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==='''Heavy'''=== 0-2 Selections The other big units to build the rest of the your army around. ====T-47 Air Speeder==== (130 pts.) A modified civilian vehicle that provides close air support for the Rebellion. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Pilot Upgrades (x1 Slot)''' ''Ryder Azadi'' (5 pts.) - Unique. Exhaust to increase or decrease your speed by 1 while making a move. Gives a quick burst of speed or slows the unit down right when you need it; but you'll need to do a Recover action to use it again. ''Outer Rim Speeder Jockey'' (10 pts.) - Gain '''Cover 1''' - The speeder has cover one by default so now you always have heavy cover. This is an excellent choice. Bear in mind that Cover is applied to an attack ''before'' Impact. If your opponent is crit fishing for their anti-armor needs they will be forced to rely solely on natural critical hits, which ignore cover and dodge tokens. Meaning that if there aren't a lot of heavy weapons this pilot can be overkill. Generally good, but 10 points can be a lot. ''Wedge Antilles'' (5 pts.) - Unique. Exhaust to pivot once. Like Ryder Azadi, gives you extra maneuverability at the cost of having to exhaust him. '''Hardpoint Upgrade (x1 Slot)''' ''Mo/Dk Power Harpoon'' (0 pts.) - range 1-2, 1 red die with Impact 1 and Fixed: Rear. It also has the "Tow Cable" rule: If it successfully wounds a vehicle, you can cause that vehicle to execute a Pivot move. The short range is off-putting but you're practically guaranteed to hit that vehicle when you are in range, and the pivot forces the tank to waste a move action to face the direction it wants. It is also free so the first time it kills anything even a battle droid it will earn it's points back. Light vehicles are the most vulnerable to it. Scout Bikes and unshielded Destroyers Droids are choice targets. ''Ax-108 Ground Buzzer'' (10 pts.) - range 1-2, 4 black dice with Fixed: Rear. A pretty good shooting attack that lets you fire backwards as the speeder zips around. A bit costly, though. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (5 pts.) - Prevents enemy units at range 1 from receiving orders. Your fast speeder may not always be close enough to utilize this. With your immunity to just about anything that could hurt you at this range, though, this can be situationally useful. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Not a bad choice, as it ensures you'll get an order token on this at least once when you really want it. ''Long-Range Comlink'' (10 pts.) - You always count as being within range of your commander. Situational, but can be useful. ''Linked Targeting Array'' (5 pts.) - You gain Target 1 (when issued an order, gain an Aim Token). Can't go wrong with Aim tokens. Especially with the T-47's dice. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> The T-47 gives your troops the close air support they need to push forward and cap objectives. Its main gun is range 1-3, 3 red 3 black and '''Impact 3'''. It's actually <s>slightly</s> better than the main gun on an AT-ST, landing 1.5 more hits (Thanks surge:crit), and will deal solid damage to enemy armor. It's fast with movement 3 and Speeder 2, guaranteeing that it will always get at least one move. The T-47 is also fairly durable thanks to its 7 wounds, '''Cover''', '''Armor''', and immunity to blast, melee weapons, and range 1 weapons. It's best to do hit and run attacks with this unit. Strafing attacks, like real air support, can cause massive damage to the enemies lines. Wedge especially, with his free pivot, helps a ton in this regard. For all of it's durability, the T-47 will often die fast through focus fire and crit fishing. Be careful where you end it's movement. Cover and Armor make it resillient to high impact anti-tank weapons, but very vulenrable to massive dice pools fishing for crits. A double Airspeeder list is possible, given the November 2020 points drop from 140 to 130. </div></div> ====X-34 Land Speeder==== (60 pts.) The Toyota truck of Star Wars. Gun, duct tape; Boom. Light assault vehicle. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Pilot Upgrades (x1 Slot)''' ''Ryder Azadi'' (5 pts.) - Unique. Exhaust to increase or decrease your speed by 1 while making a move. Gives a quick burst of speed or slows the unit down right when you need it; but you'll need to do a Recover action to use it again. ''Outer Rim Speeder Jockey'' (10 pts.) - Gain '''Cover 1'''. The speeder has cover one by default so now you always have heavy cover. This is an excellent choice. Bear in mind that Cover is applied to an attack ''before'' Impact. ''Wedge Antilles'' (5 pts.) - Unique. Exhaust to gain make a free pivot. Like Ryder Azadi, he gives you extra maneuverability at the cost of having to exhaust him. '''Crew Upgrades (x2 Slots)''' ''A-300 Rifle Gunner'' (9 pts.) - Just 2 white dice out to range 3, essentially doubling the "firepower" of the basic unit. Not great but it's more dice being tossed, and the X-34 does have offensive surge. ''RPS-6 Rocket Gunner'' (31 pts.) - adds a missile launcher with range 2-4, throwing one white, black, and red die with '''Impact 2.''' It's a little pricey but unlike most other missile launchers, doesn't exhaust to attack. Even if you're not facing a tank, red and black dice are very welcome, as this vehicle tends to throw a lot of white. '''Hardpoint Upgrade (x1 Slot)''' ''Mark II Medium Blaster'' (26 pts.) - throws four black dice at range 1-3, with Fixed: Front. It adds some good firepower to a unit that lacks it. Combine with the RPS-6 and the landspeeder may pose a decent threat to enemy armor. ''M-45 Ion Blaster'' (31 pts.) - exhausts to fire, but throws 1 black and 4 white dice at range 1-4 with '''Fixed: Front''', '''Impact 1''', and '''Ion 1'''. Not a bad choice if you know you're facing enemy tanks or battle droids, but exhausting to fire means you'll have to use Recover actions to fire it again. Take it with the RPS-6 if you ''really'' want to put some hurt on your opponent's armor. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (5 pts.) - Prevents enemy units at range 1 from receiving orders You generally don't really want this close enough to enemies to actually use this. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Not a bad choice, ensures you'll get an order token on this unit at least once when you really want it. ''Long-Range Comlink'' (10 pts.) - You always count as being within range of your commander. Situational. ''Linked Targeting Array'' (5 pts.) - You gain Target 1 (when issued an order, gain an Aim Token). Aim tokens are always helpful, especially with the amount of dice this thing tends to throw. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> The X-34 is basically a medium range gun platform, and can be especially nasty if used in an anti-tank role. Have it zip around the enemy and unload the pain, since '''Arsenal 3''' means it can fire all of its guns (except the driver's pistol). Six wounds, '''Armor 2''' and '''Cover''' give it some resilience, although like almost all Rebel units, it's only tossing white dice with surge on defense, so it's not invincible either. It can even transport a character, <s>but if the vehicle suffers any wounds, the character will automatically suffer one too without being able to defend. A lot of your characters will actually become ''less'' durable in this thing.</s> With the complete rework of the Transport keyword, passengers in Open transports are now separate targets with heavy cover. They are also now able to fire out of Open transports, allowing you to use the X-34 as a mobile shooting platform. <s>It can even carry a 1.4D Laser Cannon Team, which allows the cannon to ignore its Fixed and Immobile keywords.</s> It is only a <b>Light Transport 1</b>, meaning it can only carry one model, and that model must be on a small base. So that's a big negative on the weapons teams; however, you could have Han Solo do some doubletap drive-bys, or even Op Luke can drive-by with a Lightsaber Throw. Treat it like the Airspeeder, but...on the ground! The Landspeeder can be useful to transport a certain blue astromech, though. </div></div> ====A-A5 Speeder Truck==== (75 pts.) The Volkswagen Minibus of Star Wars. A closed transport with multiple crew slots and the ability to take a big fuck off gun. Great for transporting blue shirted cannon fodder or certain dirty smelly melee hippies. Paint it <strike>extra psychedelic</strike> [https://www.youtube.com/watch?v=EsvHK4Bt1Y8 ''like a brown 1986 Winnebago Chieftain 33''] to piss off your friends. Alternatively, you could but a new Chewie and Han model, and paint all three in the style of Space Balls. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Pilot Upgrades (x1 Slot)''' ''Hotshot Pilot'' (8 pts.) - you gain '''Sharpshooter 1'''. Sharpshooter is nice but it also requires you to buy one of the ranged weapons. ''Ryder Azadi'' (5 pts.) - Unique. Exhaust to increase or decrease your speed by 1 while making a move. Speed 2 is only marginally faster than Speed 1 for the A-A5 so this isn't recommended. ''Outer Rim Speeder Jockey'' (10 pts.) - Gain '''Cover 1'''. This is so far the only Rebel Heavy Support option with no Cover 1. Canceling hits for free is always helpful- bear in mind that Cover is applied to an attack ''before'' Impact. ''Wedge Antilles'' (5 pts.) - Unique. You gain '''Field Commander''' and can exhaust the card as a free action to do a free pivot. Not all that great considering you already get a free pivot each move thanks to Reposition- although a pivot only gives you a 90ΒΊ turn so Wedge could turn it into a 180ΒΊ turn. Is that worth it? Probably not. You're probably better off with one of the other pilots, unless you are looking for a cheap Field Commander option. ''Shriv Suurgav'' (10 pts.) - Unique, and only for the A-A5. You gain '''Field Commander''' and can use a free action to give a unit you are transporting or at range 1-2 a dodge token; you can also give the targeted unit a suppression token. This is a very good upgrade, considering the Rebels really like dodge tokens (and cover), especially Luke, Tauntauns, anything Mandalorian, etc. ''Reckless Driver'' (6 pts. errata'ed to 12 pts.) - A-A5 Speeder Truck only. You have to make a compulsory move, but the first time you displace an enemy unit with movement, they roll a white defense die for each mini in the unit and suffer a wound for each block. Forces you to be more mobile but basically allows you to make extra attacks that the enemy can't save against, but the odds of actually doing those wounds are very low (1:6). So this is best used against large units like B1 droids- which also tend to be the cheapest ones. This isn't a terrible upgrade but there are others that are probably better depending on the circumstances. Becomes flat out amazing when you realize you can make three moves into line of sight blocking cover on turn 1 and then spend the rest of your turns backing up, firing, and then making your compulsory move forwards. '''Crew Upgrades (x2 Slot)''' ''Backworld Medic'' (12 pts.) - Use an action to heal a wound or restore a mini to a friendly non droid trooper unit at range 1 and in line of sight. Then roll two white defense dice. That unit gains a suppression token for each block or surge. Pretty nice especially for helping keep powerful, shooting-magnet units like Luke alive, but be wary of taking too many upgrades that overtax your action economy. ''Refurbished "Gonk" Droid'' (14 pts.) - Gain 2 shield tokens that have the potential to recharge for free at the end of your activation. Roll a red defense die for each spent shield and get it back on a block. This is a ''really'' good upgrade. Anything that makes you tougher is to be sought after. Combine with the Speeder Jockey pilot to make a true [[distraction Carnifex]]. ''Unorthodox Tactician'' (10 pts. errata'ed to 16 pts.) - At the start of the activation phase (note the 10/27/21 rules update changed this to at the start of the truck's activation), roll three red defense dice. For each block or surge result, you can dish out an aim token to a unit being transported or at range 1-3 of the truck. This is a very good upgrade and worth taking unless you're planning on simply bulldozing the truck into the enemy lines. ''Unstable R5 Astromech'' (6 pts.) - Expend this card to make an extra attack, but you have to roll 3 black attack dice and suffer wounds for each hit and crit. This can be pretty alright. Have R2 or a repair droid in your army to negate the downside a bit. '''Hardpoint Upgrades (x1 Slot)''' ''AG-2G Quad Laser'' (36 pts. errata'ed to 28 pts.) - Throws 6 black dice at range 1-3 with '''Impact 2'''. Thanks to the price cut in the 2021 rules update, this is a very attractive option due to the sheer number of dice it throws- and it's even useful against tanks! ''Heavy Laser Retrofit'' (16 pts.) - Fires one of each dice at range 1-4 with '''Critical 1'''. Has longer range than the quad, and Critical to help with cover/vehicles, but overall not as good as the Quad. Basically take this to snipe from a distance and save some points. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (5 pts.) - Prevents enemy units at range 1 from receiving orders. You generally don't really want this close enough to enemies to actually use this unless you're going for the bulldozer effect with the Reckless Driver. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Not a bad choice, ensures you'll get an order token on this unit at least once when you really want it. ''Long-Range Comlink'' (10 pts.) - You always count as being within range of your commander. Situational. ''Linked Targeting Array'' (5 pts.) - You gain Target 1 (when issued an order, gain an Aim Token). Aim tokens are always helpful, especially with the amount of dice this thing tends to throw, but it can be difficult to get orders to vehicles, limiting the usefulness of this. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> The A-A5 is an extremely versatile vehicle. [[Rhino Transport|Comes with no weapons out the box, but can carry a squad of troops inside it.]] with '''Transport 1:Closed'''. It has '''Armor''', 8HP, and surge:block which mitigates the white defense die you are used to by now and makes it a real bitch to kill. Speed 1 means it's not setting any land speed records, but its oblong base cheats out a bit of distance. '''Reposition''' and '''Hover:Ground''' makes it surprisingly agile despite being a [[neckbeard|fat fuck]] as it ignores low obstacles and can pivot after moving. The latter is very important because of '''Weakpoint 2:Rear''', so you do not point ass to the enemy. This baby is essential for any CQC list as it lets short-ranged powerhouses like wookiees and fleet troopers close the distance without getting shot at. [[Fish of Fury|You can even use its high durability and long base to body block the enemy]] like the cheese-monger you are. The Vehicle on it's own is vanilla, does nothing but the base functionality required of your METAL BAWKS, but you can pimp it out to fit any situation. Starting with with weapons, you can take none at all to save a few dozen points and let the wookiee do all the talking. Moving up, the Heavy Laser Cannon is range 4 weapon with low but consistent damage output of ~1.8 hits per shot, the damage isn't anything to write home about but often your A-A5 won't have anything to do once it's dismounts are out so at least it can chip in suppression and the odd crit. Lastly, the Ag-2G Quad Laser will let rip with 6 Black dice and Impact. This one is quite costly, but if you intend to [[Razorback|follow your troops into combat]] instead of hanging back, then the A-A5 can actually score a few kills and even put a dent in those chicken walkers. The other important thing to choose is crew, which all operate on RNG but can at least be triggered every turn at no cost. Like weapons, you can forgo crew entirely if you intend to just shuttle troops around. But for those willing to spend extra, you can take the Unorthodox Tactician to provide much needed Aim tokens to your men, the Backworld Medic to heal your precious pet wookiees, or the Gonk Droid if you really want your enemy to cry in frustration as they try and fail to kill a space-Winnebago. Note: you may be tempted to take the Reckless Driver and ram your vehicle into the enemy, which is hilarious as hell when it happens but is way too risky. </div></div>
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