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====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>
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