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====Boba Fett==== Boba Fett is a very strong ranged operative, with his wrist rockets dishing out 2 black dice with '''Impact 1''' & his E-3 Carbine also putting out 2 black dice with '''Pierce 1.''' This coupled with '''Arsenal 2, Sharpshooter 2''' (allowing him to always fully ignore enemy cover), Movement 3 and '''Jump 2'''... he can practically ignore obstacles and make enemy units paste. He also has the '''Impervious''' rule, if your opponent has "Pierce x" roll x amount of extra defense dice, very helpful in some situations. Fett has an ability called "'''Bounty'''" where he can select the enemy commander or operative and puts a victory token on it. If Fett kills that unit, he gains the token and if he has it when the game ends while he has it, his side gets it added to their total. Watch the salt in your opponents eyes as you take that victory token off his hands. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Training Upgrades (x2 Slots)''' ''Duck and Cover'' (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Meh. Not terrible but not great- his defense is already excellent, and he'll probably be attracting a lot of fire so you'll get that suppression the old fashioned way. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. A decent choice to keep Fett moving and firing, although he has Courage 3- but he'll probably attract a lot of fire too. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Very useful for taking out that enemy character for Fett's Bounty rule. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Fett ideally needs to be mobile, considering his mostly short ranged weapons. Stopping to put him on Standby is not optimal. ''Tenacity'' (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. Fett's not bad in melee but his strength is his ranged attacks. Still... his guns have short range and he might find himself in melee- a little boost couldn't hurt if you've got a spare 4 pts to spend. ''Offensive Push'' (4 pts.) - exhaust while performing a move to gain Tactical 1 (which gives an aim token after performing a standard move). Aim tokens are always nice, especially when doing Fett's regular attacks (which are mostly black dice). '''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. Fett's an expensive combat monkey, you don't need him trying to be Veers. ''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. Fett's got Jump. Pass. ''Grappling Hooks'' (3 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. Fett's got Jump. Pass. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. Fett wants to be close to the enemy so anything that helps with that is welcome. And it's cheap! ''Targeting Scopes'' (6 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Fett throws four '''Black''' dice as range 1-2 (Wrist rockets+E-3+'''Arsenal 2'''), the odds of needing to reroll three of them are low but you will be very gratful you can if you do need to. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> (3 pip) ''Z-6 Jetpack Rocket'' - [Boba Fett] - During his activation, Boba Fett gains a rocket attack with range 3-4, has '''Blast''' and '''Impact 2''', and has 3 red dice. Wanna put some holes in an enemy tank? Here's how. Combine with his EE-3 to give the attack Pierce too (unfortunately the Wrist Rocket is only range 2 and can't be fired alongside this). (2 pip) ''ZX Flame Projector'' - [Boba Fett] - During his activation, Boba Fett gains a flamethrower attack with range 1, has '''Blast''' and '''Spray''', does has 1 red die (and Spray multiplies that red die by the number of models in the target unit- fire at an 8 man B1 droid squad and he's throwing 8 red dice...). Useful for making an enemy squad disappear, especially when you combine with his EE-3 to give the attack Pierce 1. (1 pip) ''Whipchord Launcher'' - [Boba Fett] - As long as a unit has an immobilized token, Boba Fett can perform moves even if he is engaged with them. During his activation, Boba Fett gains the ability to, as a free action, give an enemy trooper unit at range 1, and in line of sight, 2 immobilized tokens and 2 suppression tokens. Very useful for shutting down a melee oriented unit like a Jedi/Sith- especially when they just dropped a Command like "Implacable" or "Son of Skywalker". </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> You've seen ''The Mandalorian'', right? Remember how the main character fights in that? Not the sniping, but when he's fighting the stormtroopers up close? That's how you should use Fett. Use the environment and your many weapons and tricks to fight on your terms, not your enemy's. While he's got a 3+ armor save and 5 wounds, he's ''not'' a tank, and he can't wade in and murder entire squads like a Sith Lord. Make heavy use of his Jump 2 and movement 3 to put him right where you need him. His normal attacks (wrist rocket and EE-3) can pretty reliably do 2-3 wounds per turn to troopers and 1-2 wounds to armored units. He can take lots of upgrades but he doesn't really need them. Hunter is useful if you intend to actually pursue his bounty (you don't have to, although it's generally a good idea), and Tenacity can be handy if you wind up in melee, but otherwise, field him naked and let him thrash targets of opportunity. His pricetag is a little high at 140 points base (reduced to 120 pts as of 10/27/21), but you're paying for his versatility, not sheer killing power. You don't have to use all three of his Command cards- so take the 1 or 2 that are most useful to you in the circumstance to maximize his utility. Fighting a horde oriented army? Wipe out an entire squad using the flamethrower. The enemy brought a TX-130? Use the Rocket. Vader or Operative Luke are about to thrash your line using ''Implacable'' or ''Son of Skywalker''? Whipcord those bastards and let your line sort it out. There's also no rule saying that you have to put the Bounty on the enemy's most powerful character- so if your opponent takes a fully decked out Operative Luke and the 50 pt Officer, don't feel bad about putting it on the Officer and then shredding him. </div></div>
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