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====K-2S0==== (70 pts.) Droid Buddy to a Sneaky Spy <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> Comms ''Integrated Comms Antenna'' (3 pts.) is a Droid Trooper-only upgrade. Essentially a reverse of the Commanding Presence upgrade, it allows your unit to be issued an order if it's within range 4 of the commander instead of the normal range 3. This won't be very good, considering K2 will often be near Cassian, anyways. ''Comms Jammer'' (5 pts.) - Prevents enemy units at range 1 from receiving orders. Not a terrible take although if you're in range to actually use it, you're in range to negate K-2's Incognito. Use if you expect to be more aggressive. ''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. K2 wants orders, so you fully deserve the scoff from him if you take this. ''Emergency Transponder'' (4 pts.) - When you activate, if you were activated with an order token from the order pool, gain 1 aim token, gain 1 dodge token, or remove 1 suppression token. This can be useful for feeding Cassian more tokens, making this a decent upgrade if you have the spare points. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Very useful for times when your Command is limited (like Son of Skywalker) and you really want to get this unit an order. ''Hacked Comms Unit'' (5 pts.) - During the Issue Orders step of the Command Phase, after an enemy unit at range 1 is issued an order, you may issue an order to yourself, if able. This can be nice, as K2 will ideally be slapping a few enemy units around at some point. ''Long-Range Comlink'' (10 pts., reduced to 5 pts. by rules errata) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. A general pass. Armament ''Jyn's SE-14 Blaster'' (10 pts., reduced to 5 pts. if Jyn is in the same list) - range 1-2 with 5 white, '''Pierce 1''' and '''Suppressive'''. Wow. Bear in mind that K-2 has critical surge built in, so this is a pretty solid take, especially if you got aim tokens somehow. ''nudge'' Teamwork: Cassian Andor ''Nudge'' </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> He only has one: 3 Pip: "Sacrifice" - [K-2SO & Cassian Andor] - K-2 gains '''Guardian 4'''. At the end of his activation, select a friendly commander or operative at range 1, kill K-2, and enemy units cannot do ranged attacks against the selected character for the rest of the turn. Does Op Luke have one wound left and you desperately want to keep him from being shot to pieces? Here you go. A late-ish game card that can easily save the game. Thematic! </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> To start, he's got '''Detachment''' with Cassian Andor, so you have to field Cassian to field him, and they have to be deployed near each other. He's got 5 wounds and courage 2, with a 4+ armor save (red, no surge) and '''Armor 1'''. Surprisingly durable. For offense, he's only got a melee attack throwing 4 red dice with critical surge, making him a decent threat, overall. He's a droid trooper, meaning he's got all the fun droid trooper stuff like he can be repaired by a astromech or R2D2, he's immune to poison, he's immune to being suppressed but doesn't get the cover boost from suppression, etc. He has '''Calculate Odds''' like C-3PO, allowing him to give a friendly unit at range 1 an aim, a dodge, and a suppression at the cost of an action. Also, because he's a reprogrammed Imperial droid, he has '''Incognito''', which disallows enemies from attacking him beyond range 1 unless at some point in the game he has attacked or used an objective card action (i.e. he's grabbed an objective somehow). Lastly, he's got '''Teamwork''' with Cassian, so drop Calculate Odds on Cassian and K-2 gets the green tokens too! Sneaky boi synergizes with Pathfinders, and so does this reprogrammed toaster. When combined with 3PO, calculate odds can be amazing for Pathfinders, given that they want all of the tokens involved! His command card also makes it so your troops can complete the mission, even if survive just another turn to do so. Again, he has the durability and firepower to be a decent threat, until then, as well. As a 70 point addition to Cassian, he is definitely worth taking, even without Pathfinders. </div></div>
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