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====Han Solo==== (100 pts.) An unconventional commander who excels at thinning out enemy infantry squads while playing havoc with his Command Cards. <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. It's an ok upgrade, but not recommended. More often than not, you won't get the full value of this upgrade, and the surge tokens won't make too big of a difference. ''Commanding Presence'' (5 pts.) - When issuing orders, you can issue orders at range 1-4. Generally the table sizes are small and this isn't necessary, but you may find some situational use out of this. ''Esteemed Leader'' (5 pts.) - Friendly trooper units at range 1 gain Guardian 1. This isn't necessarily bad, but also isn't necessarily good. Your troop choices are already fragile, and Han, while not the most durable, can definitely take a hit better than Jimmy from Dantooine. ''Improvised Orders'' (5 pts.) - Exhaustible, but automatically readies in the end step. Draw 2, pick 1 token from your order pool. Not a bad choice considering Han's ability to screw with Commands. Han's also on the card! ''Inspiring Presence'' (5 pts.) - Friendly units at range 1-4 can use your courage value when checking whether they are panicked. This range can be reduced by other effects. Generally not a bad upgrade, but perhaps not the best on Han. ''Lead By Example'' (8 pts.) - You gain Inspire 2 (After your Rally step, remove up to 2 suppression tokens from other friendly units at range 1-2). This is a really good upgrade for removing suppression from units, which rebels love. This is generally a good upgrade if no others are of interest. ''Strict Orders'' (5 pts.) - Any unit with a face up order token can choose to remove a suppression token rather than rolling during its Rally step. Can help keep the suppression under control. ''Underworld Connections'' (5 pts.) - You gain Allies of Convenience (Your army may include one additional Mercenary unit of any rank. You can issue orders to friendly Mercenary units regardless of affiliation. If you want to run mercenaries with Han (unsurprising), then this is a must have. ''Vigilance'' (12 pts.) - During the End Phase, choose either 1 friendly trooper unit at range 1-2 or up to 2 friendly corps trooper units at range 1-2. Each chosen unit does not remove 1 dodge token. This can be amazing if Han has extra dodge tokens that you didn't use from his one pip or Chewie, but it's not entirely necessary. Han won't be getting dodges as often as some units, nor will be often be remaining around too many units that do, as well, unless you're doing something specific. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (2 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Now you have heavy cover on demand, on top of being able to reroll 3 defense dice per attack pool. Not a bad choice, but Han is also only courage 2, so be careful! ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Again, he's only got Courage 2, so this can be helpful if your opponent has a lot of suppressive weapons (Shore mortars). ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Han's throwing red dice with surge, so he's already hitting 88% of the time with his pistol, he generally doesn't need this. ''Into the Fray'' (4 pts.) - When an enemy unit at range 1 activates, you may gain 1 surge token. Han doesn't want this, due to have surge to crit and defend. Don't bother with this. ''Offensive Push'' (6 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. Han doesn't really need aims, because he's throwing 2 red dice with surge to hit. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Generally not that useful to Han since his pistol range is 1-2, and he's probably better off doing other things. ''Protector'' (5 pts.) - Exhaust. While using '''Guardian''', you can cancel crit results as though they were hit results. During the End Phase, ready this card. Han doesn't have Guardian, therefore making this redundant. Seize The Initiative (5 pts.) - Expend. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue and order to yourself. This can be especially useful when using other units that want orders and Han needs one. Recommended. ''Situational Awareness'' (4 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Han might not get ''too'' many dodge tokens, so this won't be as consistent as other upgrades. ''Tenacity'' (6 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. Han's not that great in melee. 3 white with one red isn't that good, even with surge to crit. Just don't bother with this one. ''Up Close and Personal'' (8 pts.) - After you perform a ranged attack at range 1-2, gain 1 dodge token. Take this with Han. Being able to gain a dodge after gunslinger? Heck yes! '''Gear Upgrades (x1 Slot)''' ''Ascension Cables'' (4 pts) - Until the end of your activation, you gain scale. You can't really go wrong with this one. ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. A nice way of giving Han something to do while he's out of his pistol's range. Plus, Chewy has teamwork with him, so this is a nice way to give both units an aim token, if need be. ''Emergency Stims'' (8 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. Not that great on Han, but can be useful in niche situations. ''Environmental Gear'' (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Take this if you play on tables that are heavy with difficult terrain. ''Grappling Hooks'' (2 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Take this if you play on tables that are loaded with climbable terrain. ''Portable Scanners'' (6 pts.) - Gain '''Take Cover 1''', which allows you to give a friendly unit at range 1 a single dodge token. Han doesn't want to spend actions giving out dodge tokens. Not recommended at all. ''Prepared Supplies'' (5 pts) - Cache: Dodge 1 (during setup, place 1 dodge token on this card. You can spend tokens on this card). This is a singular free dodge token that you can use at any point throughout a match. This can be nice to add more durability to Han, on top of low profile. Not necessary, granted, but nice. ''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Gives Han a little push forward at the start of the game, cheaply, so he can get into range 2 gunslinger range. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Han only shoots two dice, so this is totally unnecessary. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 0 Pip: "Sorry About the Mess" - [Han Solo] - Counts as having 1 pip for deck-building. When Han is given his order, he also gains one Aim and one Dodge token. Han shot first, Disney! It's the only zero pip Command Card in the game, meaning you will definitely get first activation. Teamwork with Chewbacca means great value out of this card, as well. 2 Pip: "Reckless Diversion" - [Han Solo and 1 Trooper unit] - When an enemy unit makes an attack, it must attack one of your units with a face-up order token, if able. Essentially turns Han and one unit into sacrificial lambs. Given that most Rebel units aren't very tough, this can be tricky. Be sure to take advantage of cover and Nimble to ensure your guys stay alive while the rest of your army does the killing. Get Han behind a line-of-sight blocker or heavy cover (which will cancel 3 hits with Low Profile) and pass out an order to a corps squad with only 1 dude sticking out. Each time your opponent is forced to fire at the corps squad they'll only be able to take out one guy at a time! 3 Pip: "Change of Plans" - [Han Solo and 2 units] - When Command Cards are revealed, you may discard this card to force your opponent to return their Command back to their hand; you both redo the Command Phase, and your opponent can't choose the card you just forced them to return. So Vader is about to Implacable his way into the beating heart of your army and slice it up real good? No, no he's not. Essentially spares you one turn of whatever nastiness your opponent is trying to unleash upon you. Make the best of it. Lando's contingencies or Chewbacca's Notorious Scoundrels card can give this card extra flexibility to be played at just the right time, or even more than once a game. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Han excels at thinning enemy infantry, thanks to '''Gunslinger''', innate surge to critical, and '''Sharpshooter'''. His infamous DL-44 pistol throws two red dice, and Gunslinger lets him fire at two different targets during a turn. He won't wipe out whole squads like, say, anyone carrying a lightsaber, so don't expect him to do that. That said, he'll chip away at red save units so easily they might as well be wearing peanut brittle for armor. On top of all that Han has the '''Steady''' keyword. This means that after one of Han's moves, he can make sling two attacks at two seperate units for free. Then, he's free to saunter back behind a wall if he still has another action. He's fairly frail, throwing only white dice on defense, although he does have defensive surge and his Uncanny Luck gives him up to three (unique) rerolls every time he rolls defense. Plus '''Low Profile''' blocks an extra hit so long as he's in cover. This brings light cover to heavy and heavy to the non-existent super heavy. Just beware of '''Blast'''. Where he really excels is in screwing with the Commands. He also gets some synergy when fielded alongside his friendly walking carpet Chewbacca or smooth-talking Lando. Try taking him inside an X-34 and doing some drive-bys. You'll increase his range (due to the base size of the X-34) all while giving him cover. </div></div>
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