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====Super Tactical Droid==== (95 pts. for generic, 100 pts. for Kalani or Kraken) An upgraded droid who's like, a really smart person. Comes in three flavors- generic no-name, ''Kalani'', and ''Kraken''. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> <div class="mw-collapsible-content"> <B>Command Upgrades (x2 Slots for Kraken and generic; x3 slots for Kalani)</B> ''Aggressive Tactics'' (15 pts.) - After the ST issues an order, give 1 surge token to up to 4 friendly units with a face-up order token. You probably want this, especially if you have no other commander. ''Commanding Presence'' (5 pts.) - When issuing orders, you can issue orders at range 1-4. It's okay on Kraken because he tends to run up into melee away from his army. It's nearly a "Must-Take" on the generic ST or Kalani because it makes their Range 2 Direct become Range 4. Congratulations! Your support commander can now start his B1 chain for FREE while camping back, out of sight, giving tokens to his snipers or tank or whatever. ''Esteemed Leader'' (5 pts.) - Friendly trooper units at range 1 gain '''Guardian 1''', helping you defend your points investment. Basically, allows you to have someone else to eat a ranged attack meant for your general; doesn't work in melee, though. Stacks with the Guardian that MagnaGuards have though, helping keep your valuable commander alive. ''Improvised Orders'' (5 pts.) - After drawing a token from the order pool, you may choose to draw another one and choose between the two. It's just okay. Your baseline troop has '''Coordinate: Droid Trooper''' and can take an ''HQ Uplink'', though, so we don't really need this. ''Strict Orders'' (5 Points) - Guarantees a trooper unit with a face up order token can remove a suppression when they activate, rather than leaving it to chance. Especially useful thanks to the Coordinate rule. As already stated, make sure you fully take advantage of Coordinate as much as possible. ''Vigilance'' (5 points) - During the End Phase, choose one unit (or two Corps units) within range 1-2, and the chosen unit(s) can keep one of their dodge tokens instead of discarding it as normal. If you're running units that really like dodges (BX, Magna, Dooku), you probably want this. <B>Training Upgrades (x1 Slot for Kraken only)</B> ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 suppression while being shot at for cover. Droids don't get cover from suppression. Also, Kraken has to deal with getting suppression from his Override and Strategize, so... pass. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 suppression for free. You probably want this to help offset Override/Strategize. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Kraken's good in melee and might even do well against most characters (except certain dudes with lightsabers). Not a terrible choice by any means, but there are others that might be better. ''Offensive Push'' (4 pts.) β While performing a move, exhaust this card to gain Tactical 1 (after performing a standard move, gain 1 aim token). You probably want this, so that you'll have that aim token for Lethal once Kraken gets into melee. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Kraken's excellent in melee, you probably don't want him on standby. ''Seize the Initiative ''(5 pts.) - Commander or Operative only: expend during the issue orders step of the command phase, issue an order to yourself. Not a bad choice although there are some other really good options that may be better. Situational Awareness (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This can be very useful, but other upgrades will be ''more'' useful. ''Tenacity'' (4 pts.) - When making a ''melee'' attack, while you are wounded, gain 1 red attack die. This is always worth taking on a melee oriented unit. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (5 pts.) - Prevents enemy units at range 1 from receiving orders. If you're going with a melee ST (looking at you, Kraken) this is a solid option, especially against lists that go for order control. ''Comms Relay'' (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that "passes" the order doesn't get one. Unless you're going for some sort of Coordinate shenanigans or something niche like that, probably a pass. ''Hacked Comms Unit'' (5 pts.) - during the Issue Orders step, if an enemy unit at range 1 of you is issued an order, you may issue an order to yourself. Basically a reverse Comms Jammer, also a good option for a unit that wants to be near the enemy. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. A solid choice to ensure it gets an order even though the Command card you're using is troopers only. Mostly useful for when you've got a second commander and want to make sure the ST gets an order. But generally, this is probably better on a B1 squad so they can do Coordinate. ''Long-Range Comlink'' (5 pts.) - You always count as being within range of your commander. Might be useful if you have a second commander and you don't want to use the ST's commands... otherwise, useless. ''Integrated Comms Antenna'' (3 pts.) is a Droid Trooper-only upgrade. Essentially a reverse of the Commanding Presence upgrade, it allows your unit to be issued an order if it's within range 4 of the commander instead of the normal range 3. See Long-Range Commlink, above. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> Do Not Underestimate Our Means (3 Pip) - [3 droid troopers or AI Units] 1st effect: If this card wasn't divulged, at the start of the activation phase, choose up to 2 friendly units with face-up order tokens- each chosen unit recovers. 2nd effect: Divulge during Deploy Units Step, choose 3 friendly units with AI- these units get '''Reinforcements'''. This is a weird card. The first effect isn't bad- it allows you to ready any exhausted cards you may have. That AAT (as long as it doesn't have Lok Durd or the T-series pilot- or if it does have one of them but uses an HQ Uplink...) can now ready all of its ordnance. It also allows your ST to remove any suppression it may have. That's not too shabby. The second effect allows the units to be deployed last, after all other units that don't also have the Reinforcements keyword. Could be useful for setting up a stronger flank once you know where your opponent has deployed everything- especially if you're using Kalani, who already has ''Reinforcements'' built-in. Preservation Protocols (2 Pip) - [2 droid troopers or AI units] when the Super Tactical issues an order to a droid trooper unit or a unit with AI, the unit gains ''Disengage'', ''Impervious'', and a dodge token. A nice little one turn defensive boost. Is a lightsaber boi thrashing your B1 line? Have them walk away using disengage and then light 'em up. Probably best used on units like the ST himself or MagnaGuard, where they don't have Impervious already and actually have decent defense. An AAT with Impervious just sounds hilarious. Bear in mind that Kalani/generic's Direct will work with this, as will any other shenanigans where the ST is issuing an order (such as Comms Relay or HQ Uplink). They Too Will Suffer (1 Pip) - [Super Tactical Droid] at the end of the Command Phase, your opponent chooses a non-commander/operative unit with a faceup order token (if able) and puts their token back in their order pool. The first time your opponent would draw a token from the pool, you can force them to draw a token with a rank of your choice instead. This is kind of like a weaker version of Palpatine's "Give In To Your Anger", allowing you to have some control over your opponent's orders early in the turn. Your opponent is looking to pound you with a tank? Force them to draw a corps unit instead, throwing their plan out of whack. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> The three Super Tactical Droids basically have the same stats- 5 wounds, 2 courage, movement 2, red defense (no surge). Each has offensive surge, although Kraken's is surge to critical. They all have the '''Strategize X''' rule, which is that the ST uses an action to gain a suppression and choose X units at range 1 and give the chosen unit(s) a dodge and an aim token. The generic and Kraken also have '''Override X''', which allows them to take a suppression when a friendly AI unit at range X or less activates to allow that AI unit to ignore the AI rule. Kalani and the generic have '''Direct:AI''' unit, allowing them to start a daisy chain even when they're not the commander- good stuff. They all also have '''Sharpshooter''' (1 for generic, 2 for Kraken and Kalani), making cover less of an issue when shooting. Speaking of attacks, that's where they really start to differ. * The generic throws two black in melee, and has blaster with range 1-3, 1 red 1 white, and Lethal 1. * Kalani throws a black and a white in melee, and has a blaster with range 1-3, 1 black 1 white, and Lethal 1. * Kraken throws 4 red with Lethal in melee, and has a blaster with range 1-3, 2 black, and Pierce 1. Lastly, Kraken has '''Charge''', and Kalani has '''Reinforcements''' (when deploying, he can be deployed after all units without Reinforcements have deployed). So it should be fairly obvious now- [[Farsight|Kraken wants to rush forward]] with melee units like vibrosword BX droids, Maul, and MagnaGuard and thrash enemies in melee. [[Shadowsun|Kalani is more of a "hang back and boost friendly units around him"]] kind of commander. And the generic is somewhere in between. None of the ST's are particularly tough though, so you'll want to ensure that they're protected from attack, especially by a lazer sword boi. None of them are particularly brave either- while being droid troopers helps a lot, it won't take much to get them to panic level, so be wary of overusing Override/Strategize. Lastly, note that the black dot indicating uniqueness is next to "Super Tactical Droid" - meaning if you take one, you cannot take either of the other two in the same army. If you take Kalani, you can't also take Kraken (or the generic). </div></div>
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