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==='''Commanders'''=== 1-2 Selections. ====Obi-Wan Kenobi==== (170 pts.) The man so great, just saying his name is a meme. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Force Upgrades (x2 Slots)''' '''Unaligned Powers''' ''Battle Meditation'' (5 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield. Where this could be potentially useful is that it allows Obi-Wan to issue orders to units that his Command Card may not necessarily allow, like the BARC speeder when using "Knowledge and Defense", but that's super situational. Generally a pass, since there are other more useful Force powers. ''Burst of Speed'' (3 pts.) - Expend to increase your speed to 3 for the turn; at the end of the turn, gain an immobilize token. Where Obi-Wan is very defense-oriented, you probably don't want him rushing out away from your clones. Could be useful situationally though, like for a last turn objective grab or to help Obi-Wan keep up with a Wookiee assault division. Where Obi-Wan only has two force upgrade slots and there are other upgrades that may be more useful... this should generally be a pass. ''Force Barrier'' (10 pts.) - Exhaust. When another friendly troops unit at range 1 is defending against a ranged attack, during the Modify Attack Dice step, cancel either 1 crit result or up to 2 hit results. Combined with Obi-Wan's '''Guardian''' rule, this can make your units especially difficult to dislodge from a point. ''Force Lift'' (5 pts.) - when you deploy, you may place a barricade at range 1. Exhaust as a free action to choose a barricade at range 1 and move it within range 1 and height 1 of its current position. Essentially allows you to always have a barricade and drag that heavy cover along the battlefield with you. Worth considering because Obi-Wan likes providing defense! ''Force Guidance'' (5 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action. This one's pretty good considering Clones like having lots of tokens and sharing them. ''Force Push'' (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they're engaged. Handy for shoving enemy units into the open or within charge range, or pushing Darth Maul or Darth Vader out of melee with your clones, thereby saving them. Always a good option. ''Force Reflexes'' (5 pts.) - Exhaust this card to gain a dodge token, as a free action. Practically a "must have", as Jedi need dodge tokens to trigger Deflect. ''Saber Throw'' (5 pts.) - Make an attack action to perform a range 1-2 ranged attack with a melee weapon, using half of that weapon's dice (rounded up). Obi-Wan doesn't have a ranged attack; this gives him a pretty decent one (you get to choose which three of the six dice you use, so the obvious choice is 2 red, 1 black with Critical 2, Impact 2, and Pierce 2). Obi-Wan doesn't have Relentless so he still has to use a normal attack action to use it. '''Light-side Powers''' ''Hope'' (3 pts.) - Gain '''Inspire 1''', allowing you to remove up to 1 suppression token from a friendly trooper unit at range 1-2, after your rally step every turn. Not terrible but you only have two Force slots on Obi, and there are other good options. If you're facing an army that relies on Suppression (like Empire with Palpatine and mortars), could be worth it. ''Jedi Mind Trick'' (5 pts.) - Exhaust this card to give 2 suppression tokens to an enemy trooper unit at range 1-2, as a free action. Not very useful against Droids or an Imperial army led by Commander Vader, but otherwise makes for a nice nuisance. '''Command Upgrades (x1 Slot)''' ''Aggressive Tactics'' (5 pts. errata'ed to 15 pts.) - When you are the nominated commander for the turn, after issuing orders choose up to 4 friendly units with face up order tokens and give each a surge token. In olden days, this upgrade was practically stapled to all Republic commanders. Now with the steep price hike, it's less attractive. Also, where Obi-Wan receives little benefit from surge tokens (thanks to Soresu mastery providing surge, and Critical 2 on his saber), that makes it even less worthwhile. Generally a pass, as this is best taken on Rex or a Clone Commander. ''Commanding Presence'' (10 pts.) - When issuing orders, you can issue orders at range 1-4. Generally not that great considering the table size (unless you're playing on a larger table, or you're worried your BARC is going to wind up out of the normal range). ''Esteemed Leader'' (5 pts.) - Friendly trooper units at range 1 gain Guardian 1 when the character is defending, helping you defend your points investment. '''''Never take this on Obi-Wan.''''' The rules state that a unit with Guardian cannot "guard" a friendly unit that also has Guardian. Obi-Wan has Guardian built-in, meaning he literally cannot benefit from this. It only triggers when Obi-Wan defends so it won't help anyone else either. ''Improvised Orders'' (5 pts.) - You may draw a second token when pulling an order from the order pool, and choose between the two. This generally isn't amazing, or bad. It becomes more useful, the more unit diversity a list has. ''Strict Orders'' (5 pts.) - Guarantees a trooper unit with a face up order token can remove a suppression when they activate, rather than leaving it to chance. If you're playing a suppression-oriented army (like Empire with Palpatine and lots of mortars), might be worth taking to ensure key units don't get Suppressed. ''Vigilance'' (5 pts.) - during each End Phase, choose 1 trooper unit at range 1-2 or up to 2 Corps trooper units at range 1-2. The units chosen can keep one Dodge token and carry it over into the next round. Since Obi-Wan can choose himself, this is a fantastic upgrade to ensure that he will usually start each turn with a Dodge token. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Meh. Obi-Wan's got a solid defense already and then Deflect on top of that. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. It's an ok upgrade, but Obi-Wan has Courage 3 so he doesn't really need to worry as much about being Suppressed. If you feel as if suppression is an issue for you, however, this can be amazing. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Have your clones take a shot at whatever Obi-Wan is going to charge and he gets that free Aim token when he swings. A little pricey and doesn't synergize well with Obi's defensive emphasis, but can be handy for a last minute assassination opportunity. ''Into the Fray'' (4 pts.) - when an enemy at range 1 activates, gain a surge token. Surge tokens aren't super useful for Obi-Wan himself since he has Critical 2 on his saber attacks and he ideally wants to be using dodge tokens to trigger wound deflection using Soresu Mastery. Plus he has to be close to enemies to use it, and Obi-Wan's strength is hanging out near clones/Wooks to Guard them. Generally a pass. ''Offensive Push'' (4 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. Not bad, considering Jedi constantly want to be moving, although where Obi-Wan is very defense-oriented, this is a bit less attractive, especially considering that there are other very good Training upgrades that work better with his style. ''Overwatch'' (4 pts.) - Gain Sentinel, making your standby range 1-3. Obi-Wan has no ranged attack unless you take Saber Throw, and even then it's only range 2. Could be used situationally to react to moves (bear in mind that you can use standby tokens to make a free move or attack), but there are other good options on him to take instead. ''Protector'' (5 pts.) - Exhaust while using Guardian to be able to cancel crits as though they were normal hits, and then ready this card during the End Phase. This upgrade was basically made for Obi-Wan and is absolutely worth taking. ''Seize The Initiative'' (5 pts.) - Expend during the Issue Orders step of the Command Phase and issue an order to yourself. This is normally a pretty good upgrade, but Obi-Wan will usually be receiving any orders that are given. However, this can help for the one round or two where he doesn't, especially if you took a second Commander. ''Situational Awareness'' (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. While this does not allow you to use Guardian to cancel crits (Protector does that, see above), it will still otherwise trigger Soresu Mastery. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. Not bad. Either this or Hunter are probably the Training upgrades most worth taking. ''Offensive Stance'' (5 pts.) - Force user only. At the start of your activation, you may flip this card. When taking an aim action (not using using things like Spotter or command cards), gain two tokens instead of one- but you cannot spend dodge tokens. This is the flip side of Defensive Stance. This can be nice to ensure you really hurt something in melee. Where Obi-Wan really shines on defense, you probably want to use Defensive Stance unless you're really trying hard to finish off something. ''Defensive Stance'' (5 pts.) - Force user only. At the start of your activation, you may flip this card. When taking a dodge action (not using Force Reflexes, Take Cover, or command cards), gain two tokens instead of one- but you cannot spend aim tokens. This is the flip side of Offensive stance. Obi-Wan LOVES Dodge tokens, and you probably want to make heavy use of this, ensuring that if he also has Force Reflexes he'll get at least three Dodge tokens every turn. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 1 Pip: Hello There! - [Obi-Wan Kenobi] Obi-Wan Kenobi gains Nimble. At the start of the Activation Phase, Obi-Wan Kenobi gains 1 aim, 1 dodge, 1 standby, or 1 surge token for each enemy unit at range 1-2. Similar to "Knowledge and Defense", it helps Obi-Wan be the bad ass he was in ''Revenge of the Sith''. Plus it's a meme, and that's always fun. Use this card when you want to recreate the Utapau scene, because that's literally what it's for. 2 Pip: Knowledge and Defense - [2 Troopers] Obi-Wan Kenobi gains 1 dodge token for each other friendly trooper unit at range 1. Obi-Wan Kenobi can use Guardian during a melee attack. Useful for that one turn where you ''really'' need Obi-Wan to survive. Don't forget that he can use the dodges to Deflect while using Soresu Mastery too. 3 Pip: General Kenobi - [Obi-Wan Kenobi and 2 Units] When Obi-Wan Kenobi issues an order to a unit, that unit gains 1 surge token for each other friendly unit at range 1 of it. Good for mid-game if Obi-Wan and some clone units are clustered together, it gives that extra boost that could tip the scales for you. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Obi-Wan is a defensive commander through and through. You want to keep him within range 1 of most of your army at nearly all times. After spending a Dodge token, being able to deflect in both Melee and Ranged is a humorous way to punish over-aggressive commanders and units alike. Don't hesitate to have him use his Jump 1 to get into melee with an unsuspecting unit, but he is best served using his Guardian 3 deflecting blaster bolts back at the enemy. Having a 2/3 chance to save against wounds, which includes a 1/6 chance to also deflect damage back is usually a better idea than depending on your expensive unit's base saves. As a side note, a potentially devastating ability is to take Saber-Throw, and use your clone's Fire-support. With abilities stacking onto themselves, this results in Obi-Wan's impact and pierce being given to an entire unit of clones' shooting attacks. Laugh as a unit that was already suppressed suddenly is shooting the equivalent of miniature lightsabers across the board. Shoutout to the DC-15A on Phase Is, rocking Critical 1 for this particular tactic. All the stacking of abilities. Obi-Wan at a glance: *Guardian 3: Being able to absorb a large amount of hits for trooper units within Range 1 is no small feat. Being able to burn dodge tokens on these as well can mean making an otherwise tanky unit infuriating to actually shift. *Deflecting and Defense: Burning dodge tokens to deflect ranged attacks back at enemy units is a powerful ability. On this, using Obi-Wan's Knowledge and Defense whist in the middle of your Clone-Blob will result in an almost hilarious amount of dodge tokens. Pair this with using an action to dodge and using Force Reflexes can result in upwards of 6+ dodge tokens. *Accidental Offense: Using Obi-Wan's Guardian ability can result in taking damage. Upgrading him with tenacity will result in an extra red dice in his pool for attacks. This won't put him on the same level as Vader or Dooku, but it does mean his lightsaber is that much more deadly. All while doing what he was already going to be doing- defending your doods. </div></div> ====Clone Captain Rex==== (100 pts.) "In my book, experience outranks everything." <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Command Upgrades (x1 Slot)''' ''Aggressive Tactics'' (15 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Just remember that Rex has to have been the acting Commander for that turn. Never a bad choice, unless you plan to lean heavily on Obi-Wan's Command Cards. ''Commanding Presence'' (5 pts.) - When issuing orders, you can issue orders at range 1-4. Fairly situational, and considering your clone brothers work best if bunched together, generally not really useful. ''Esteemed Leader'' (5 pts.) - Friendly trooper units at range 1 gain Guardian 1 when Rex is defending. This can help your valuable Captain stay alive, and it stacks with Obi-Wan's Guardian 3 for a mighty Guardian 4... ''Improvised Orders'' (5 pts.) - Once per turn, you may exhaust this card after drawing a token from the order pool to draw a second one and choose between the two. Not terrible but there are better options. ''Strict Orders'' (5 pts.) - Guarantees a trooper unit with a face up order token can remove a suppression when they activate, rather than leaving it to chance. It's ok if you are facing an army that does a lot of suppression. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not a terrible choice, especially early in the game if you've used Recon to get Rex isolated. Just be wary of the difficulty clones can have in losing suppression tokens and Rex's measly courage value of 2. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Also a decent choice considering Rex's low Courage value. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. He has "Tactical 1" built-in, which gives him a free Aim Token after he makes a standard move. Plus he only rolls red dice to attack anyway, which have a high probability of hitting. Rex doesn't really need this, but it could be useful to gain an extra free Aim token and save it to be shared by other Clone units (although the short pistol range will limit how often this can be used). ''Offensive Push'' (4 pts.) - Exhaust to gain '''Tactical 1''' (gain a free aim token when making a move). Stacks with the ''Tactical 1'' Rex already has built in, and his 3-pip command allows him to ready it for free after he uses it. A fantastic, low-cost way to get some more aim tokens to share with his clone brothers without using actions (and you can still use his second action, after moving, to gain another green token to share). Definitely worth taking! ''Overwatch'' (4 pts.) - Gain Sentinel, making your standby range 1-3. Rex's only ranged attack is range 2, so...hard pass, as per usual. ''Seize The Initiative'' (5 pts.) - Single use. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue and order to yourself. More often than not, Rex will be receiving orders, anyways, but it could be useful for the few times he doesn't. Token sharing makes other upgrade far more worth it, however. ''Situational Awareness'' (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Not too recommended, but can be a nice backup. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. You generally don't really want Rex in melee, although he's not terrible at it (you especially want to keep him away from melee specialists, like anyone carrying a lightsaber...). If you've got the spare points and slot, there are worse ways to use them. '''Gear Upgrades (x2 Slots)''' ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an Aim token. Not bad for when stuff is still out of Rex's reach but not your clones' reach. This allows them to move and fire while still having access to an aim token. ''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. ''Environmental Gear'' (2 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. If you take the JT-12 Jetpack for 3 points more, this is largely irrelevant, but this can be a great budget way to deal with terrain. ''Grappling Hooks'' (2 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. If you take the JT-12 Jetpack for 3 points more, this is largely irrelevant, as well, but this can be an amazing budget way to deal with terrain. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. Stacks with Rex's built-in Recon, which then works with Rex's built-in "Recon Party" ability. A free speed 2 move for Rex and two trooper units before the game starts? Pretty much a "must have". ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. At most, he throws 3 red dice, which have a high probability (about 88% each when you factor surge) of hitting anyway. Hard pass. ''Ascension Cables'' (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can't really go wrong with this one, but Jetpacks do exist. ''JT-12 Jetpacks'' (5 pts., specifically for Rex) - Rex gets a 5 point discount on these. As a card action, he can make a Jump 2 move. A great way to make sure he's where you need him to be, and since you're making a standard move with it, you can still gain an aim token due to ''Tactical 1''. Never a bad choice and often worth the investment. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades'' (3 pts.) - Range 1 attack with 1 black die, that ignores cover. Rex has Sharpshooter 1 so he ignores light cover and turns heavy into light. You're probably better off just sticking with his pistols. ''Fragmentation Grenades'' (3 pts.) - Range 1 attack with 1 red die and surge to critical. Rex's pistol attacks are better... ''Impact Grenades'' (3 pts.) - Range 1 attack with one black die and Impact 1. You're probably better off saving the 5 points and using Rex's pistols. Most grenades kind of suck. ''Smoke Grenades'' (2 pts.) - Use an action to gain '''Smoke 1''', allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (smoke tokens improve cover by 1 to units whose squad leader is within range 1 of them- but also confer that bonus to any enemy they shoot at- it works both ways). Since your Clones are likely to be bunched together, you could potentially get a lot of mileage out of this, and it gives Rex something to do when his pistols aren't in range yet. ''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). Not too useful on Rex, sadly. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 1 Pip: Call Me Captain - [Clone Captain Rex] Captain Rex gains Fire Support. When using Fire Support, his order token is not flipped upside down. When a friendly unit attacks in melee, Rex can use Fire Support to add a ranged weapon to the attack pool. For one turn, Rex becomes a short-ranged machine gun that's hopped up on goofballs. Note, however, that Fire Support only adds his weapon (the dual DC-17 blasters) to the pool; it won't add his built-in critical surge or sharpshooter. But three extra red dice on top of what your clones and Obi-Wan are already throwing is still pretty awesome, and he can just keep doing it as long as he's within range. Plus, he'll still get his normal activation! Just make sure he's the last unit you activate because he has to have his face-up order token to do it. Once you get a few of these shots off, your opponent is sure to notice and bring guns to bear on him, so make sure he's got some protection, too. Like having Obi-Wan or Chewie around to Guardian for him (or giving him the Esteemed Leader upgrade)... 2 Pip: Take That, Clankers! - [2 Troopers] After a friendly clone trooper unit that has a faceup order token performs an aim action during its activation, it may increase the maximum range of each of its ranged weapons by 1, to a maximum of 4, until the end of that activation. This card was originally very good- but the 2.0.2 errata rewrote it so that the unit needs to actually do an Aim action prior to shooting to receive the range boost (the original wording was that the unit needed to simply have an Aim token- which it could get from, for example, ARC troopers or Rex moving and using their ''Tactical'' keyword). Having to do an Aim action first nerfs it a bit but it's still a pretty good command. Two things to note about this: * it doesn't specify that it must be the two units that get orders from the card- so units that get a face up order token by other means (HQ Uplink, Fives's ''Coordinate'', Clone Commander's ''Direct'', Seize the Initiative, etc) can benefit from this. * the range boost can have other quirks, like allowing your clones to throw grenades at speeders that have ''Immune: Range 1 Weapons'', or increasing Yoda's Force Wave attack to range 3. Because of the way it's worded, Saber Throw would not benefit from the range boost, however. 3 Pip: We're Not Programmed - [4 Clone Troopers] Clone Captain Rex gains Inspire 2 and 2 surge tokens. When Clone Captain Rex activates, he recovers. The Recover part may seem a bit puzzling considering he doesn't really have anything that requires readying (although Offensive Push is a good upgrade on him...), but don't forget that it also allows you to remove any number of Suppression tokens. Inspire 2 and Surge tokens are pretty nice, and you get four order tokens too (don't forget that Rex is considered a Clone Trooper himself). Particularly nice when Rex is upgraded with Aggressive Tactics. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Rex is a close range gunslinger that your clones will be happy to call Captain. With Gunslinger, Tactical 1, Sharpshooter 1, Scout 1, and Scouting Party, Rex can carry his own in a firefight, as well as support his troopers. Sporting 3 red dice on his range 2 pistols, and 2 red dice in melee, he isn't afraid to get up close and personal to enemy units. Naturally surging to crit only adds to his ability to shoot above his weight. Being 90 points base puts him on par with a kitted out clone trooper unit, but he is easily worth the cost. His new to Legion ability, "Scouting Party", allows him to give 2 trooper units within range 2 the ability to scout move the same value as him. Put simply, he lets 3 units (including himself) Scout for the price of 1. Adding in the 2 point upgrade Recon Intel allows all 3 of these units to perform a free move before the game begins. <s>Do not forget the fact that Rex will start with a shareable Aim token after this scout move, thanks to Tactical 1</s>(The rules update in November 2021 removed the ability to use Tactical during deployment). This means that you'll often have a strong forward position. Important things to remember about him: *5 wounds: He will not enjoy being focused fired for a particularly long period of time. He isn't a slouch, but he is not a tank. *Courage 2: He is brave, but not exceptionally brave. This will result in him and the clones around him not being as brave as if Obi-Wan was the commander nearby. *Recon and Recon Intel: Recon Intel is a no-brainer upgrade for him. Just do it. Being able to have 2 units of clones getting a free movement with him is not to be underestimated. *Token sharing: He is a clone trooper. And this allows him to share tokens he generates, or use the tokens generated around him. Seriously... don't forget the token sharing. *Range 2: He is a relatively short ranged hero, and will require some finesse to get the most out of him offensively. His 1 Pip card can be potentially devastating over the course of a turn, but it requires him to get into the teeth of enemy forces. Keep this in mind when tossing him around the battlefield. In Skirmish matches, Rex is terrifying with it. *3 Pip card: His 3 Pip card is fairly unique, allowing 4 Clone Trooper units to be issued an order. This combos well with Aggressive Tactics, spreading surge tokens around to units that enjoy having a surplus of them. On top of this, Rex being able to recover for free, as well as gaining Inspire, is a much needed boon for Clone troopers, that otherwise lack many sources of inspire and clearing suppression. </div></div> ====Anakin Skywalker==== (155 pts.) The man in the mechanical suit before he needed the suit. Be sure to cover his base with sand for maximum theming. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Force Upgrades (x2 Slots)''' '''Unaligned Powers''' ''Battle Meditation'' (5 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield. Letting you issue orders anywhere is good. But most of your army is going to be clumped to make use of token sharing anyway. Unless you're doing a Disarray mission, your army generally won't be spread out enough to really need this. ''Burst of Speed'' (3 pts.) - Expend to increase your movement speed to 3 for one round, and at the end of that round, gain an immobilize token. Not bad, because it turns Anakin into a cruise missile for one turn, making him especially dangerous after he's gained Relentless from his 1-pip (or Yoda's 2-pip). Also doesn't need Anakin to have Master of the Force. A very attractive, low-cost choice, just be wary of Anakin becoming stranded after he's noshed an enemy unit and is stuck with movement speed 1. ''Force Barrier'' (10 pts.) - Exhaust. When another friendly troops unit at range 1 is defending against a ranged attack, during the Modify Attack Dice step, cancel either 1 crit result or up to 2 hit results. This is amazing for boosting the durability of your units. <s>Saber tanks somehow become even more annoying to deal with</s> ''A Saber tank is not a trooper unit''. Just be sure to have Anakin's 2-pip in play in time so you can make heavy use of this, or be prepared to spend an action doing a Recover. ''Force Guidance'' (5 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action. This is a nice power since clones share tokens and having more is always good. ''Force Lift'' (5 pts.) - When deploying, you may place a barricade at range 1 of you. During the game, exhaust and as a free action move one barricade within range 1 to anywhere within range and height 1 of its current position. Lets you bring heavy cover and drag it around the battlefield. Not a terrible choice to help defend Anakin or his clone buddies as they advance. ''Force Push'' (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1-2 to perform a speed 1 move, even if they're engaged. Shove enemies close enough so you'll be able to smack them with your saber. A solid choice. ''Force Reflexes'' (5 pts.) - Exhaust this card to gain a dodge token, as a free action. A good option to reflect a wound back here or there with Anakin's Djem So Mastery, and gives another token to share if you've gained Exemplar on Anakin already. ''Saber Throw'' (5 pts.) - Make an attack action to perform a range 1-2 ranged attack with a melee weapon, using half of that weapon's dice (rounded up). Anakin doesn't have a ranged attack; this gives him one, effectively 3 red dice at range 1-2 with impact 3 and pierce 3. Made even better by the fact one of Anakin's command cards can give him Relentless, and it doesn't need Anakin to have Master of the Force enabled yet. Where one of Anakin's commands imposes a penalty if you don't attack with him each turn, this is one of the more attractive upgrades for Sky-guy. '''Light-side Powers''' ''Hope'' (3 pts.) - Gain '''Inspire 1''', allowing you to remove up to 1 suppression token from a friendly trooper unit at range 1-2, after your rally step every turn. This is... OK. It's useful in that it has low cost and doesn't exhaust, so Anakin's lack of Master of the Force until his 2-pip has been played won't matter; and clones sometimes struggle to remove suppression. But there may be other, better options for Anakin. ''Jedi Mind Trick'' (5 pts.) - Exhaust this card to give 2 suppression tokens to an enemy trooper unit at range 1-2, as a free action. Most Trooper units, outside of droids, have problems with handling suppression. This is almost always good. '''Dark-side Powers''' '''*Tempted - Anakin has the "Tempted" keyword, which allows him to take Dark Side powers.''' ''Anger'' (5 pts.) - After you suffer 1 or more wounds, gain an Aim Token. It's not bad here honestly. Due to one of Anakin's cards giving him Exemplar (and you'll want to use that command early in the game), he can act as an additional battery for sharing tokens. That means the token he gains shouldn't ever go to waste. ''Fear'' (3 pts.) - After your rally step, you can give an enemy unit at range 1-2 a suppression token. It's low cost and gives a suppression token, but with the relatively low amount of ways clones have to play a suppression game like the Empire has it's not amazing. ''Force Choke'' (5 pts.) - Exhaust as a free action to choose a non-Commander, non-Operative unit at range 1 and inflict one wound. Can be useful to finish off units without having to dedicate shooting to them, but don't expect to pull a lot off with it. '''Training Upgrades (x2 Slot)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Anakin will be gaining a decent amount of suppression through his command cards, so maybe don't take this. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Anakin is susceptible to suppression and unless you have a way to avoid direct fire via terrain and whatnot, this is a decent choice. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Bear in mind that "wounded" means "has a wound token on it" (having lost an entire model in a unit does not count), so this upgrade's usefulness is rather limited, as Anakin is already throwing red dice with a high Pierce value, so he's quite good at murdering things. But it could generate a free Aim token for sharing if Anakin's got Exemplar. ''Into the Fray'' (4 pts.) - when an enemy at range 1 activates, gain a surge token. Where Anakin wants to be in the enemy's face, this isn't a terrible choice, especially if he has already gained Exemplar from his 3-pip. ''Offensive Push'' (4 pts.) - exhaust to gain Tactical 1 during one move, which is gives a free aim token after making that standard move. It's a free aim token, and Anakin can get Exemplar from one of his command cards. Not bad. ''Overwatch'' (4 pts.) - Gain Sentinel, making your standby range 1-3. Anakin generally doesn't want to be sitting around on Standby. ''However''.... this could be quite useful in combo with Padme and her Exemplar keyword (or even Yoda and his 3-pip). Remember... you can use Standby tokens to make a free move action, and if Anakin has Relentless/Saber Throw, he can use those after a free move action too. There's some potential there and shouldn't be overlooked. But if you're not taking Padme (or Yoda) for that trickery, then this upgrade is usually going to be a pass. ''Protector'' (5 pts.) - Exhaust when using Guardian to be able to cancel crits as if they were normal hits, and during the End Phase, ready the card. If you took Padme and gave her the Esteemed Leader upgrade, this could be useful for keeping her alive, but where Anakin can't use Djem So while using Guardian, this isn't even that great of an idea (unless you're just trying to soak a wound for Tenacity or Anger). Regardless, Padme is best suited to hiding in the back, out of view of the enemy; and Anakin doesn't have Guardian otherwise, so this is generally going to be a hard pass. ''Seize The Initiative'' (5 pts.) - Single use. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue and order to yourself. This can be very useful, especially if it's a turn where you're scared he won't be able to make it into melee with one. ''Situational Awareness'' (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Anakin permanently gets Outmaneuver from his 1-pip, so maybe skip this? ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. Anakin takes one wound and now he's throwing SIX red in melee with Pierce/Impact 3, and surge to critical after you've used his 2-pip. If you plan to have Anakin chopping things, you want this. ''Offensive Stance'' (5 pts.) - Force user only. At the start of your activation, you may flip this card. When taking an aim action, gain two tokens instead of one. You cannot spend dodge tokens. The token must come from an action, rather than upgrades or command cards. This is the flip side of Defensive Stance. Anakin personally doesn't really need aim tokens and probably won't want to be spending an action on getting them, but at the same time, this can be useful for generating tokens to share via Exemplar. Tough call. ''Defensive Stance'' (5 pts.) - Force user only. At the start of your activation, you may flip this card. When taking a dodge action, gain two tokens instead of one. You cannot spend aim tokens. The token must come from an action, rather than upgrades or command cards. This is the flip side of Offensive stance. The extra dodge tokens can ensure Anakin's survival or allow more use out of Djem So, and can potentially save you needing to spend a Force upgrade on Reflexes (since Anakin doesn't start with Master of the Force). Recommended, unless another upgrade catches your eye. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> *Anakin's command cards all give him permanent buffs, with some downsides. He gains more keywords, but has penalties attached to those buffs requiring him to do certain things to avoid the downsides. Even better, most of his command cards are fun to say or meme to your opponent. 1 Pip: This is Where the Fun Begins - [Anakin Skywalker] Anakin gains Outmaneuver and Relentless, ''but'' if you don't activate Anakin as your first activation each round he gains a suppression. Makes Anakin a bit tankier and more deadly, which is nice, but also has one of the hardest downsides to mitigate from his cards. If you take saber throw you probably want to pop this early for relentless, but if you do make sure you have some way of modifying your pull or removing suppression tokens. Your 3 Anakin specific command cards only take you so far, especially since you probably popped '''Hero of the Clone Wars''' turn 1 and may have used '''You Underestimate My Power''' already. 2 Pip: You Underestimate My Power - [Anakin Skywalker] Anakin gains Surge to crit and master of the force 1, ''but'' if he didn't attack someone he gains a suppression token. Free surge conversion is nice and allows him to spread around his surges more, and master of the force can allow him to get effectively free tokens every turn from a force upgrade. The downside isn't bad as long as you wait for him to be close enough to engage before playing the card. Anakin also gains Defend 1 as of the 2.0.2 errata! 3 Pip: Hero of the Clone Wars - [Anakin Skywalker and 2 Units] Anakin gains exemplar and reliable 2, ''but'' if he's not at range 1-2 of an enemy unit he gains a suppression token. If you think you can keep Anakin close to any clone unit, this allows him to join the production of tokens for your army. Nice to give him a use early before he can start swinging his 5 red dice lightsaber at the enemy. Flaw: Not a Story the Jedi Would Tell - if Anakin has at least one suppression token at the start of the Command Phase, your opponent can play this card, which disallows Anakin from being issued an order. Per the third "Golden Rule", the "cannot" is absolute and can't be circumvented including via ''Authoritative'' or the Seize the Initiative upgrade. So if Anakin has all of his command cards in play, he probably won't be going first, meaning he'll automatically get another suppression; and if your opponent is smart and keeps him out of range for an attack (especially if you didn't take Saber Throw... and why didn't you take Saber Throw?), he'll get another. And that's in addition to whatever he gets from other sources (being shot at, the Fear upgrade, etc.). Note however that it is played at the start of the phase, meaning you choose your command card after this goes into effect. While the Flaw sounds pretty bad and has the potential to be pretty nasty if played just right, it's generally not all that bad. And if you manage Anakin's suppression well, it might not even come into play. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Anakin Skywalker is less of a skilled tactician and more of a "lead by example" kind of guy. He's very powerful in melee, swinging five red dice with Impact 3 and Pierce 3, and he can gain critical surge as the battle progresses. Unless his target is immune to Pierce or is Greivous/Mandalorian, he's going to pretty reliably do 4-5 wounds per turn when he's in melee. His commands are less about commanding his army and more about each making him a bit more powerful. Each comes at a cost, narrowing how you can use him. Sure, you can choose to ignore that narrowing but then you'll find him quickly bogging down under suppression. ''Defensive Stance'', ''Force Reflexes'', ''Tenacity'', and ''Saber Throw'' are solid upgrades for Anakin. Throw allows Anakin to do something with his powerful lightsaber even when he's not in melee- especially useful once he has Relentless from his 1-pip, and to ensure he attacks for his 2-pip's downside. Reflexes and Defensive Stance ensure that he has Dodge tokens to take advantage of his Djem So mastery, although bear in mind that he lacks Master of the Force until his 2-pip is in play, so be wary of overdoing it with the exhaustible Force upgrades. Tenacity boosts his already formidable melee ability once he's wounded, and is an attractive option. While rerolls are always nice, Anakin's red dice have a high chance of hitting, especially once he has critical surge from his 2-pip, so he doesn't need the tokens as much as other units, making upgrades like ''Hunter'' or ''Offensive Push'' less attractive. Still, Anakin gains Exemplar from his 3-pip, and if you plan to lean on that ability, those upgrades can be useful. Lastly, ''Endurance'' should be considered to help keep his suppression under control- if your opponent is smart about using the Flaw card, Anakin can find himself buried in suppression very quickly. Anakin's Djem So mastery is also of interest. It's essentially a more reliable Deflect- it still provides the surge on defense, but adds that it (almost) always bounces one wound back at the attacker, even in melee, rather than gaining the chance to possibly bounce wounds against only shooting attacks. Sure, it's only one, rather than potentially many in the case of Deflect, but you're (almost) guaranteed that one wound. If you think Anakin might get attacked, try to have Dodge tokens ready to trigger Djem So. Anakin at a glance: *Tempted: The option to take dark side force powers is a fun little gimmick. *Flawed: If you don't manage your suppression on Anakin, the enemy can take him out for a turn basically free. However, certain things can be used to mitigate the impact of this, such as Improvised Orders or a certain other cheap clone commander adding a second Commander token into the pool. *Suppression management: Once Anakin starts getting suppression, he can quickly find himself overwhelmed and difficult to function. He needs careful management of suppression. *Permanent buffs: all of his command card effects linger. He becomes better, but harder to use the more cards you have played. Makes for an interesting decision process. </div></div> ====Clone Commander==== (60 pts.) "Oh by the way, I think you'll be needing this..." <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Command Upgrades (x1 Slot)''' ''Aggressive Tactics'' (15 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Just remember that the Clone Commander has to have been the acting Commander for that turn. Never a bad choice. ''Commanding Presence'' (5 pts.) - When issuing orders, you can issue orders at range 1-4. While not generally all that useful, it does boost the range of his Direct ability. ''Esteemed Leader'' (5 pts.) - Friendly trooper units at range 1 gain Guardian 1 when the Clone Commander is defending. This can help your valuable Commander stay alive, and it stacks with Obi-Wan's Guardian 3 for a mighty Guardian 4... ''Improvised Orders'' (5 pts.) - Once per turn, you may exhaust this card after drawing a token from the order pool to draw a second one and choose between the two. Not terrible but there are better options. ''Strict Orders'' (5 pts.) - Guarantees a trooper unit with a face up order token can remove a suppression when they activate, rather than leaving it to chance. It's ok if you are facing an army that does a lot of suppression. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not a terrible choice. Just be wary of the difficulty clones can have in losing suppression tokens and the Commander's measly courage value of 2. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Also a decent choice considering the Commander's low Courage value. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Clones do love their tokens, but the Commander might struggle to actually use this rather expensive upgrade. ''Offensive Push'' (4 pts.) - Exhaust to gain '''Tactical 1''' (gain a free aim token when making a move). Free tokens are always nice, and this is especially useful in a turn where you have to move- or if you want to get multiple Aims. ''Overwatch'' (4 pts.) - Gain Sentinel, making your standby range 1-3. Not terrible, but putting him on Standby may not necessarily be the best play. ''Seize The Initiative'' (5 pts.) - Single use. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue and order to yourself. Could be useful in a turn where you ''really'' want token control, but most of the time, not that useful. ''Situational Awareness'' (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Not too recommended, but can be a nice backup. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. You generally don't really want Rex in melee, although he's not terrible at it (you especially want to keep him away from melee specialists, like anyone carrying a lightsaber...). If you've got the spare points and slot, there are worse ways to use them. '''Gear Upgrades (x1 Slots)''' ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an Aim token. Kinda useless considering it's an expensive upgrade and you can essentially do the same thing by doing an Aim action and sharing it under the Clone ability. Unless you desperately need it for some niche thing (like dropping Aims on a Jedi), hard pass. ''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. ''Environmental Gear'' (2 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. Cheap and not terrible, can help ensure that the Commander is where you need him. ''Grappling Hooks'' (1 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. Useful if you face a lot of climbable terrain. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. Not terrible, but there are other options that are superior. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Not a great choice, since the Commander is throwing black dice and it's unlikely (although not impossible) for him to miss on all three. Plus you don't really want him for his shooting now, do you? ''Ascension Cables'' (4 pts) - Exhaust, and until the end of your activation, you gain Scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can't really go wrong with this one. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> '''''Note: These commands are generic and can be used by any available Commmander-rank unit.''''' 1 Pip: Synchronized Offensive - [1 Vehicle] After a friendly vehicle is issued an order, choose a friendly clone trooper unit at range 1-2 of it and issue that unit an order. Get two orders for the price of one. And what makes this extra juicy is that it applies to orders issued by other means. So if you're running 2-3 units of AT-RT's, take HQ Uplinks on two of them to get six orders on 1-pip. Yowza. 2 Pip: Air Support - [1 Commander or Heavy] Once this round, at the end of the activation of a friendly commander (rank) clone unit or a friendly heavy unit with Field Commander, that unit may make an attack with range 4+, 1 red 2 black, with Beam 2 and Immune: Deflect. Basically an air strike done by those laser turret things on the side of an LAAT. It can strike up to three units and it's not bad. Bear in mind that the unit triggering the effect is considered to be firing it, so any relevant rules (like Sharpshooter X or offensive surge) that the unit has will affect it. Also, be wary of the long range- you may want to fire this off early in the game, before the enemy gets too close. 3 Pip: Attack of the Clones - [3 Clone Troopers] When a unit is issued an order by this card, it either gains a surge token or removes 1 suppression. This command can help manage suppression (in an army that generally struggles to do that) or give extra green tokens to share. Not very exciting, but certainly not bad either. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> The Clone Commander is a much-needed cheap commander option for the Grand Army of the Republic. Coming in at 60 points without upgrades, you just might want to field him that way to make space for more clones in your army. He's a decent shot, throwing 3 black at range 3 with Sharpshooter 1, and in melee he punches for 2 red, but it's his abilities you may want to use more than his attack skillz. He comes with '''Direct: Corps Clone Trooper unit''', which allows him to issue an order to a Phase I or Phase II squad for free every turn, in addition to what the command card does. Since you're definitely going to be fielding Corps Clones, this is a handy ability, and if you happen to have Fives (see ARC Trooper heavy weapon upgrades, below) in the unit, all the better. He also comes with '''Bolster 2''', which allows him to spend an action to give one surge token to up to two friendly units within range 1 of him. Don't forget that he can issue one of them to himself. On top of that, Clones love tokens and sharing them. You'll probably want to make heavy use of this ability. Where he's not particularly tough or great at combat, upgrades that affect combat aren't very attractive for him. Upgrades like Offensive Push (for at least one free Aim token per game), Vigilance (to help keep Dodge tokens floating around), Commanding Presence (to boost the range of his commands, including Direct), and Aggressive Tactics (MOAR TOKENS!!!) are ones worth looking at. Important things to remember about him: *4 wounds: Like Captain Rex, he doesn't like taking focused fire. He's not a tank, so keep him hidden from excessive enemy fire. *Courage 2: He is brave, but not exceptionally brave. This will result in him and the clones around him not being as brave as when a Jedi is nearby. *Token sharing: He is a clone trooper. And this allows him to share tokens he generates, or use the tokens generated around him. Seriously... don't forget the token sharing. </div></div> ====Yoda==== (200 pts.) Your little green friend. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Force Upgrades (x3 Slots)''' '''Unaligned Powers''' ''Battle Meditation'' (5 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield. Normally this isn't all that exciting but this is particularly useful on Yoda, especially in turns when he uses his 2-pip, ensuring that the effect goes on exactly the unit you want (or the token that Yoda would get from it goes to someone you'd rather have it on, like ARC Troopers). ''Burst of Speed'' (3 pts.) - Expend to increase your speed to 3 for a turn. At the end of that turn, gain an immobilize token. Interesting because it gives Yoda a much needed movement boost, but the next turn he'll be stranded. Seems like the best time to use this would be a turn where Yoda drops his 2-pip, followed up by his 1-pip... ''Force Barrier'' (10 pts.) - Exhaust. When another friendly troops unit at range 1 is defending against a ranged attack, during the Modify Attack Dice step, cancel either 1 crit result or up to 2 hit results. Protecting your clones is always a good thing, but unfortunately this sees little benefit from Yoda's 1-pip, unlike upgrades like Mind Trick or Reflexes. ''Force Guidance'' (5 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action. This one's pretty good considering Clones like having lots of tokens and sharing them, and you can use it twice (for four tokens) in turns where you use Yoda's 1-pip. ''Force Lift'' (5 pts.) - When you deploy, you may place a barricade at range 1. Exhaust during the game to, as a free action, move one barricade at range 1 anywhere within range 1 and height 1 of its current position. Basically a way to drag some heavy cover where ever you go, or to provide cover for your expensive clones. Don't forget to double it during Yoda's 1-pip... ''Force Push'' (10 pts.) - Exhaust this to gain a free action that forces a trooper unit at range 1 to perform a speed 1 move, even if they're engaged. Handy for shoving enemy units into the open or within charge range. Always a good option. Especially fun when used during turns where you use his 1-pip, so you can use it twice! ''Force Reflexes'' (5 pts.) - Exhaust this card to gain a dodge token, as a free action. This is practically a must-have; however, Yoda has ways of getting free Dodge tokens from his commands and from Ataru mastery. Still, it's worth taking, especially in turns when he uses his 1-pip. ''Saber Throw'' (5 pts.) - Make an attack action to perform a range 1-2 ranged attack with a melee weapon, using half of that weapon's dice (rounded up). Yoda has a pretty good ranged attack already; Saber Throw would be affected by Dodges and cover (although surge to critical will help a little), meaning he'll struggle to inflict damage with the two dice he throws with this. Not a great option. '''Light-side Powers''' ''Hope'' (3 pts.) - Gain '''Inspire 1''', allowing you to remove up to 1 suppression token from a friendly trooper unit at range 1-2, after your rally step every turn. Not terrible but Yoda's got Master of the Force 2 and you may want to take advantage of that... ''Jedi Mind Trick'' (5 pts.) - Exhaust this card to give 2 suppression tokens to an enemy trooper unit at range 1-2, as a free action. Very useful, especially when Yoda uses his 1-pip, allowing him to drop '''four''' free suppression on top of everything else (use it with Force Wave, for a grand total of 6 suppression on one unit maybe?). '''Command Upgrades (x1 Slot)''' ''Aggressive Tactics'' (15 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Worth taking, especially in turns when he uses his 3-pip. ''Commanding Presence'' (5 pts.) - When issuing orders, you can issue orders at range 1-4. Generally not that great considering the table size, especially if you're using Battle Meditation. ''Esteemed Leader'' (5 pts.) - Friendly trooper units at range 1 gain Guardian 1 when the character is defending, helping you defend your points investment. Not terrible, considering Yoda will understandably draw a lot of firepower. ''Improvised Orders'' (5 pts.) - You may draw a second token when pulling an order from the order pool, and choose between the two. This generally isn't amazing, or bad. It becomes more useful the more unit diversity a list has. ''Strict Orders'' (5 pts.) - Guarantees a trooper unit with a face up order token can remove a suppression when they activate, rather than leaving it to chance. If you're playing a suppression-oriented army (like Empire with Palpatine and lots of mortars), might be worth taking to ensure key units don't get Suppressed. ''Vigilance'' (5 pts.) - during the End Phase, choose a friendly unit at range 1 or two friendly Corps units at range 1; the chosen unit(s) can keep one dodge token instead of discarding it. Very useful for keeping dodge tokens around, especially on Jedi units, including Yoda himself. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 1 Pip: Size Matters Not - [Yoda] Yoda gains Jump 1, Charge, Disengage, and his movement speed increases to 3 for the turn. Additionally, he can use any of his card abilities or free abilities twice. Lastly, if "There is No Try" is in your discard pile, return it to your hand. Sweet Christmas! For one turn, Yoda becomes a spinning tornado of death. Bear in mind his Ataru mastery: he can use his new speed of 3 to charge, whoop a unit, use disengage to move away and charge a different unit. Insanity. Note that it's been FAQ'ed that for him to use exhaustible Force powers (like Mind Trick, Push, or Reflexes) twice, he still has to use a recover action to ready the cards after the first time he uses them. But you could still, for example, fire off Force powers, Recover, fire them off again, and then move into melee and do a free attack with Charge. That's a spicy meatball! 2 Pip: There Is No Try - [Yoda and 1 Trooper] When Yoda issues an order to a Trooper unit, that unit gains Outmaneuver, Relentless, and a dodge token. If "Luminous Beings Are We" is in your discard pile, return it to your hand. So now Yoda can move around and Wave people, and allow a friend to essentially do the same. Don't forget that Yoda's Ataru allows him to attack twice- move, free attack, move, free attack. Especially useful if you brought Obi-Wan or Anakin and gave them Saber Throw... 3 Pip: Luminous Beings Are We - [Each Eligible Unit] Yoda gains 2 dodge tokens, 2 aim tokens, and 2 surge tokens. He cannot attack, but friendly units at range 1-3 can spend his green tokens. If Size Matters Not is in your discard pile, return it to your hand. So not only does Yoda get Palpatine's "An Entire Legion", but he becomes a super exemplar. Note that it doesn't require line of sight. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Yoda is essentially "good Palpatine". He has very powerful abilities and his commands are kind of ridiculous, in keeping with Yoda's status as Grand Master of the mystical order of laser-sword-wielding space wizards. To start with, he's '''immune to Pierce''', has Courage 4, built-in critical surge and defensive surge, and has '''Master of the Force 2'''. His lightsaber does 4 red with Impact 2 and Pierce 2, and he has a "Force Wave" ranged attack that has range 1-2 and does 4 black with Blast and Suppressive. Not a bad start, eh? Well, it gets better... He also has "''Guidance''", a card ability that allows him to spend an action to pick a friendly unit at range 1-2 and give it a free non-attack action. Awesome. Then he has '''Ataru Mastery'''. This one's a mouthful: Yoda is allowed to make two attack actions per turn. He also gains a dodge token after he makes an attack, and he gains an aim token after he defends against an attack. He also gains the "wound-bounce on a surge" ability just like Deflect if he spends a dodge token against a ranged attack (he has defensive surge already). YIKES. Lastly, there's his commands. Two of them turn him into a combat monster; but they can do some wild stuff in other ways too. His 1-pip allows him to use any card or free action abilities twice- so hammer away with Jedi Mind Trick, or double tap Obi-Wan with ''Guidance'' (the action he gives cannot be an attack action- but that action can still trigger keywords like ''Relentless'' or ''Charge''...). There's some depth to his commands, so don't just focus on the one aspect of them. His third command is the ultimate strategic card, combining a strong Exemplar effect with Palpatine's "An Entire Legion". And if that wasn't enough, his commands recycle themselves, allowing you to use them up to twice per game each- or even three times if you do it right (for example, 1-3-1-2-3-1). But he's not without downsides. He's ''very'' expensive- tied with Palpatine for highest base cost of a single unit. And like Palpatine, he has good defensive abilities but has only 5 wounds and is painfully slow (except when using his 1-pip); he's not invincible, and can be brought down with volume of fire. While his combat ability is strong, he doesn't have the ability to erase units like other Jedi/Sith. He can pretty reliably do 3-4 wounds per melee attack (as long as the target isn't ''Impervious'' or Jedi/Sith)- but while he's allowed to attack twice thanks to Ataru, he still needs to manage his actions to actually get those two attacks (his 1 and 2 pip commands will go a long way towards helping with this). When Yoda is in your army, you want to focus on using his command cards- not only are they great, but they recycle- which means other units who need to use their commands (looking at you, Anakin) aren't going to fit as well alongside him. Obi-Wan and his defensive abilities pair pretty well with Yoda, but then points are going to become a major issue (combined they'll easily be half of your 800 point army). That being said, a cheap Anakin alongside Yoda won't be terrible either- Yoda's 2 and 3 pips can help make up for the loss of Anakin's command card boosts (but, again, points are going to be an issue). Yoda at a glance: *Master of the Force 2: if you can, try to get two exhaustible Force upgrades to maximize the use of this- especially when he uses his 1-pip. *Attacks: don't overestimate his attacks. While he can certainly dish out damage, he's still only doing 4 dice regardless of which attack you're using. Don't let him get bogged down. *Points: Yoda's an expensive unit in an army of expensive units. Losing him can be devastating! *Fun idea for obnoxiousness - Yoda + Padme + a TX-130 tank. In the turn when Yoda does his 3-pip, have Yoda use Guidance to make the tank do a standby and he does a standby of his own. Padme does a standby too. The tank uses its own standby to attack (note that the way standby is worded, the tank can't do a standby action at all after it makes an attack- so the timing is important here... it must get and use its standby before it activates), then in in the tank's activation it does a normal attack, and then it uses Yoda's and Padme's standby tokens to attack two more times for a total of FOUR attacks in one round (plus all the dodges and aims from Yoda!). You may want to bring R2 along as well because after you do this at least once, the tank ''will'' draw firepower. Also note that this requires your opponent to have his units doing things within range 2 of the tank (since it can't take the Overwatch upgrade). </div></div> ====Wookiee Chieftain==== (100 pts.) "RRRRAAAAARAARARRAARRAR!!" <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Command Upgrades (x1 Slot)''' ''Aggressive Tactics'' (15 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Just bear in mind that he has to be the nominated commander to do this, and it's rather expensive. If you're going to lean on him for issuing orders, absolutely take this. Otherwise... pass. ''Commanding Presence'' (5 pts.) - When issuing orders, you can issue orders at range 1-4. Generally not all that useful unless you know you're doing a Disarray mission, or expect your forces to wind up spread out. ''Esteemed Leader'' (5 pts.) - Friendly trooper units at range 1 gain Guardian 1 when the Chieftain is defending. This can help your valuable Chieftain stay alive, and it stacks with Obi-Wan's Guardian 3 for a mighty Guardian 4... ''Improvised Orders'' (5 pts.) - Once per turn, you may exhaust this card after drawing a token from the order pool to draw a second one and choose between the two. Not terrible but there are better options. ''Strict Orders'' (5 pts.) - Guarantees a trooper unit with a face up order token can remove a suppression when they activate, rather than leaving it to chance. It's ok if you are facing an army that does a lot of suppression. But if you aren't, or you're going Wookiee-heavy (all Wookiees except Chewie have Indomitable), probably pass. ''Vigilance'' (5 pts.) - during the End Phase, nominate two Corps units or one of any other unit- the chosen unit(s) can carry over one dodge token into the next round. A great upgrade, especially if you brought a Jedi too... '''Training Upgrades (x2 Slot)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not a terrible choice, especially considering he has Indomitable to get rid of the tokens later. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Normally a decent upgrade, but he has Indomitable, meaning it's pretty easy for him to get rid of suppression. Between that and the cost of this upgrade, generally it should be a pass. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Go character hunting and it nets you a free aim for Duelist. Not a bad choice. ''Offensive Push'' (4 pts.) - Exhaust to gain '''Tactical 1''' (gain a free aim token when making a move). You want Aim tokens for Duelist, so you probably want this. ''Overwatch'' (4 pts.) - Gain Sentinel, making your standby range 1-3. He's a melee-oriented unit and Standby is not really what you want him doing. ''Seize The Initiative'' (5 pts.) - Single use. Commanders or Operatives only. Expend to issue an order to yourself. Practically a must have, especially if you plan on using his command cards. ''Situational Awareness'' (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. It's cheap and it helps keep your relatively fragile melee monster alive. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. This is always a good choice on melee units and Wookiees do love melee.... '''Gear Upgrades (x1 Slots)''' ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an Aim token. You don't want this guy wasting actions giving aims to other units, you want him ripping people's arms off. ''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. ''Environmental Gear'' (2 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. He's got Scale, so this is useless. ''Grappling Hooks'' (1 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. He's got Scale, so this is useless. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. It's cheap and it gets you ever so slightly closer to melee. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Not terrible considering all the black and white dice he throws. ''Ascension Cables'' (4 pts) - Exhaust, and until the end of your activation, you gain Scale. He already has Scale built in. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> '''''Note: These commands are technically generic and available to any commander, but their wording makes them only useful when a Wookiee commander (the Chieftain, Chewbacca, or a Wookiee unit that has been promoted) are actually issuing orders. However, this would also include shenanigans like a Wookiee commander issuing an order to itself (such as while using Seize the Initiative).''''' 1 Pip: Grroooogrrraaaawrrrrrrrmph - [1 Special Forces or Support unit] When a friendly unit is issued an order by a Wookiee commander, if it's wounded or has lost a model, it gains 1 aim, 1 dodge, and 1 surge token. Gives a nice quick boost as long as you're issuing to a unit that's already been hurt. This would be a really good one to use when Chewie or the Chieftain used a Seize the Initiative to get an order token... 2 Pip: Mrowgh Ghrrmrowrig- [2 Troopers] Each friendly Wookiee trooper unit that is issued an order by a Wookiee Commander gains '''Agile 1'''. Gives a little defensive boost to your Wookiees as they trundle forward into assault. Stacks with the Agile 1 that the Chieftain already has for a potential 4 dodge tokens in one turn... 3 Pip: YHWARGGHHHHHHHHH!- [3 Troopers] Each friendly Wookiee trooper unit that is issued an order by a Wookiee commander gains '''Demoralize 1'''. Nothing too exciting, your Wooks will dish out suppression like a scary Sith Lord using the Fear upgrade. It's a little underwhelming for a 3-pip but it is technically generic (although ideally the Chieftain or Chewie will be using it), and it combines with other effects (like the aforementioned Seize the Initiative). You may want to use a different card if you're facing armies that don't care about suppression, like Commander Vader or Separatists. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> The Wookiee Chieftain is pretty similar to Chewbacca, which really shouldn't be surprising. He comes with 7 wounds, 2 courage, white defense, and surge on both offense and defense. He also comes with a slew of keywords: '''Agile 1''' (he gains a free Dodge token when he makes a standard move), '''Charge''', '''Duelist''' (if he spends an Aim while in melee he also gains '''Pierce 1''' for that attack; and when he spends a dodge while in melee he likewise gains '''Immune: Pierce'''), '''Indomitable''' (use red dice instead of white to rally), and '''Scale''' (ignore difficult terrain while moving; free clamber at start or end of each move; and never have to make the damage roll while clambering). For melee he does 2 of each color die with an "ancestral weapon"; he can shoot a bowcaster at range 1-3 with 4 black and Impact 1, Pierce 1. Basically, he's a bigger risk/reward option than Chewie- Chewie should reliably do 3-4 hits per melee attack while the Chieftain should reliably do 2-3 but could do up to 5-6. This guy is basically your go-to when you want to field a Kashyyyk-oriented army full of rampaging Wookiees backed up by some clones. The command cards make your Wookiees better (especially the 1 and 2 pip, but the 3 can have its uses). Where Chewbacca is kind of a slow burn glass cannon, this guy is a glass cannon who's ready to rock right out of the gate. </div></div> ====Chewbacca==== (90 pts.) The walking carpet when he was a mere 180 years old. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Training Upgrades (x2 Slot)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Ordinarily not a bad choice (although Chewie only has 2 courage...) but once Enrage kicks in, this is 100% useless as he won't take suppression anymore. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Normally a decent upgrade, but once Enrage kicks in (and you want it to kick in...), it's useless. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Go character hunting and it nets you a free aim for Duelist. Not a bad choice. ''Offensive Push'' (4 pts.) - Exhaust to gain '''Tactical 1''' (gain a free aim token when making a move). You want Aim tokens for Duelist, so you probably want this. ''Overwatch'' (4 pts.) - Gain Sentinel, making your standby range 1-3. He's a melee-oriented unit and Standby is not really what you want him doing. ''Seize The Initiative'' (5 pts.) - Single use. Commanders or Operatives only. Expend to issue an order to yourself. Practically a must have, especially if you plan on using the Wookiee command cards (see the Wookiee Chieftain, above). ''Situational Awareness'' (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. It's cheap and it helps keep your relatively fragile melee monster alive. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. This is always a good choice on melee units and Wookiees do love melee.... '''Gear Upgrades (x1 Slots)''' ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an Aim token. You don't want this guy wasting actions giving aims to other units, you want him ripping people's arms off. ''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. ''Environmental Gear'' (2 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. He's got Scale, so this is useless. ''Grappling Hooks'' (1 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. He's got Scale, so this is useless. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. It's cheap and it gets you ever so slightly closer to melee. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Not terrible, although where he's mostly throwing red dice (with surge), he already has a very high chance of hitting so this shouldn't be necessary. ''Ascension Cables'' (4 pts) - Exhaust, and until the end of your activation, you gain Scale. He already has Scale built in. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 2 Pip: Size Matters Sometimes- [Chewbacca and Yoda] If Yoda is within range 1 of Chewbacca, place him in base contact with Chewbacca. Yoda cannot do moves, and when Chewbacca moves, Yoda is placed back in base contact with him. While Yoda is in base contact with Chewbacca, Chewbacca gains Deflect, red dice while defending or using Guardian, and can spend Yoda's dodge tokens. Ever wondered what it'd be like if Yoda fought while riding on Chewie's back? This does that. Makes Chewie a tank temporarily (you can't use Yoda's defensive surge, but Chewie has Reliable...) and gives Yoda a slight movement boost. Note that you decide where Yoda is placed, as long as he's in base contact with Chewie, so get creative! </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Young Chewie has some slight tweaks over his older Rebel version. He still has 9 wounds, 2 courage, white defense (no surge), and normal offensive surge. He still has '''Scale''', '''Guardian 2''', and '''Enrage 4''' (while he has 4+ wound tokens, he gains '''Charge''' and his courage becomes "-"). He also has the same melee and ranged attacks- in melee he throws 4 red with '''Lethal 1''', and his bowcaster still does 2 red, 2 white with '''Impact 1''' and '''Pierce 1''', although now it has Critical 1 to boot. One notable change is that he also has '''Reliable 2''', which helps with his defense, since that's the only place he doesn't have surge. He only has one Command card, and it requires you to field Yoda too- although Chewie can also use the Wookiee Chieftain's commands (see above). Like his Rebel variant, he's a glass cannon who basically wants to use Guardian to get hurt so Enrage kicks in, and then unleash him into melee. Also bear in mind that since this version of Chewie is a Commander, once Enrage kicks in, all friendlies within range 3 of him become immune to Panic. Seriously! </div></div>
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