Star Wars: Legion/Tactics/CIS
>
Why Play The Confederacy of Independent Systems
For commanders who are to cheap for conscripts.
Pros
- No moral obligation to bring your army home alive.
Cons
- Carron can out think most of your units
Units
Commanders
1-2 Selections
The focal point of you army they often have game changing abilities.
General Grevious
As a four-armed, lightsaber-wielding, asthmatic cyborg, General Grevious can do a passable blender impression in melee.
At 175 points, he's a decent chunk of your army. With 8 wounds and a red defense die, he's fairly sturdy, but with only 2 courage, he's prone to "abandon ship" sooner than most commanders. He also has Block, and Impervious, allowing him to stand toe-to-toe against the amount of focus-fire he's likely to draw.
Against force-users, Jedi Hunter allows you to convert surge results to a crit - combine this with the Tenacity (or possibly Hunter) Training to give him a better chance to deal damage to enemy commanders.
Relentless allows you to make an attack after you perform a move action, and coupled with his DT-57 "Annihilator" pistol, he can dish out 4 dice (2 Black, 2 White) with Critical 1 and Pierce 1 while ducking between terrain.
Speaking of terrain, Grevious has Scale, giving him the ability to make a free clamber maneuver after he moves. In addition, he gains Unhindered and Expert Climber, meaning that Grevious can hide attack from places most units couldn't get to easily. Combined with the above Relentless, this lets you fire from atop cover and retreat behind it in one turn.
His melee weapons consist of two, "Trophy Lightsabers," which deal 1 Red, 2 Black, and 1 White dice in damage, with Impact 1 and Pierce 1. Not great, not terrible.
On top of everything else, he's got Arsenal 2, meaning he gets two attacks in melee, and his DT-57 has Versatile, allowing you to use it in melee, if you like.
Count Dooku
(Currently on Pre-Order)
He trains people in your Jedi arts.