts.)'' - Range 1 attack with 1 black die that ignores cover. Unless your target is in heavy cover, your pistols are probably better. Though you only need to have one Wookie throw one to give the whole pool ''Ignores cover''', effectively only giving up one white die. Still might not be worth it since, if you are in range, you probably should have charged. ''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die and critical surge. Not a bad choice for when you can't quite get a charge off. ''Impact Grenades'' (3 pts.) - Range 1 attack with 1 black die and Impact 1. These make tanks go boom. However, the small squad size of the Wookiees limits the damage potential. ''Smoke Grenades'' (2 pts.) - Spend an action to gain Smoke 1, which allows you to place a smoke token within range 1 and line of sight of the squad's leader. Smoke tokens give +1 Cover to all units whose leader is within range 1 of them, but also grant that cover to an enemy unit they shoot at. While this is handy for helping protect your totally unarmored Wookiees as they advance, it's probably better on a cheaper unit like Rebel troopers, and then let them lay down cover for the walking carpets. ''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 pistols, as well! <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' '''Training Upgrades (x1 Slot)''' '''Comms Upgrades (x1 Slot)''' '''Grenade Upgrades (x1 Slot)''' </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Wookiee Warriors who trade their knife and pistol for a rifle. They can no longer charge, but have '''Sharpshooter 1''' to help against cover. Their shooting has been reduced to only 2 white dice but can now hit up to range 3 while their melee capability has dropped from 2 black to just 1 Black and 1 White. These wookiees are just kind of caught between two stools, which is why you don't see them all that often compared to the standard Wookiee Warriors (if at all). Their shooting is safer, but now their damage output is only about on-par with pathfinders and although their melee is still good, they can almost never get engaged with enemy units without charge and they can't even take high-value targets without the tried-and-tested Offensive Push + Duelist combo their ferocious brother's can pull off. Perhaps their one saving grace is better synergy with the bowcaster heavy weapon, as their guns match range with the bowcaster, giving you a precious source of '''Pierce 1''' to dish out at range 3. </div></div>
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