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====Imperial Officer==== Essentially a worse General Veers. She is 30 points cheaper though, with <s>less</s> fewer options and slightly worse offensive capabilities. Take this girl if you want the extra points to use on your unit choices. She can use the rule '''Spotter 1''' to give a unit an Range 1 and Aim Token, '''Inspire 1''' to remove a Suppression Token from a unit at range 1, and '''Sharpshooter 1''' to reduce the cover of a unit she shoots at by one level. She punches with a black dice, has an Officer's RK-3 Blaster Pistol, range 1-2, one black, one white. She has white defense dice, four wounds, two courage, and surges to hit and to save. Note that the Officer's commands can be used by any Empire commander. They're not locked specifically to her. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''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. If you like surge tokens, and plan to lean heavily on the Officer issuing orders, then by all means. Otherwise, pass. ''Commanding Presence'' (10 pts.) - Issue orders at Range 4. The Officer works best at Range 1-2, so if you want to help your units that rush forward, or hang back if she's joining the vanguard, this could help. ''Esteemed Leader'' (5 pts.) - Friendly Corps units at Range 1 gain '''Guardian 1.''' This will help keep your Officer alive longer, just be sure to keep a cheap-ish unit nearby to absorb those wounds. ''Improvised Orders'' (10 pts.) - Gives you a second chance at pulling that order you need. Exhaustible, but it readies itself in the End Phase. More worthwhile on this Commander than any other, if you need that special unit to make the shot. ''Strict Orders'' (5 pts.) - A unit with a faceup Order Token may remove one Suppression Token instead of rolling. Stacks well with her ''Inspire'' rule. Note that there is no requirement for the character with this upgrade to be the active commander for it to trigger... so taking it on the Officer frees up a Command upgrade slot on your other Commander (if you take one). '''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. The officer already has this built in, so it stacks to give you '''Spotter 2'''. Definitely worth considering. ''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. You took this model because they're cheap. Don't ruin a good thing. ''Environmental Gear'' (3 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. May be helpful, but if she's going to hang back, give it a skip. ''Grappling Hooks'' (3 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. Will she be climbing? Probably not. Pass. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. If you expect to be running forward, this will be worthwhile. But since the Officer works best as a support from behind the lines type of character... ''Targeting Scopes'' (6 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Why? You have a two shot gun. You already re-roll all your dice when you spend an Aim Token. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> (3 pip) ''Coordinated Fire'' - [3 Corps Units] - After a friendly Corps Unit spends at least one Aim Token, another friendly unit at Range 1-2 may gain an Aim Token. Stacks beautifully with the ''Spotter'' rule or Shore Troopers. (2 pip) ''Pinned Down'' - [2 Support or Heavy Units] - After a friendly Support or Heavy Unit makes an attack against a unit with a faceup Order Token, you can shuffle that unit's Order Token back in to their pool. <s>YES. Your ATST can have a second activation. Your E-Web can fire twice. Baller. Your Dewbacks can... Dew it all over again?</s> Ok, even though the context is clearly that the defender's token is the one that goes back, not your attacking unit's... the FAQ's have made it clear that it's that way. It's a nice way to screw with your enemy's plans, especially when your opponent wants faceup tokens, such as when using Fire Support ("sorry Rex, not gonna call you Captain anymore..."), Strict Orders, or General Grievous's "Supreme Commander" command card. Also note that this was FAQ'ed that Arsenal works with it to return multiple tokens. (1 pip) ''Covert Operations'' - [1 Support or Operative Unit] - <s>You get to peek at two random command cards from your opponent's hand. Hey, it can't hurt. From experience you will always pick Standing Orders. Always.</s> The November 2020 update totally rewrote the effect of this one and now it's: ''when your opponent issues orders from a Command Card, every unit that gets one of those orders also gains a suppression token''. It's nothing earth-shattering but throwing extra suppression when your opponent uses a 3-pip (especially one like Luminous Beings Are We, We're Not Programmed, etc.) is kinda nice, especially if you're using a suppression-oriented list, which Empire does well. Note that it only applies to orders from the command card itself, and not from other effects like HQ Uplink, Coordinate, Entourage, Commns Relay, and so forth. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Tactics? She's cheap, you need a Commander. The buffs she provides are nice, but not game changing. The points you save by taking her over other Commanders can go towards the rest of your army. Alternatively, she works as a secondary Commander. For example, Vader runs forward, and she hangs back. </div></div>
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