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===Special Forces=== 0-3 Anything too expensive for the Corps section but too numerous for the operative. ====Imperial Death Troopers==== Spooky scary black armor zombie bois. Their rules are absolutely spot on with how they’re depicted in Rogue One: Terrifying troopers that lay waste to everything in their path (except a blind man walking through a battlefield completely out of cover) <s>but, fragile as all heck. If you’re familiar with the term ‘glass cannon’ then you’ll know what I mean.</s> These blokes can issue absolutely punishing amounts of firepower, but with one wound apiece, they will drop to concentrated fire. ''You overstate their fragility. Sure they have one wound each, as most troopers do, but they throw red defense dice with built-in surge. The Rebels and even Stormtroopers would kill for that level of defense.'' Rules wise, they have ''Disciplined 1,'' which automatically removes one Suppression Token when they are issued an order, ''Precise 2,'' rerolling an extra two dice when they spend an Aim Token (total four rerolls per token), and ''Ready 1,'' gain 1 Aim Token when you go on Standby. For weapons, they punch with red dice, have an SE-14s Light Blaster, Range 1-2, two white dice, and an E-11D Blaster Rife, Range 1-3, one black dice. They also Surge to Hit and Surge to Save, with red saving dice, one wound, and two courage. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' ''DT-F16'' (22 pts.) - Gain '''Compel''' (see Director Krennic, above), and this model becomes the unit leader. Essentially, if you decide to field a unit of Death Troopers and don't want to field Krennic, but definitely want Compel... here you go. Obviously, not a great choice unless something goofy happens, like you want a full size squad but don't have the 12 extra points for DLT-19D. ''DLT-19D Trooper'' (34 pts.) - Range 1-4, two red dice, one white. '''Impact 1'''. Stacks beautifully with the E-11D Focused Fire Config. Gives the squad some extra punch, and even makes them slightly useful in the event of an enemy tank (although that's not the optimal target). '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. These guys already have pretty decent defense (red dice with surge) so it's not absolutely essential, and "Overwatch" is a better choice. ''Endurance'' (6 pts.) - At the end of your activation, automatically remove 1 suppression. These guys have Courage 2 already, so it's not a huge draw. And if Commander Vader or Emperor Palpatine are in your army, you ''definitely'' don't need this. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Death Troopers have Precise 2, so getting Aim tokens is a good thing- however, don't forget that Death Troopers have "Ready 1" too.... ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. ''You want this'', especially if you plan to take full advantage of Krennic's "Deploy the Garrison!" command card, or even just the "Ready 1" ability Death Troopers have by default. ''Tenacity'' (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. Don’t be fooled, we have a great melee attack dice, but Death Troopers are not a melee unit. Pass. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (15 pts., dropped to 5 pts. by Rules Errata) - Prevents enemy units at range 1 from receiving orders. Death Troopers generally should not be close enough to use this. Pass. ''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. A handy little upgrade, combined with Krennic’s Entourage rule, this essentially gives you a free Order, as your Death Troopers can bounce this up. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. A decent choice, especially if you did not field Krennic. And if you use a Recover action to flip your Config card, you can ready this card too! ''Long-Range Comlink'' (10 pts.) - You always count as being within range of your commander. Not a bad choice by any means, but you aren’t fast enough to justify running that far ahead. '''Gear Upgrades (x1 Slot)''' ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Death Troopers are a powerful offensive unit who have to carefully plan their actions. You don't want to waste those actions pretending you're General Veers. Hard 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. Lets a unit (hopefully) survive to shoot one more time. An easy pass. Two delayed wounds? Death Troops are expensive enough without this. ''Environmental Gear'' (3 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. If you actually plan to do a lot of moving with Death Troopers (but... why?) and are worried about difficult terrain, here you go. ''Grappling Hooks'' (3 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. About as valuable here as on any other unit, which is to say, not much. Why would your Death Troopers be climbing anyway? ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. While not being without merit, this isn’t optimal. You have good Range 1-4 weapon options, so a Speed 1 move won’t help you much. ''Targeting Scopes'' (6 pts.) - Gain '''Precise 1''', which stacks with Death Troopers' existing Precise 2 for Precise 3. Is one more reroll really worth 6 points to you, especially considering how expensive these guys are already? '''Armament Upgrade (x1 Slot)''' ''E-11D Grenade Launcher/Focused Fire Config'' (8 pts.) - This gun is actually ''two'' guns, for the price of one. When you perform a Recover action, you may flip the card from one side to another. ''Focus Fire Config'' - Exhaust to gain range 1-4, Suppressive, one black dice per trooper. There’s basically two ways of using this: sparingly, where you wait for the right moment, preferring to Aim and Shoot; Or spammingly, where you Shoot and Recover. ''Grenade Launcher Config:'' exhaust for range 1-2, Blast, one red dice per trooper. The second you hit Range 2 of your target, make sure to switch to this. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades'' (5 pts.) - Range 1 attack with 1 black die, that ignores cover. If only Death Troopers had a gun that was better. Oh wait, they do. ''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die and critical surge. You already have normal surge, and if you're using the grenade launcher config, you're already throwing red dice. Basically lets you throw red dice without having to spend a Recover action. Of the three offensive grenades, these are probably the only ones you should consider, but realistically, your Death Troopers shouldn't be close enough to use them anyway. ''Impact Grenades'' (5 pts.) - Range 1 attack with 1 black die and Impact 1. Basically useful for making tanks disappear, but ideally, your Death Troopers shouldn't be that close to a tank, not to mention that Rebel tanks (the ones you're most likely to face) are mostly Speeders... good luck catching them. ''Smoke Grenades'' (6 pts.) - Spend an action to gain '''Smoke 1''', allowing you to put a smoke token out within range 1 and line of sight of your unit leader. A smoke token gives +1 Cover to all units that are fully within range 1 of it. A little defensive boost but it takes an action to use, and Death Troopers already need to manage their actions carefully. A better option is to give this to a cheaper unit (eg Stormtroopers) and let them give your more valuable Death Troopers that defensive boost. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Death Troopers work best when fielded en masse with Director Krennic. His abilities and command synergize very well with them. Whether or not you take Krennic, these elite troopers should be considered a major part of your offense. They are fairly tough and hit very hard. Their abilities lend themselves towards ambushing with Standby as often as possible and managing their actions carefully- you'll need to Recover fairly often to get the most of their gun configs. Give careful consideration as to what upgrades you take. Usually, the DLT-19D and your Config are regarded as mandatory, and for good reason. Besides that, Overwatch is practically a "must have"; if you take multiple units, saving one unit for Krennic's Entourage ability and giving others HQ Uplinks is a decent option. </div></div> ====Imperial Royal Guards==== The [[Custodian_Guard|red robed guardbois]] of the Emperor. You don't have to have Palpatine in your army to field them, but it couldn't hurt. It's a tiny 3 man unit, each with 2 wounds and courage 2, and red defense dice (no surge, offensive or defensive). When shooting they hit pistols for 2 black dice at range 1-2, and in melee they swing Force Pikes for one red and one black. They have Guardian to help keep your valuable commanders alive, and Disciplined 2 to remove two suppression tokens any time they are issued an order. Lastly, they have Charge, making it easier for them to get into melee, where they shine. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' ''Electrostaff Guard'' (25 pts.) - Adds a Royal Guard with... an electrostaff. The electrostaff ''replaces'' his Force Pike, and throws two black dice but also grants Immunity to Pierce in melee. It's the only way to get an extra dood in your tiny squad, but it's pricey. Face it, you're probably gonna have to take this. '''Training Upgrades (x2 Slots)''' ''Duck and Cover'' (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Could be useful to help weather the inevitable firestorm these guys will attract. A pretty good option, and you've got Disciplined to keep their suppression tokens under control. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Since you've got Disciplined, this isn't really a priority, especially if you've got Palpatine to boss these guys around. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. An excellent option, as you're swinging black and red dice- the black dice have a 50% chance of hitting for these guys (unless you get surge somehow), so these rerolls can help maximize damage. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. You want these guys moving into melee as quickly as they can, not sitting around on Standby. You don't want this, unless you're trying to pull some weird crap with Krennic's "Deploy the Garrison". ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. Definitely worth taking, since these guys are melee-oriented and any boost there is welcome. Don't worry, they're bound to attract some enemy shooting. '''Gear Upgrades (x1 Slot)''' ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Again, you don't want to be sitting around pretending these guys are General Veers. Hard 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. Lets a unit (hopefully) survive to shoot one more time. Meh. These guys are so short ranged, it seems difficult to actually get good mileage out of this. ''Environmental Gear'' (3 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. If you're worried about difficult terrain, here you go. ''Grappling Hooks'' (3 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. If you're worried about climbing terrain, here you go. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. Super cheap, and helps your elite melee unit get a little closer to the enemy. Never a bad choice for these guys. ''Targeting Scopes'' (6 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Meh. In melee (your forté), you throw red and black dice. Red dice have a high chance (75% before any possible surges) of hitting anyway; black dice are only 50% (also assuming no surges) but you're not throwing a lot of them. Odds are pretty good you generally won't need more than 2 rerolls. Ultimately it's up to you to decide if the one more reroll is worth those points. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades'' (5 pts.) - Range 1 attack with 1 black die, that ignores cover. Your pistols are essentially double this but without the ignoring cover, and you're probably better off sticking with them. Pass. ''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die with critical surge. A very nasty surprise for an enemy you can't quite reach in melee. Or better yet, toss these boys and then charge for maximum carnage. ''Impact Grenades'' (5 pts.) - Range 1 attack with 1 black die and Impact 1. Useful for killing vehicles. However, there aren't a lot of vehicles in the game yet (as of December 2019), and the ones you'd be facing are Rebel (not counting any Imperial vs. Imperial civil wars). Most Rebel vehicles are speeders so good luck getting close enough to use these. ''Smoke Grenades'' (6 pts.) - Spend an action to gain '''Smoke 1''', which allows you to place a smoke token within range one and line of sight of the squad leader. Smoke tokens grant +1 cover to all units fully within range 1 of them. Not an ideal choice for this unit, as you probably want to be using those actions to move forward. A better option would be to put this on a cheaper unit (Stormtroopers, for example) and have them toss the smoke to cover your valuable Guards. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> These guys are pretty straightforward. Get into melee quickly and chop stuff up. They are especially useful when Palpatine is in your army, as he has the '''Entourage''' rule with them- this allows you to field one unit without factoring their Special Forces rank (so you can field 4 Special Forces units). It also allows Palpatine to always issue an order to one unit of these guys as long as they're within range 1-2 of him. These guys aren't invincible though- they have 2 wounds each and red defense, but they're also a tiny unit (maximum of 4 men per squad) and if they get shot up enough, they'll die just like anyone else. </div></div> ====Scout Troopers==== Scout Troopers are incredibly good at early game board control, especially if you take more than one unit. With 2 black dice and the the ability to reduce the defender's cover by 1 with the sharpshooter special rule, they can be surprisingly deadly, especially if you upgrade them with Hunter. Scouts also come <s>can also improve light cover to heavy cover</S> with the Low Profile rule, which automatically negates an extra non-critical hit when the unit has cover (so heavy cover negates 3 hits). For 48 points they're not an auto-include but they're definitely useful, but they tend to be overshadowed by other, much superior options in the Empire's special forces options. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' ''DLT-19x Sniper'' (28 pts.) - Adds a trooper with a sniper rifle that has range 1- <S>Infinite</S> 5 (the 1.5 rulebook added a range 5 and limits sniper rifles to that range), with 2 black dice, '''High Velocity''', and '''Pierce 1'''. High Velocity disallows spending Dodge Tokens, making it ''very'' useful for chipping away at things that rely on those tokens, especially units with Agile like Tauntauns. It can also be handy for safely shooting at Jedi/Sith, although their immunity to Pierce and good defense means it may be difficult to actually do damage. Still, it's better than nothing. ''Sonic Charge Saboteur'' (26 pts.) - Adds a trooper with a bomb. As an action, you can place the bomb token at range 1 and within line of sight of your unit. When you choose to detonate it (a free action after any unit performs an action) it does 1 red and 1 black dice to all units within range 1 of the token, with '''Blast''', and '''Suppressive''', as well as converting surge results to crits. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Ensures your relatively fragile unit has a little more survivability. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. They have courage 2 and are kind of frail (small unit with 1 wound each and 5+ saves), so it's unlikely you'll get a lot of mileage out of it. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Not bad, actually. Let your longer range units plunk wounds on something and then unleash a pile of black dice with rerolls. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Your guns are only range 2, except for the sniper if you take one, but why are you holding up your entire squad on Standby for that? Pass. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded gain 1 red attack die. Short ranged guns mean there's a good chance they'll get stuck in melee, but they're not great at melee either, especially if they've lost a model to trigger this. Not terrible and low cost, but there may be better options. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (15 pts.; reduced to 5 pts. in Rules Errata) - Prevents enemy units at range 1 from receiving orders (unless it's a character issuing an order to himself). Very short range and the unit is fairly fragile. ''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. Very situational and the unit is already fairly pricey for a small unit. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Potentially useful if you expect the unit to be away from the commander or just want to ensure they get issued an order when you really need it. ''Long-Range Comlink'' (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. '''Gear Upgrades (x1 Slot)''' ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Not ideal for a unit like this, where you want them getting close and unleashing black dice of death. ''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. Could be useful if you finally get near the enemy and want one last chance at blasting those black dice of death. ''Environmental Gear'' (3 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. Useful if you expect to play in lots of difficult terrain, otherwise, pass. ''Grappling Hooks'' (3 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. Useful if you expect to climb stuff, otherwise, pass. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. Stacks with your existing Scout 1. Not a terrible choice and ridiculously cheap too. ''Targeting Scopes'' (6 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. If you took Hunter and use the squad to hunt down wounded enemies with your shotgun pistols... ouch. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades'' (5 pts.) - Range 1 attack with 1 black die that ignores cover. If you're close enough to use these, you're close enough to blast double the amount of dice with your pistols. What's better: four black dice that totally ignore cover or eight black dice with reduced cover? Hard pass. ''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die and critical surge. This is a little tougher choice than Concussion grenades, as the red dice with surge are almost guaranteed to hit (88% chance per die), but your non-critical hits will be subject to cover (although Sharpshooter still applies). Tough call. ''Impact Grenades'' (5 pts.) - Range 1 attack with 1 black die and Impact 1. Good for hurting vehicles but short range on a fragile unit means they may not survive to get close enough to use them. ''Smoke Grenades'' (6 pts.) - Use an action to gain '''Smoke 1''', allowing you to put a smoke token out within range 1 and line of sight of the unit leader. Each smoke token gives +1 Cover to all trooper units whose squad leader is within range 1 of it- and it gives that bonus to troopers those units shoot at (it works both ways). The downside is that it takes an action to trigger, meaning it'll slow you down a little. Still, not a bad choice. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> [[file:Scout_Troopers_Shooting.gif]] ''Cool loadout idea'' Run a squad of these guys upgraded with hunter and emergency stims, supported by a sniper team. use the snipers to pick off a model or two, and then rush in with your scout troops, shooting 2 black dice per model, with a free aim token from hunter, reducing cover by 1 because [[awesome]] - and if your opponent cries, bonus points (just make sure to understand that these guys have very little to no survivability out in the open, so cover positioning can make or break this squad) These guys don't fit well in the Empire list. They lose the survivability of most other Imperial units, take up an SF slot, and they roll a respectable amount of attack dice but lack of offensive surge means it's tough to get reliable hits out of them. That one time you get 10 hits on those black dice will be glorious... but more often, you're getting 4-6. And that's assuming all five (if you took a heavy weapon upgrade) actually survive to get close enough to shoot with their pistols. For these reasons, these guys tend to get overlooked for the strike team version (see below). </div></div> ====Scout Trooper Strike Team==== Heavy Weapon and spotter, with the same keywords and equipment as the regular Scout Trooper squad (see above). Note that you are required to add a heavy weapon trooper to the team, and that heavy weapon trooper is the unit leader. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' ''DLT-19x Sniper'' (28 pts.) - Adds a trooper with a sniper rifle that has range 1- <S>Infinite</S> 5 (the 1.5 rulebook added a range 5 and limits sniper rifles to that range), with 2 black dice, '''High Velocity''', and '''Pierce 1'''. High Velocity disallows spending Dodge Tokens, making it ''very'' useful for chipping away at things that rely on those tokens, especially units with Agile like Tauntauns. It can also be handy for safely shooting at Jedi/Sith, although their immunity to Pierce and good defense means it may be difficult to actually do damage. Still, it's better than nothing. ''Sonic Charge Saboteur'' (26 pts.) - Adds a trooper who can throw and detonate bombs. As an action, you can place a bomb token at range 1 and within line of sight of your unit. When you choose to detonate it (a free action after any unit performs an action) it does 1 red and 1 black dice to all units within range 1 of the token, with '''Blast''', and '''Suppressive''', as well as converting surge results to crits. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover even when out in the open. Not super useful for either variant, although with the new wording for Low Profile, it *might* be useful on a saboteur. Kind of expensive though, and most likely a pass. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Extremely small, fragile team is unlikely to survive enough firepower to make this worth taking. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. If all you're doing is firing the sniper rifle then you're probably not moving, and can just take the Aim action, saving the points for this. The saboteur will generally not benefit from this (as the bomb explosion attacks aren't coming from him). Pass. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Not super useful for either variant, as you want the snipers to be far from their target and the saboteur doesn't want to be sitting around on Standby. Pass. ''Tenacity'' (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. Not a wise option for a 2 man team that you don't really want in melee. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (15 pts., cut to 5 pts. by the Rules Errata) - Prevents enemy units at range 1 from receiving orders unless it's a character issuing an order to himself. If you're going with the sniper, kind of a waste since you should never be close enough to use it. The saboteur could possibly be close enough to use it but the low survivability of these guys means you're packing more points into a unit that will be easily lost. Pass. ''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. Not likely that this will ever be useful, unless you desperately want to be able to pass an order token when using Covert Observation. Pass. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Useful to ensure your unit will get to fire when you want (at least once) or if you expect, for example, the sniper variant to be out of range of your commander. Although it's a fairly expensive upgrade, meaning you're stacking points onto a unit that you're taking because it's cheap. ''Long-Range Comlink'' (10 pts., errata'ed to 5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. '''Gear Upgrades (x1 Slot)''' ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Not super useful for either variant of this team, as both want to maximize the efficiency of actions (the sniper wants to aim/shoot, the saboteur wants to run/toss bombs). ''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. Generally not useful for the sniper, but could be for saboteur if movement is an issue. ''Grappling Hooks'' (3 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. Generally not useful for the sniper, could be for the saboteur if climbing is an issue. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. Stacks with your built-in Scout 1. Cheap and actually useful. ''Targeting Scopes'' (6 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Not useful for either team, since the sniper only rolls 2 dice, and the saboteur generally won't benefit from it. Pass. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades'' (5 pts.) - Range 1 attack with 1 black die that ignores cover. You shoot two black dice normally and have Sharpshooter to reduce cover. Pass. ''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die that comes with surge to critical. With only two men in the squad max, not a particularly attractive option, but could make for a nasty surprise. ''Impact Grenades'' (5 pts.) - Range 1 attack with 1 black die and Impact 1. Could be useful to surprise an enemy vehicle, but as of writing (December 2019), only the Rebels really have any vehicles worth mentioning and they are mostly speeders- good luck catching up with them. ''Smoke Grenades'' (6 pts.) - Spend an action to gain '''Smoke 1''', allowing you to put a smoke token out within range 1, and line of sight, of your unit leader. The smoke token grants +1 Cover to all units that are fully within range 1 of it. For the sniper, not really that useful (since you've already got Low Profile and just need at least light cover to max it out); but for the saboteur after tossing his bomb, could be useful for providing cover for your other units. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> The game's meta has long *loved* these when fielded as sniper teams. They're a low-cost way to boost your activation count; and if you plop them in heavy cover, they can pretty reliably do a wound or two a turn to most enemy units (just be wary of Jedi/Sith or Impervious) from a safe distance. Black dice without surge are kinda sucky though (50% chance of hit, including crit), so try to have aim tokens ready... you're gonna need 'em. Generally you want to keep them cheap and not take any upgrades aside from the mandatory heavy weapon and possibly Recon Intel. </div></div> ====Imperial Special Forces==== Another elite spec ops squad for the Empire, super sneaky squad rocking '''Infiltrate''', '''Marksman''' and, '''Reliable 1'''. With Surge to hit whilst attacking and courage 2, it is your typical special forces: shooting or punching with 1 black dice each. There's also the unique Inferno Squad, which is a single two wound guy who must be accompanied by Del and Gideon (see heavy weapon upgrades, below), and he comes with 2 black dice when shooting and '''Retinue: Iden Versio''' (they get a free Aim or Dodge token when they start the activation phase near Iden). <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' ''Gideon Hask'' (38 pts. errata'ed to 29) - Unique. Can also be taken by any corps unit. Adds 2 Wounds and 1 Courage to the unit he joins, and he comes with the '''Coordinate: Corps Trooper''' and the '''Leader''' rule, making him the new squad leader. Also has a range 1-3 attack doing 2 red dice. If you're not taking Inferno squad, he's probably best taken in Snowtroopers or Stormtroopers so you can get maximum use of his Coordinate (his Coordinate combines with the Shoretrooper Coordinate, meaning you have to choose which one to use each turn- you don't get to do both). ''Del Meeko'' (38 pts. errata'ed to 25) - Unique. Can be taken by a corps unit. Adds 2 Wounds to the unit he joins, and he comes with '''Repair 2: Capacity 1''', '''High Velocity''' and '''Lethal 1''' (spend an aim to gain '''Pierce 1'''). Del has a range of 1-5 with 2 black dice. You're basically getting a decent sniper with a random ability to fix vehicles once per game. The lethal is just one more thing that needs to eat Aim tokens, so he too might be better off in a Corps unit (especially Snow or Storm so he still has offensive surge on those black dice) unless you're taking Inferno squad. ''T-21 Special Forces Trooper'' (29 pts. errata'ed to 27) - adds an extra body with a T-21 blaster that does 4 white at range 1-3 with '''Critical 2'''. Not a bad choice if you're not shelling out the points for Del or Gideon; of course, it's the only way to get an extra body in your squad aside from Del and Gideon. The white dice aren't great but Critical 2 is quite handy. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not terrible but where these guys have Infiltrate, it's probably smarter to just deploy in heavy cover. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Not bad, although Courage 2 means suppression isn't that big of an issue for them. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. If you want them hunting characters or tauntauns, a good choice for free aims to use with Marksman. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. It's not bad but ideally these guys don't want to be on Standby. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded gain 1 red attack die. These aren't really a melee unit. Pass. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (15 pts.; reduced to 5 pts. in Rules Errata) - Prevents enemy units at range 1 from receiving orders (unless it's a character issuing an order to himself). Probably not all that useful considering they're a shooting-oriented unit. ''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. If these guys are receiving an order, you probably want them to keep it... ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Potentially useful if you expect the unit to be away from the commander or just want to ensure they get issued an order when you really need it. ''Long-Range Comlink'' (10 pts. errata'ed to 5 pts.) - You always count as being within range of your commander. If you're going to lean on Infiltrate and deploy far from your commander, not a bad option. '''Gear Upgrades (x1 Slot)''' ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Not all that useful since you want them aiming/shooting, not spending an action giving an aim to someone else. ''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. Could be useful if you finally get near the enemy and want one last chance at blasting those black dice of death. ''Environmental Gear'' (3 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. These guys are at their best sitting in heavy cover and blasting fools, so... maybe have it just in case you want to make a last minute objective grab? ''Grappling Hooks'' (3 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. If climbing is your thing, go for it. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. You have infiltrate, but if there's a juicy piece of heavy cover nearby that you couldn't infiltrate into, this can help. ''Targeting Scopes'' (6 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Not terrible considering they are a shooty unit but you also want to use aim tokens for Marksman so you wouldn't be using it then. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades'' (5 pts.) - Range 1 attack with 1 black die that ignores cover. Not terrible but you generally don't want to be close enough to use them. ''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die and critical surge. See concussion grenades above. ''Impact Grenades'' (5 pts.) - Range 1 attack with 1 black die and Impact 1. If they somehow get close to a non-flying armored vehicle, sure. But how often is that going to happen? ''Smoke Grenades'' (6 pts.) - Use an action to gain '''Smoke 1''', allowing you to put a smoke token out within range 1 and line of sight of the unit leader. Each smoke token gives +1 Cover to all trooper units whose squad leader is within range 1 of it- and it gives that bonus to troopers those units shoot at (it works both ways). </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> These guys are the Empire's analog to Rebel Pathfinders. They excel at using infiltrate to start out in a good defensive position, and then just sitting there blasting at enemies and not dying easily. They're slightly cheaper than Death Troopers (including T-21 they're 95 points to the 106 for DLT-19D Death Troopers) and are slightly worse for it- but you're getting a little more flexibility out of the ISF. The ISF also work nicely with Iden, especially Inferno Squad- they love her 3-pip command in particular. So if you're running Iden, consider fielding at least one squad of ISF/Inferno squad. </div></div>
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