Star Wars: Legion/Tactics/Clones
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Why Play The Grand Army of the Republic
You like storm troopers but also hate painting white
Pros
- Jedi
- You get to play the "Space Marines" of Star Wars
- If Obi-Wan is in your army, which is very likely, you get to say "Hello There."
- Your units hit hard and are exclusively rocking red dice for saves.
- You (will as of writing) have access to lots of tokens. Dodge, Surge, and Aim tokens will be able to push your units above what they are capable of on their own.
- Token Sharing. A unique ability that makes Clones behave more like a massive single unit, as opposed to several separate troopers going about their business. Single Clones left alive from a unit can become token factories for the rest of your army.
Cons
- Most of your cool stuff is too big for this game.
- Your army is expensive. Very expensive. You will usually be out-activated if you build an army with anything but bare-minimum core troops and support
- Dependance on Surge Tokens to get the best out of your units.
- Your army is very susceptible to bad dice. Every casualty hurts, and a string of back luck can result in a cascade effect amongst your army.
- Painting white armor can be a nightmare. There are tutorials online how to do it well, just be prepared to lose a few clones to practice runs.
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 Sentinel, 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
Obi-Wan is a defensive commander through and through. You want to keep him within range 1 of most of your army at nearly all times. After spending a Dodge token, being able to deflect in both Melee and Ranged is a hilarious way to punish over-aggressive commanders and units alike. Don't hesitate to have him use his Jump 1 to get into melee with an unsuspecting unit, but he is best served using his Guardian 3 deflecting blaster bolts back at the enemy. Having a 3/6 chance to save against wounds, with a 1/6 chance to deflect damage back is usually a better idea than depending on your expensive unit's base saves.
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
Currently Clone Troopers are an expensive combination of Rebel shooting and Stromtrooper armor. This is reflected in their price per unit/model. As of writing (Early November 2019), they lack very much versatility in what they do. They have the option to share tokens amongst multiple units of Clone Troopers, and can offer Fire Support to each other, making Suppression a little less important to their activations. The shown abilities of the Clone Trooper Captain and Specialist look to be a no-brainer upgrade for them, giving them more options to ignore suppression in its entirety, and generate tokens without having to sacrifice activations to do so. They bring the already high price point of the unit up, but without question make them much more worth bringing.
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
A fast and potentially heavy hitting repulsor vehicle, having the ability to take a side car with a flexible selection of gunners means you can customize this unit to fight various types of threats. Ironically, bringing a side car to slow it down can be seen as a bonus, allowing the vehicle's compulsory move to not send it screaming across the board. Sporting a Red Dice for defense, this allows the speeder to take more damage than its contemporaries. Having Cover 1 only adds icing onto this cake.
2/3 of the Side-Car options are locked firing arcs, with only the RPS-6 being exempt from this. While expensive when kitted out, upgrading with HQ uplink or Linked Targeting array can give you the most bang for your buck with this particular speeder. Generally, its role on the battlefield will be determined by what the side-car has been upgraded to. The naked bike is fairly lack-luster, sporting a red, black, and white dice for offense, with no surge results or special abilities on its own.
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.