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====Sabine Wren==== (125 pts.) A powerful Mandalorian warrior who fancies herself an artist. She's a powerful damage dealer who also has the potential to survive a great amount of return damage. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (2 pts.) - You can intentionally gain 1 Suppression while being shot at to gain cover. Meh. She's pretty tough already, but she will likely attract a lot of attention. She only has courage 2, though, so this really isn't recommended. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Relatively low Courage makes this an attractive option. Mildly recommended. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. A solid choice. Make sure her target gets hurt just once and then have her chop away with the Darksaber. ''Into the Fray'' (4 pts.) - When an enemy unit at range 1 activates, you may gain 1 surge token. Sabine has surge to both defend and hit. Worthless. ''Offensive Push'' (6 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. This can be pretty nice, if you have the Darksaber. You'll get a free aim token after moving into melee with a squad or hero! ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. '''No No No NO'''. You don't want her on Standby, you want her moving forward and chopping up the enemy with the Darksaber. Her weapons don't even reach to range 3, anyways. ''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. Sabine doesn't have Guardian. Not at all worth it, unless you're using Esteemed Leader to protect Leia or something. ''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 can be especially useful when using other units what orders and Sabine needs an order. Recommended. ''Situational Awareness'' (4 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Mandalorian durability, but made better? Need I say more? Insanely good. ''Tenacity'' (6 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. A pretty good option, assuming you gave her the Darksaber and you can get her wounded before she gets into melee. She is one of our most durable units, though, and bad dice rolls could kill her fast. This is a very mixed upgrade, to be sure. ''Up Close and Personal'' (8 pts.) - After you perform a ranged attack at range 1-2, gain 1 dodge token. If you feel as if Situational Awareness, then this is also an amazing upgrade for Sabine. She loves getting into range 2 or closer, so there's almost never a time when you won't use this. '''Gear Upgrades (x2 Slots)''' ''Ascension Cables'' (4 pts) - Until the end of your activation, you gain scale. Sabine doesn't get too much use out of this, considering she has Jump 2. ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Sabine is best when moving and attacking, not standing around doing a poor Leia impression. Pass. ''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 a bad option, but not amazing. Great with the Darksaber. ''Environmental Gear'' (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. She can jump and doesn't need this. ''Grappling Hooks'' (2 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. ''She can jump and doesn't need this.'' ''Portable Scanners'' (6 pts.) - Gain Take Cover 1, which allows you to give a friendly unit at range 1 a single dodge token. Sabine wants to be spending her actions helping herself, not others, so hard pass. ''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Super cheap and gets her slightly closer to the enemy. With her high movement value, though, this might be better used on a different unit. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Especially a good choice if you took Hunter. Otherwise, make sure you have some way of getting her Aim tokens, like with her "Legacy of Mandalore" command. Mildly recommended. ''Personal Combat Shield''(5 Pts.) - Gain '''Shielded 1''' and '''Recharge''' 1. It gives you a guaranteed block when active. Recharge allows you to reactivate the free block by using a Recover action. Takes an already tough character and makes her even tougher; You can even use it to block Criticals (unlike dodge or cover)! ''Electro Grappling Line''(5 Pts.) - Exhaust and spend an action to give one enemy unit within range 1 and line of sight 2 immobilized tokens and 2 suppression tokens. Each immobilized token causes the target to lose one level of movement speed. The immobilized tokens are discarded at the end of the target's activation (not during the End Phase like usual), so it effectively shuts down a powerful enemy for one activation. Not bad for 5 point, but don't feel pressured to take it. '''Armament Upgrade (x1 Slot)''' ''The '''Darksaber''''' (15 Pts.) From House Vizsla to Maul to Sabine, the Mandalorian Excalibur is a rather powerful sword putting out five black dice in melee with Impact 1 and Pierce 1. She also gains '''Dauntless''' allowing her to take a suppression token for a free move if she's suppressed but not panicked; '''Immunity to Pierce''' when she's in melee. This is an amazing upgrade, that will make her a threat to just about any unit in the game. Even saber users will have trouble dislodging her! Not completely necessary, though. Whether you take it is dependent on what your list needs or your play style. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 1 Pip: "Explosions!" - [Sabine Wren] - Sabine gains the Arm 2 action, which allows her to drop two bomb tokens within range 1 of her. After she does so, she can make a free Speed-1 move. For the rest of the game, she has Detonate 2, and can cause those bombs to explode any time later in the game after any unit performs an action. The bombs hit all units within range 1 of the bomb token, doing 1 red and 1 white to each affected unit with critical surge and ignoring cover. A decent 1 pip card that allows you to set traps and potentially control enemy movements. The damage isn't spectacular but a red die per attack, with critical surge, means you're almost guaranteed to get at least one hit. Can be useful for thinning out the enemy a little with some careful placement. Combined with saboteur commando teams, the map will easily be peppered with mines. 2 Pip: "Symbol of Rebellion" - [Sabine Wren] - when Sabine activates, she recovers. During her activation, she can place a "graffiti token" on the battlefield. Allows her to get back her shields and any other exhausted cards, plus she can clear out any suppression tokens she may have. The graffiti token is permanent, and allows your units near it to roll an extra die when trying to Rally, while causing enemy units near it to roll one less. Not a bad way to give your troops a slight morale boost while doing the opposite to your foe. Overall decent to have, but replaceable if needed. 3 Pip: "Legacy of Mandalore" - [Sabine Wren and 2 Troopers] - Sabine gains Inspire 1, and each time she issues an order to a Commander, Operative, or Spec Ops unit, she gains 1 Dodge or 1 Aim token. Very nice way of giving Sabine a boost. Don't forget that she's an Operative herself, so it would trigger the free token too. The release of Mandalorian Resistance and Clan Wren make this especially better, given that they're special forces. For Mandalore! </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Sabine is a fast-moving durable nuisance, and when armed with the Darksaber she's on par with any lightsaber-wielding space wizard. Even when not in melee, she can thin enemy units with her blaster pistol, which has one of each die and '''pierce 1'''. She can also fire twice, at different targets, due to '''Gunslinger'''. Thanks to her Mandalorian armor, she's arguably the toughest unit in the Rebel army, since she throws red defensive dice and has built in defensive surge, '''Nimble''', and '''Impervious'''. That's all before you give her a personal energy shield or that she's Immune to Pierce in melee if she's carrying Darksaber. That said, she doesn't have Charge or Relentless, so she'll need to maneuver carefully to get into melee and still be able to swing that Darksaber; speed three somewhat mitigates this though. Dauntless from the Darksaber will also help her maintain her mobility even if she becomes suppressed. Being aggressive is odd for Rebel's, given how flimsy most of our units are, but this is the woman to do it with! </div></div>
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