Editing
Star Wars: Legion/Tactics/Rebels
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====Mark II Medium Blaster Trooper==== (38 pts.) It's a veteran Rebel equipped with a miniaturized version of the Empire's E-Web blaster. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (5 pts., dropped to 5 pts. by Rules Errata) - Prevents enemy units at range 1 from receiving orders. This unit should never be close enough to use this. <s>''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. Thanks to the Coordinate shenanigans, you could potentially use this to pass on orders to units you couldn't otherwise give an order token to, like a vehicle when the Command Card only allows troopers. But... you also need a face up order on this unit to use this unit's Fire Support, so... meh.</s> The 1.6 version of the Rules Reference Guide has errata'ed this to be "Non-Emplacement Trooper only". ''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 unit loves to provide fire support or shoot normally. The dodge can help keep it alive while it gets into position, the aim allows it to shoot decently well if this isn't the case, and the ability to remove a suppression can help maintain action economy. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Not a bad choice; it ensures you'll get an order token on the unit at least once when you really want it, especially if your Veterans aren't near it to Coordinate. Here lies the problem, though. If your Veterans aren't close enough to coordinate to the Mark II, then you're doing something wrong. ''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. As mentioned, Rebel Veterans won't want to be this close to the enemy. Hard pass. ''Long-Range Comlink'' (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. Could be useful if you're using the Disarray or Rapid Reinforcements battle cards, but really, making use of the Veterans' Coordinate is probably a better option. ''Linked Targeting Array'' (5 pts.) - You gain '''Target 1''' (when issued an order, gain an Aim Token). Can't go wrong with Aim tokens, especially if you're not planning on using Fire Support. Even better if you do. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> You can field one of these per unit of Rebel Veterans that you also field. They also have to deploy near each other, which you want anyway because the Coordinate rule allows your Veterans to issue an order to one of these units when they are issued an order themselves. Interestingly, the Rules Reference states that the unit with the Detachment rule- the Medium Blaster in this case- doesn't have to deploy in the deployment zone, meaning with some clever positioning you could effectively get a free Scout-1 move out of it. This may be an oversight, though, so maybe don't try this. It throws four black dice at range 1-3 with '''Critical 2'''; it already has normal surge built in. It also has '''Fire Support''', meaning if it's got a face up order token and is within range/LOS of the target, it can add its dice and Critical 2 to another friendly unit's shooting pool. So it can give your nearby squads some heavy punch when you really need it. This can be a critical part of your gunline; This is why you want to make sure you're using Coordinate to keep it ready to fire. It also has '''Sentinel''' for the boost on Standby range, as most gun emplacements do. Don't forget that you can use Standby to get around the gun's '''Cumbersome''' rule! You are generally going to want to field it naked, or maybe with a Linked Targeting Array if relying on standby actions. You can then get an aim token along with a dodge token, with the array, to both make their shooting more potent and to also make a flimsy unit slightly more durable. When it does have to make a move, remember that it can make one free 360ΒΊ pivot before or after each movement it makes (due to Reposition and Full Pivot). Remember that you can't use it's upgrades during fire support. It's still a fairly fragile Rebel unit- 4 wounds, 2 Courage, and white dice with surge on defense. Make sure to maximize Cover as much as possible to keep it alive. But if you can do this, it is the definition of a glass cannon, hitting harder than a naked squad of rebel troopers. </div></div>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information