Star Wars: Legion/Tactics/Clones: Difference between revisions

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Cleaned up directory. Apparently I screwed up when I originally input the data. My bad.
More cleanup. JFC, I must have been tired.
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1-2 Selections.
1-2 Selections.


===Obi-Wan Kenobi===
====Obi-Wan Kenobi====
The man so great, just saying his name is a meme.
The man so great, just saying his name is a meme.


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===Clone Captain Rex===
====Clone Captain Rex====
''(Currently on Pre-order)''
''(Currently on Pre-order)''



Revision as of 19:29, 3 November 2019

This page is in need of cleanup. Srsly. It's a fucking mess.

>

Why Play The Grand Army of the Republic

You like storm troopers but also hate painting white

Pros

  • Jedi


Cons

  • Most of your cool stuff is too big for this game.

Units

Commanders

1-2 Selections.

Obi-Wan Kenobi

The man so great, just saying his name is a meme.

Upgrade Cards

Force Upgrades (x2 Slots)

Unaligned Powers

Battle Meditation (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.

Force Guidance (10 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.

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.

Force Reflexes (15 pts.) - Exhaust this card to gain a dodge token, as a free action.

Saber Throw (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon's dice (rounded up).

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.

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.

Command Upgrades (x1 Slot)

Aggressive Tactics (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.

Commanding Presence (10 pts.) - When issuing orders, you can issue orders at range 1-4.

Esteemed Leader (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.

Improvised Orders (10 pts.) - Draw 2, pick 1 token from your order pool.

Strict Orders (5 pts.) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.

""Training Upgrades (x1 Slot)""

Duck and Cover (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.

Endurance (6 pts.) - At the end of your activation, remove 1 Suppression for free.

Hunter (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.

Overwatch (4 pts.) - Gain Sentinal, making your standby range 1-3.

Tenacity (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.

Command Cards

(3 pip) General Kenobi - [Obi-Wan Kenobi & 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.

(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.

(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.

Tactics

How best to use Kenobi goes here.

Clone Captain Rex

(Currently on Pre-order)

Worth the same points as a fully kitted out Phase I Trooper unit, but easily worth the cost.

Upgrade Cards

""Command Upgrades (x1 Slot)""

Aggressive Tactics (10 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.

Commanding Presence (10 pts.) - When issuing orders, you can issue orders at range 1-4.

Esteemed Leader (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment.

Improvised Orders (10 pts.) - Draw 2, pick 1 token from your order pool.

Strict Orders (5 pts.) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance.

""Training Upgrades (x1 Slot)""

Duck and Cover (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.

Endurance (6 pts.) - At the end of your activation, remove 1 Suppression for free.

Hunter (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.

Overwatch (4 pts.) - Gain Sentinal, making your standby range 1-3.

Tenacity (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.

""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.

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. Lets a unit (hopefully) survive to shoot one more time.

Environmental Gear (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain.

Grappling Hooks (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds.

Recon Intel (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Really good choice to ensure all of your clones are in cover and are in rage to lend Fire Support.

Targeting Scopes (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token.

""Grenade Upgrades (x1 Slot)""

Concussion Grenades (5 pts.) - Range 1 attack with 1 black die, that ignores cover.

Fragmentation Grenades (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.

Impact Grenades (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.

Smoke Grenades (6 pts.) - Exhaust this card to gain Smoke 1, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).

Command Cards

(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.

(2 pip) Eat this, Clankers! - [2 Troopers] - When a friendly infantry unit performs a ranged attack while having a faceup order token and an Aim token, during the "gather a attack dice pool" step that unit can increase the maximum range of every weapon by 1 (to a maximum of 4).

(1 pip) You Can 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 that attack.

Tactics

How best to use Rex goes here.

Operatives

TBD

Corps

3-6 Selections.

Phase 1 Clone Troopers

Upgrade Cards

""Heavy Weapon Upgrades (x1 Slot)""

DC-15 Phase I Trooper (30 pts.) - Adds a clone with a Range 1-4 gun. It has 2 red attack dice, and Critical 1.

Z-6 Phase I Trooper (25 pts.) - Adds a clone with a range 1-3 minigun. Cool. Fires 6 white dice (or the same as a whole squad of B1s for 11 points less).

(Currently on Pre-order)

DP-23 Phase I Trooper (27 pts.) - Adds a clone with a Range 1-2 gun. It has 2 black and 1 white attack dice, and Pierce 1.

RPS-6 Phase I Trooper (?? pts.) - Adds a clone with a Range 2-4 rocket launcher. No official word on the damage, but it will have Cumbersome and Impact 2.

""Personnel Upgrades (x1 Slot)""

Phase I Clone Trooper (13 pts.) -

(Currently on Pre-order)

Phase I Clone Captain (?? pts.) -

Phase I Clone Specialist (?? pts.) -

""Gear Upgrades (x1 Slot)""

Electrobinoculars (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.

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. Lets a unit (hopefully) survive to shoot one more time.

Environmental Gear (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain.

Grappling Hooks (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds.

Recon Intel (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Really good choice to ensure all of your clones are in cover and are in rage to lend Fire Support.

Targeting Scopes (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token.

""Grenade Upgrades (x1 Slot)""

Concussion Grenades (5 pts.) - Range 1 attack with 1 black die, that ignores cover.

Fragmentation Grenades (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.

Impact Grenades (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.

Smoke Grenades (6 pts.) - Exhaust this card to gain Smoke 1, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).

Tactics

How best to use them goes here.

Phase 2 Clone Troopers

(Currently on Pre-order)

8 more points a squad nets you one more Courage, Reliable, and a Training slot over your basic Phase I Clone Troopers.

Upgrade Cards

""Heavy Weapon Upgrades (x1 Slot)""

Z-6 Phase II Trooper (?? pts.) -

Phase II Mortar Trooper (?? pts.) -

""Personnel Upgrades (x1 Slot)""

Phase II Clone Trooper (15 pts.) -

""Training Upgrades (x1 Slot)""

Duck and Cover (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.

Endurance (6 pts.) - At the end of your activation, remove 1 Suppression for free.

Hunter (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.

Overwatch (4 pts.) - Gain Sentinal, making your standby range 1-3.

Tenacity (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.

""Gear Upgrades (x1 Slot)""

Electrobinoculars (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.

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. Lets a unit (hopefully) survive to shoot one more time.

Environmental Gear (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain.

Grappling Hooks (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds.

Recon Intel (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Really good choice to ensure all of your clones are in cover and are in rage to lend Fire Support.

Targeting Scopes (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token.

""Grenade Upgrades (x1 Slot)""

Concussion Grenades (5 pts.) - Range 1 attack with 1 black die, that ignores cover.

Fragmentation Grenades (5 pts.) - Range 1 attack with 1 black die, that allows you to convert a hit to a crit.

Impact Grenades (5 pts.) - Range 1 attack with 1 red die, that allows you to convert surge results to crits.

Smoke Grenades (6 pts.) - Exhaust this card to gain Smoke 1, allowing you to put a smoke token out within range 1, and line of sight, of your unit leader (Probably gives Cover 1 if your opponent shoots through this token, but nothing official, yet).

Tactics

How best to use them goes here.

Special Forces

Up to 3 Selections

TBD

Support

Up to 3 Selections.

BARC Speeder

Upgrade Cards

Comms Upgrades (x1 Slot)

Comms Jammer (15 pts.) - Prevents enemy units at range 1 from receiving orders.

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.

HQ Uplink (10 pts.) - Exhaust this to allow a unit to issue an order to itself.

Linked Targeting Array (5 pts.) - Gain Target 1, allowing you to get a free aim token when the equipped unit is issued an order.

Long-Range Comlink (10 pts.) - You always count as being within range of your commander.

Crew Upgrades (x1 Slot)

BARC Ion Gunner (28 pts.) - Puts a clone with an Ion gun in the sidecar. Reduces your maximum speed by 1.

BARC Twin Laser Gunner (30 pts.) - Puts a clone with a machine gun in the sidecar. Reduces your maximum speed by 1.

BARC RPS-6 Gunner (24 pts.) - Puts a clone with a rocket launcher in the sidecar. Reduces your maximum speed by 1. Currently, this is the only one that doesn't have Fixed:Front, Rear restrictions.

Tactics

How best to use them goes here.

Heavy

Up to 2 Selections.

TX-130 Saber-class Fighter Tank

(Currently on Pre-order)

Upgrade Cards

Upgrade cards go here.

Tactics

How best to use the tank goes here.