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====Fleet Troopers==== (40 pts.) Dakka troops that excel at locking down areas. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' ''Scatter Gun Trooper'' (23 pts.) - adds a Fleet Trooper carrying a Trandoshan shotgun- 2 red dice at range 1-2 with '''Pierce''' 1. Your basic guns are range two, so this is very nice. Makes a Fleet Trooper squad into a blob of death. ''MPL-57 Barrage Trooper'' (19 pts.) - adds a Fleet Trooper carrying a miniature grenade launcher. It fires 1 black die and 2 white dice with '''Blast''' (Ignore cover) and '''Impact 2''' at range 1-3, but must exhaust to fire. A versatile weapon that can help deal with vehicles but also has its uses against infantry through blast. Being an exhaust weapon, though, instantly hurts this weapon. The Scatter Gun is just an overall better option. This could see use if your opponents are bringing lots of armor. To be extra funny, though, if you take this and an extra fleet trooper, you'll be throwing 12 white dice and 1 black with blast and Impact 2. If they can be given an aim token or two, this can lead to some spicy dice rolls. '''Personnel Upgrades (x1 Slot)''' ''Fleet Trooper'' (7 pts.) - adds an extra mook to the squad. This is somewhat more useful here than it is on troopers or veterans, but still a situational pick. ''Rebel Officer'' (16 pts.) - adds an old dude to your squad, who becomes your new squad leader. He also increases your squad's Courage by 1, and has '''Inspire 1'''. A nice little courage boost for your squad, and can help prevent your squads from panicking. Generally, you may want this guy on your backline troops, though. Not bad. ''Rebel Comms Technician'' (9 pts.) - adds a mook with a radio to your squad; also forces you to take a Comms upgrade on the squad. If you want to anchor your line with HQ Uplink or another comms upgrade, then here's your chance to do just that. Not really needed on Fleets, even though they do want orders. Not exactly bad to take, but there are other areas to spend points. ''R5 Astromech Droid'' (8 pts.) - adds a little droid to your squad. It can't fight or be removed as a casualty until only the leader is left, but twice per battle, as a free action, it can repair one hit point or one damage token on a friendly vehicle. If you plan to lean heavily on vehicles, a worthy option. The short range of this little friend means your aggressive Fleet Troopers can better use this to repair damaged AT-RTs or speeders. Mildly recommended in aggressive RT lists. ''2-1B Medical Droid'' (18 pts.) - adds a healer droid to your squad. It can't fight or be removed as a casualty until only the leader is left, but twice per battle as a free action it can heal a lost wound from a nearby trooper squad. It can heal back a wound on a wounded model or resurrect a lost model from a unit (if it's a multi-wound unit like Wookiees, the model comes back with only 1 wound) but cannot resurrect a fully destroyed unit. It must be done during the same round that model died or took a wound, though. This one's very dependent on which Commander(s) or Operative(s) you've taken, because backline commanders, like Leia, won't benefit from this very much. '''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, especially on Fleet Troopers. ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Fleet Troopers really don't need this. ''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. Nice, but not at all necessary. ''Environmental Gear'' (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. You want them to be aggressive, so this isn't too bad. ''Grappling Hooks'' (2 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Again, you want them to be aggressive, so not bad, either. ''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Generally good. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. '''Ready''' gives you a aim token when you go on standby and you have a lot of white dice to reroll. You get a free aim token when doing a standby action with Fleet Troopers, so this is pretty good if you have the spare points. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades (3 pts.)'' - Range 1 attack with 1 black die, that ignores cover. Short range attack on an already short range unit, although you're only throwing white dice on your normal attacks. Not a terrible choice if cover is a problem; if it's not, fragmentation grenades are superior. ''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die and surge to crit. Very nasty surprise for any enemies who get too close. ''Impact Grenades'' (3 pts.) - Range 1 attack with 1 black die and Impact 1. Great for making enemy tanks disappear. ''Smoke Grenades'' (3 pts.) - Spend an action to deploy a Smoke Token within range 1 of your unit leader. Smoke tokens give +1 Cover to all units whose leader is within range 1 of them, but also grant that cover to an enemy unit they shoot at. It makes your fragile troops just a nudge more difficult to kill. Great on an aggressive unit like these boys. ''EMP Droid poppers'' (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains '''Ion 1''' (just one, not one per grenade). If you know you're facing CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your other weapons to maximize it's potential. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> For the same price as the basic Troopers, you get one of the odder entries in terms of basic troopers. Each trooper throws around two white dice each, but only to range two. The have '''Ready 1''' Giving you an aim token when you go on standby, this is situational at best as rebels cannot reliably produce standby tokens. They are highly effective on tight maps where they can get in close or make the enemy do the same. In more open maps, they can have trouble getting in to range and end up losing their standby to suppression far more easily. Compared to Rebel Troopers, who have cardboard for armor, the fleet troopers have wet paper as they lack nimble to preserve dodges. However, they are close combat specialists, throwing out 8 white dice with surge to hit on a naked squad with potentially 10 white dice, 2 red dice, and '''pierce 1''' for good measure with the shotgun and a fifth trooper. Laugh maniacally as you ask to borrow your opponents dice. Even deathtroopers can't withstand firepower of this magnitude, causing about 3 casualties on average with each round of shooting to them. They are much more specialized than the standard rebel trooper, you will want to keep them as a mobile reserve for reversing enemy breakthroughs or using them near line-of-sight blocking terrain as area denial. Never get into a gunline battle with them as they lack the range to push back even a basic stormtrooper squad in the open. They should be used alongside other High priority close combat units like Luke or Wookie Warriors for threat saturation, hedging your offensive bets on multiple units instead of just one. The upcoming A-A5 speeder truck may give them new lease on life, by giving them access to a transport that can get them to within range 2 consistently </div></div>
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