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====Cassian Andor ==== (90 pts.) Sneaky Spy with droid Buddy <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Training Upgrades (x2 Slot)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Works well with his Danger Sense ability. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. He's only got Courage 2, so you need to keep suppression under control. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Especially useful when sniping enemy characters or multi-wound troopers, like Royal Guards or Wookies. ''Offensive Push'' (6 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. He already has Tactical 1 built-in, and they do stack. He does have some abilities that need Aim tokens, like ''Marksman'' or his A280 pistol configuration. Very much worth taking for that reason. Highly recommended. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Synergizes especially well with his Crack Shot command card. Not entirely recommended, though, because he only has range two unless you spend an aim token, which may find better use with his Marksmen ability. ''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. Yet again, another commander that lacks Guardian. Do not take this upgrade. ''Into the Fray'' (4 pts.) - When an enemy unit at range 1 activates, you may gain 1 surge token. Cassian has native surge to hit and defend, so this is completely useless to him. Seize The Initiative (5 pts.) - Single use. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue and order to yourself. This isn't too useful on Cassian, but could still be helpful in very niche situations. Not recommended. ''Situational Awareness'' (4 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This can make Cassian even more annoying to displace. Not too bad to grab. ''Tenacity'' (6 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. Cassian's not bad in melee and has a mostly short-ranged focus anyway so this is a decent choice. If you're going for a sniper focus, you may want to skip this though. Very meh. ''Up Close and Personal'' (8 pts.) - After you perform a ranged attack at range 1-2, gain 1 dodge token. Take this with Cassian if you intend to use his pistol config. It's very good to have, because his durability can be a problem. '''Gear Upgrades (x1 Slot)''' ''Ascension Cables'' (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. 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. He's got enough on his plate as it is, do you really want him standing around using one of his precious actions giving someone else an Aim? Hard pass. Too aggressive of a commander. ''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 worth it for Cassian. If you want to take it, you can, but there are better options. ''Environmental Gear'' (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Very nice to get into position for good shooting actions, or command cards. ''Grappling Hooks'' (2 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Nice if you intend to climb a lot of terrain. ''Portable Scanner'' (6 pts.) - Gain '''Take Cover 1''', which allows you to give a friendly unit at range 1 a single dodge token. Cassian would prefer to spend his two actions doing anything other than handing tokens out to other units. Not at all worth it. ''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 Cassian, though it isn't entirely necessary. If you have the points, grab this. ''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. It's super cheap and helps get him where you want him. Rarely a bad choice. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. He generally doesn't need this because Marksman allows you to simply upgrade a die, or he's not usually throwing enough dice to warrant it. '''Armament''' ''A280-CFE Sniper Config'' (10 pts.) - Range 1 to infinity doing one red and one black with '''Pierce 1''' and '''High Velocity''' (if the attack pool only has weapons with this rule, the target can't spend Dodge tokens). Also has '''Cumbersome''' (can't move and fire) and '''Configuration''', allowing you to flip the card to the other configuration when doing a Recover action. Not bad for sniping, but this may not be recommended for more than one turn, if you're going to be more aggressive. Cassian wants to be aggressive, too. ''A280-CFE Pistol Config'' (10 pts.) - Range 1-2 throwing two red and one black with '''Pierce 1''' and '''Long Shot 1''', which is, while attacking, you can spend an Aim token to increase the maximum range of the weapon by 1. Not bad. Cassian wants aim tokens anyways, and, if your confident in his shooting, this can be great. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 1 Pip: "Crack Shot" - [Cassian Andor] - Cassian gains an Aim token and '''Gunslinger'''. At the end of his activation, he gains a Suppression token and a Standby token. Basically, you drop this and he can essentially fire four times, plus gain an Aim that he can use to reroll dice or use his Marksman ability and a suppression to help with his Danger Sense. Really good. 2 Pip: "Last Stand" - [Cassian Andor & 1 Trooper] - when Cassian issues an order to a commander or operative, the unit gains Indomitable, allowing it to roll red dice for rallying rather than white, and gains 1 aim, dodge or suppression for each wound token that unit has (max of 3). Seems like a decent late game drop when everyone's gotten a little beat up and you want to get one last good round of killing out of your characters. However, if you use ''Covert Ops'' to make Cassian an operative, but you don't have another commander, the Covert Ops rule states that you must promote a Spec Ops or Corps to be your acting Commander. This means they can benefit from this. Tricky, though, so I wouldn't recommend going for this. Jyn, who is a commander, will greatly benefit from this card, though, so there's a good combo for you. 3 Pip: "Volunteer Mission" - [Cassian Andor & 2 Troopers] - when Cassian issues an order to a commander, operative, or spec ops unit, that unit recovers, gains Danger Sense 1, and may gain one suppression token. Not bad. This can be useful for Pathfinders and Jyn Erso, because that Danger Sense will stack with what they already have, plus everyone gets to recover and switch their configs for free. Be careful, though, because too much suppression ''will'' be an issue. This care especially works for Mandalorians or other durable units, that you need to stand their ground. Mandos, especially become annoying with this card. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> For 90 points you get a premium spec ops agent for the Rebel cause. He comes with 6 wounds but only 2 courage, throwing white dice with surge on defense, but his '''Danger Sense 3''' allows you to add defense dice equal to the number of suppression tokens he has, up to a maximum of 3, every time he defends. He also has offensive surge, punching for 2 red dice and his "Covert Blaster" is a pistol firing a red and two white dice with '''Pierce 1''' at range 1-2, without his configuration upgrade. Since, as stated, he's a spec ops agent, he comes with a slew of special rules. For starters, he has the '''Covert Ops''' rule that allows you to change him to an Operative during deployment; if you do, he also can ''Infiltrate'', allowing you to deploy him anywhere on the table as long as he's not within range 3 of any enemy unit at the time he deploys. This means that, if nobody's on the board yet when he deploys, he can deploy literally anywhere. This also means that if you don't field another Commander, you are required to promote one of your Corps or Spec Ops units to be the army's commander; Similar to when all of your commanders are killed, except in this case, it ''must'' be a Corps or Spec Ops. '''Marksman''' allows him to spend an Aim token to change a single attack die from blank to hit or from hit to crit, and '''Tactical 1''' will ensure that if he moves, he gains that Aim token to do so. Lastly, '''Loadout''' allows you to set aside upgrades of same slot and equal or less points cost, and swap them out before the game starts- did you take Hunter but now feel like Endurance will serve you better? Swap them out! He basically can be used one of two ways. You can use him as a sniper, which he's pretty good at, or have him act as a mobile, short-ranged infantry mauler similar to Han Solo. With the latter, however, the trick is that his courage is only 2, so he'll quickly find himself losing an action if you're not careful. Suppression management will be very useful. He synergizes really well with Jyn Erso unsurprisingly, and her "Complete the Mission" command can be especially useful in the late game to ensure that he... well... completes the mission. She also helps control his suppression, so this incentivizes his short range playstyle. He'll need support, no matter what. </div></div>
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