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==='''Special Forces'''=== 0-3 Slightly more elite troopers to back up your Corps. Most of them are basically more specialized versions of Corps units. ====Rebel Commandos==== (48 pts.) Veteran Rebel troops who specialize a little bit more in sniping and spec ops. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' ''DH-447 Sniper (28 pts.)'' - Gain a sniper with range 1-5 throwing a black and a white die, with Pierce 1. It also has the "High Velocity" rule, which means that if the attack pool only consists of weapons bearing this rule, the target unit cannot spend Dodge tokens. This makes it pretty valuable for knocking wounds off enemy characters, especially those who rely on Dodges (like anyone with Block or Deflect). ''Proton Charge Saboteur'' (23 pts.) - Gain a trooper carrying the explosive charges used by the Rebels at Endor. The trooper can drop one per turn within range 1 of himself, and detonate them any time thereafter after a unit completes an action. The explosion does an attack of 1 red and 2 white (with Blast, Impact 1, and critical surge) to all units within range 1 of it. Not a bad way to thin out bottlenecked enemy units, but be wary of blowing up your own units. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not a terrible choice considering the Commandos come with the Low Profile rule; however, if you have them in at least light cover, this is a useless upgrade. A general pass that may find some use. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Good for keeping the squad's suppression under control, especially if they wind up isolated from a commander. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Especially useful if you've gone with the sniper and use him to focus fire on enemy characters. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Not that useful, because you won't want to go on standby that often. Snipers, especially, won't want to be this close. Range 5 exists for a reason. ''Tenacity'' (4 pts.) - When making a melee attack while the unit has lost a model, gain 1 red attack die. You don't want these guys in melee. They're not terrible at it, but it's not their strength. ''Offensive Push'' (4 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. This is always nice to have, especially if you take the mine as a heavy weapon, encouraging more mobility. ''Situational Awareness'' (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This can be very nice, and can make commandoes much harder to kill. However, it might also be wasted on them. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (5 pts., reduced to 5 pts. by rules errata) - Prevents enemy units at range 1 from receiving orders. Might be useful for screwing with Confederacy droids doing their Coordinate daisy chains, or if you've gone the Saboteur route and just want to screw with the enemy, but otherwise, meh. This is primarily a ranged unit and generally shouldn't get close enough to use this. ''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 can be issued an order, you probably want them using that order and not passing it on. ''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. Other units may want this upgrade more, though. ''Long-Range Comlink'' (5 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 doing a mission like Disarray, or their Scout move has pushed this squad too far away from the Commander to be issued orders. '''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 really that useful for this unit as it's a strong offensive unit that you want shooting, not dumping tokens on other units. ''Emergency Stims'' (10 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. Commandos won't benefit from this as much as other units would. ''Environmental Gear'' (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. These guys really shouldn't be moving too much but if you are very afraid of slowing down due to terrain, here's the fix. Also could be useful if using the Saboteur and looking to get up close fast; This gear will ensure that you aren't slowed down as you try to get close. Also note that their Scout move ignores difficult terrain! ''Grappling Hooks'' (1 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. As with environmental gear, this isn't a high priority upgrade unless that specific kind of terrain is an issue for you. ''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Very cheap, and stacks with the Commandos' Scout 2 rule, giving them a hefty Scout 3 move to start the game. Very good option that you should always consider taking. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. These guys throw black dice with surge on offense, so they hit about 63% of the time. Therefore, rerolls are always welcome! This is a pretty good choice. ''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. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades (3 pts.)'' - Range 1 attack with 1 black die, that ignores cover. You're already throwing black dice and have Sharpshooter 1, so these are of limited usefulness to this squad. ''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die with critical surge. A very nasty surprise for enemies who get too close; 1:4 chance of crit even makes them potentially useful against enemy tanks. ''Impact Grenades'' (3 pts.) - Range 1 attack with 1 black die and Impact 1. Very useful for popping enemy armor, but the short range means they'll probably see it coming. ''Smoke Grenades'' (2 pts.) - as a normal action, the unit leader gains '''Smoke 1'''. This allows him to drop a smoke token within range 1 of him. A smoke token gives +1 Cover to all units whose leader is within range 1 of it, but also grants that cover to an enemy unit they shoot at. Stacks with other smoke tokens and the Low Profile rule that the Scouts already have, but you can get the same effect by just having them in some sort of cover anyway. Generally a pass because this unit is expensive and you're going to want it aiming/dodging and firing, not dropping smoke. ''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 ensure it goes off. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> These guys are an upgraded version of normal Rebel Troopers. They have the same stats but +1 Courage. They drop nimble, but gain '''Low Profile''', '''Scout 2''', and '''Sharpshooter 1'''. They throw the same one black die with range 1-3 each, also with normal surge. These guys are good for ranged combat, especially for picking away at enemy troops who think they're in a good defensive position. As for the upgrades, the sniper works well since it's just adding more ranged power that can really threaten characters. The saboteur still has the same A-200 rifle as his comrades but gains the range 1 bomb dropping as described above. Give the Saboteur squad some Frag grenades and you suddenly have a fairly effective assault squad. Remember, you can have multiple bombs out, and you can activate them after any units action. The downsides to these guys start with that despite how expensive they are (50 pts before any upgrades, as opposed to basic Rebel troopers only costing 40), they're still just Rebels. One wound each with white defense dice, surging to defend, means they're just as frail as most other Rebel units. If you go big on the bells and whistles, the squad can easily cost over 100 pts, as well. You need to decide what role you want the squad to fill, and then upgrade them to suit that. They are too expensive to try to fill multiple roles. In fact, they're too expensive, as is, period. The Strike team is far more efficient and allows for more activations. </div></div> ====Rebel Commandos Strike Team==== (20 pts.) A two man team of Commando specialists. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' ''DH-447 Sniper (28 pts.)'' - Gain a sniper with range 1-5 throwing a black and a white die, with Pierce 1. It also has the "High Velocity" rule, which means that if the attack pool only consists of weapons bearing this rule, the target unit cannot spend Dodge tokens. This makes it pretty valuable for knocking wounds off enemy characters, especially those who rely on Dodges (eg anyone with Block or Deflect). ''Proton Charge Saboteur'' (26 pts.) - Gain a trooper carrying the explosive charges used by the Rebels at Endor. The trooper can drop one per turn within range 1 of himself, and detonate them any time thereafter after a unit completes an action. The explosion does an attack of 1 red and 2 white (with Blast, Impact 1, and critical surge) to all units within range 1 of it. Not a bad way to thin out bottlenecked enemy units, but be wary of blowing up your own units. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. You don't really need this thanks to Low Profile- if you have a least light cover, this upgrade is useless. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. A little pricey for such a small unit, but does help keep suppression under control. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Very helpful for sniping characters. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. You don't need this. The sniper has great range and you're effectively limiting it to range 3 with Standby. The saboteur has super short range, and you probably want to get up close to actually drop his bombs. ''Tenacity'' (4 pts.) - When making a melee attack while the unit is wounded, it gains 1 red attack die. To actually use this, you'd have to be down to one model left in the unit. And that one model has to be in melee. Where you probably don't want him to be. ''Offensive Push'' (4 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. This is only really good on with the mine, because the sniper doesn't necessarily need to move at all. ''Situational Awareness'' (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. For such a small squad, this upgrade will undoubtedly be wasted. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (5 pts.) - Prevents enemy units at range 1 from receiving orders. Might be useful on the saboteur unit but the sniper should never be close enough to use it. ''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. Limited utility since, how often is that situation going to come up with these guys? ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. A little costly but can ensure that your dudes get an order when you really need it. ''Long-Range Comlink'' (5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. On larger battlefields or when fighting a mission like Disarray, can be very useful. '''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. Rather expensive and generally better on other units. You want these guys doing their appointed mission, not sitting around dropping Aim tokens on others. ''Emergency Stims'' (10 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. Considering these guys are wiped out after suffering two wounds, this is not a bad option. Still a little too costly, though. ''Environmental Gear'' (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. If you're struggling with being slowed by difficult terrain, this will help. However, unless you're going with the saboteur option and are looking to act as an assault unit, you probably don't need this. ''Grappling Hooks'' (1 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. If you're struggling with lots of climbable terrain, this will help. Otherwise, pass. ''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Stacks with the Scout 2 that the team already has, for Scout 3. It's also cheap, making this a very attractive choice. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Not really super necessary since the team will never be throwing that many dice to begin with. ''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. Not too useful on Commando Strike Teams. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades (3 pts.)'' - Range 1 attack with 1 black die and ignores cover. These guys already throw black dice with Sharpshooter 1 so they're at least partially ignoring cover. The small size of the squad will limit the damage they can do, too. ''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die and critical surge. Can be a nasty surprise but small squad size will severely limit damage potential. ''Impact Grenades'' (3 pts.) - Range 1 attack with 1 black die and Impact 1. Useful for punching holes in enemy tanks but small squad size will severely limit damage potential. ''Smoke Grenades'' (2 pts.) - as a normal action, the unit leader gains '''Smoke 1'''. This allows him to drop a smoke token within range 1 of him. Any unit whose leader is within range 1 of the token gains +1 cover, but it also grants that bonus to the unit's target when shooting. Does not stack with Low Profile, which requires the unit to be in light cover to benefit. Just remember that it does take one of your unit's two actions. Maybe useful on the Saboteur. ''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). You won't want to get close enough to use this. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> The unit consists of one man and you are required to buy a heavy weapon to accompany him, which becomes the unit leader. This gives you a Commando squad heavy weapon without having to actually field a whole squad. The Sniper team is particularly effective at controlling sectors, given the long range and the threat they pose to enemy elites/characters. Just be wary that, as always, they're still just fragile Rebels. Be sure to position them in at least light cover to increase the odds they'll survive any shooting they may suffer. The Saboteur is great for locking down an area, unless your enemy really wants to tempt the dice gods. As with the full Commando squad, decide what you want these guys to do and then equip them to fit that role, as they can't really do multiple roles. Generally a better option over the full commando squad. </div></div> ====[[Catachan Jungle Fighters|Rebel Pathfinders]]==== (58 pts.) The squad of Rebels that accompanied Jyn Erso and Cassian Andor to Scarif at the climax of ''Rogue One''. They excel at sneaking into forward positions and springing surprise attacks while maximizing cover to survive counterattacks. For Jedha!!! <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' ''Pao'' (22 pts.) - adds the unique, 2 health Pao character to your squad. He becomes the squad's leader and has the '''Inspire''' 1 rule, plus his rifle fires 1 red and 1 white at range 1-4. He gives a slight bump to ranged firepower plus a morale boost. ''Bistan'' (28 pts.) - adds the unique, 2 health Bistan character to your squad. Exhaust him to make an attack at range 1-4 doing 1 black and 4 white with '''Impact 1''' and '''Ion 1'''. He gives your squad some utility against vehicles as well as basically doubling your dice output at long range. Just bear in mind that he exhausts to fire and you'll have to spend a Recover action to fire him again. He suffers from Ion syndrome. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at for cover. This works well with the Danger Sense rule, and you should seriously consider taking this. Remember, Pathfinders only have courage 2, though. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Could be useful to keep your suppression tokens under control, although you do want some tokens for their Danger Sense ability. If you feel as if your Pathfinders are taking too much suppression, this can be great. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Aim tokens are always nice, and since your normal and long range configs are throwing white dice, rerolls are very useful. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Can be useful, but you may not want to be on standby too much with Pathfinders. There are better upgrades. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. While Pathfinders aren't terrible at melee, they're not great at it either, and should probably focus on ranged combat. ''Offensive Push'' (4 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. This works well with their '''Dauntless''' keyword. This should especially be added to this unit, if you've got the points. ''Situational Awareness'' (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Pathfinders won't be getting dodges too often, so this may be wasted. If you can get them dodges, then SA could find some use. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (5 pts.) - Prevents enemy units at range 1 from receiving orders. Could be fun for screwing with B1 and B2 Battle droids trying to make use of their Coordinate rule; otherwise, pretty situational, and there may be better options. ''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. Pathfinders may want the order you gave them. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Useful for keeping orders on the unit even when they're away from the commander, which is possible considering they have infiltrate. ''Long-Range Comlink'' (5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. Pathfinder's infiltrate means they may find good use out of this upgrade. '''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. Pathfinders need to manage their actions carefully and don't really have the luxury of using those actions to pretend to be General Veers. ''Emergency Stims'' (10 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'' (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Infiltrate will probably solve most issues with terrain that you may have. ''Grappling Hooks'' (1 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Infiltrate will probably solve most issues with terrain that you may have. ''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Works well with Infiltration to get your Pathfinders where you want them, and it's cheap. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. If you're able to reliably get aim tokens (the Hunter upgrade, being recommended), this will help with the white dice you roll on your attacks. ''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, although infiltrate does hinder it's usefulness. '''Armament Upgrade (x1 Slot)''' ''A-300 Short Range Config'' (0 pts.) - one red die per trooper at range 1-2. Essentially turns your A-300 into a hard hitting pistol. Recover to flip the card to the Long Range Config. ''A-300 Long Range Config'' (0 pts.) - one white die per trooper at range 1-4. Lose a white die to gain a bump in range. Recover to flip the card to the Short Range Config. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades (3 pts.)'' - Range 1 attack with 1 black die that ignores cover. The short ranged config on your A-300s is probably better. ''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die and critical surge. Exactly the same as your Short Range Config but with critical surge instead of normal surge. Could be useful in a pinch if you get stuck with your A-300s in Long Range configuration. Also may be useful if cover is being a problem. ''Impact Grenades'' (3 pts.) - Range 1 attack with 1 black die and Impact 1. Bistan is this units best hope of countering armor, and this gives a great bonus to that. Being in range to throw these, though, may be an issue. ''Smoke Grenades'' (2 pts.) - Spend an action to gain Smoke 1, which allows you to deploy a smoke token within range 1 and line of sight of your squad leader. Smoke tokens grant +1 Cover to all units whose unit leader is within range 1 of a token, includign enemy units. Since these guys infiltrate, there's a good chance they could be isolated away from the rest of your army, and a little extra cover couldn't hurt. Their actions need to be managed carefully, though, and spending an action on deploying smoke means you're skipping doing something else (especially once they become Suppressed and lose an action). ''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 as well. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Pathfinders are another solid shooting unit in an army that focuses heavily on good shooting. Think of those aforementioned Rebels in Rogue One, and how they fought, and that's how you should use these guys; Have them skulk ahead of your army, pin the enemy in place, and weather return fire while the rest of your army gets into position to help them out. They have three ways they can fire their guns. Their Default configuration, which fires 2 white dice at range 3, pretty brutal. The Long Range configuration, which hits like a wet noodle at 1 white at range 4, but allows you to harass enemies beyond their effective range (and add more damage to Bistan/Pao). Short range configuration fires a single Red dice at range 2, a very reliable attack. They also have some interesting abilities to help with defense. Pathfinders throw white defense dice with surge, like most of their Rebel compatriots. Additionally, they have the '''Danger Sense 3''' rule, which allows them to choose not to remove suppression tokens, and when defending against ranged attacks, they can roll extra defense dice equal to the number of suppression tokens they have, to a maximum of 3 extra dice. They also have '''Dauntless''', which allows them to make a free move when they're suppressed (but not panicked) if they take an extra suppression token, so they still function largely normally even when full of suppression tokens. Their Courage 2, however, means they can't go overboard with the suppression, so manage that carefully. While they're not terrible at melee, they're not great at it either, and they'll get slaughtered by enemy melee specialists. Lastly, they have the '''Infiltrate''' rule, which allows them to deploy almost anywhere on the battlefield. Pathfinders synergize rather well with Jyn Erso and Cassian Andor, who have similar abilities and Command Cards that work well with them; and when Jyn lends them her Courage 3, it'll help keep them in the fight. Like Erso, they have Infiltrate and can start out anywhere on the board as long as no enemy unit is within range 3 of them when they deploy. Deploy them first and they can be anywhere! Cassian can also have this if you sacrifice his Commander role to become an Operative. Very much worth remembering that they will always have access to two different blasters; The one on the configuration card and the baseline profile. You will probably only have use for the long range profile for a turn or two, but after that you will be using one of the others. Against armored targets you will be best using the rifle profile since you are fishing for critical hits. Bistan can be a massive help with this. </div></div> ====Wookie Warriors (Freedom Fighters)==== (69 pts.) Do you like tearing arms off things? So do these guys! it's a squad of Chewbaccas. This is the melee variant now that the new box is out. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' ''Bowcaster Wookiee'' (31 pts.) - gives you an extra wookiee carrying a weaker version of Chewbacca's bowcaster. It fires one red and white die at range 1-3, with Impact 1 and Pierce 1. Gives your squad a little ranged punch and can even ping a wound on enemy armor, as well. With it's dice and '''Peirce 1''' the best use of it its to put a wound on a target so you can trigger hunter when you make it to melee. Even the threat of letting Wookies catch a wounded character, is enough to force a more defensive play style. ''Battle Shield Wookiee'' (26 pts.) - Adds a Wookiee with a big combat shield into the unit. The card has two sides to it, Defensive and Offensive. The Defensive side gives you Armor 1 and two black dice, but it reduces your speed by 1. The Offensive side gives you two red dice and that's it. At the start of your activation you can flip the card. This is an exceptional choice for Wookiees inside an A-A5 Speeder Truck. Remember that heavy weapon guys always have the unit's base weapons, so he has the pistol as well. ''Long Gun Wookiee'' (26 pts.) - Practically useless for these guys, this Wookiee gives you a range 1-4 gun throwing 2 black dice with '''Suppressive'''. Can proc hunter like the Bowcaster but the Bowcaster is only five more points and much better. '''Training Upgrades (x2 Slots)''' ''Duck and Cover'' (2 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Wookiees are pretty easy to kill, so anything that can help keep them alive is welcome, and their Indomitable rule helps keep suppression under control. Pretty good. Even better now that it's 2 points. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Indomitable makes this not super necessary. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Very handy for when you finally get these guys into melee, assuming you manage to wound your target first. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Wookiees specialize in close quarters and melee combat; they generally shouldn't be on Standby. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. Another excellent choice as your Wookiees are fairly easy to wound and any melee boost is welcome. ''Offensive Push'' (4 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. This can especially help during the turn in which Wookies charge, because it'll make their already deadly melee even more terrifying. ''Situational Awareness'' (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. If your Wookies can get dodge tokens, then this is a great upgrade. If not, then this is largely wasted, obviously. '''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. How about...No! ''Emergency Stims'' (10 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. Kind of useful of Wookies, but it will make an already expensive unit even more expensive. ''Environmental Gear'' (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Wookiees already have the Scale keyword, making this pointless. ''Grappling Hooks'' (1 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Wookiees already have the Scale keyword, making this useless. ''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Gets you slightly closer to the thing you want to rip arms off of, and it's super cheap. A decent choice. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. If you've got Hunter or some other way of getting easy Aim tokens, this can be worth taking. But you probably don't want to be stopping your advance to have the Wookiees take an Aim action. There are better options. ''Ascension Cables'' (4 pts) - Until the end of your activation, you gain scale. They already have scale, though, so this is literally useless. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades (3 pts.)'' - Range 1 attack with 1 black die that ignores cover. Unless your target is in heavy cover, your pistols are probably better. Though you only need to have one Wookie throw one to give the whole pool ''Ignores cover''', effectively only giving up one white die. Still might not be worth it since, if you are in range, you probably should have charged. ''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die and critical surge. Not a bad choice for when you can't quite get a charge off. ''Impact Grenades'' (3 pts.) - Range 1 attack with 1 black die and Impact 1. These make tanks go boom. However, the small squad size of the Wookiees limits the damage potential. ''Smoke Grenades'' (2 pts.) - Spend an action to gain Smoke 1, which allows you to place a smoke token within range 1 and line of sight of the squad's 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. While this is handy for helping protect your totally unarmored Wookiees as they advance, it's probably better on a cheaper unit like Rebel troopers, and then let them lay down cover for the walking carpets. ''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 pistols, as well! </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Like Chewbacca, these guys should be considered a "glass cannon". Excluding characters, they are among the best melee units in the game. They throw 2 black dice per model with normal surge; and they have an ''OK'' pistol attack, with 1 black and 1 white at range 1-2. They are rather easy to kill; while they do have a high wound threshold of 3 per model, they also only throw white dice with no surge on defense. When they get hit, they are probably taking it. Thankfully they have Charge and scale which allows them to traverse terrain without difficulty. They also have the Indomitable rule, which allows them to roll red defense dice to Rally rather than white, giving them pretty good control over suppression. Now that they have '''Duelist''', they are proper CQC units that will tear apart anything. Make heavy use of Dodges and Cover to keep these guys alive and get them into melee as quickly as you can. Hunter and Tenacity are both great upgrades for them. Wookie Warriors are work well with equally as aggressive lists, to divide how much fire they may take. Luke, Sabine, Cassian, and Han are great commanders for them. Fleet Troopers, Tauntauns, and the speeder vehicles are great additions, as well. The A-A5 Speeder Truck was made for these guys. Transporting and healing all rolled into one. The new Battle Shield also gives them some extra survivability while increasing their melee punch. </div></div> ====Wookiee Warriors (Kashyyk Resistance)==== (72 pts.) Some pissed off Wookiees armed with Covenant Carbines from Halo 2. Awesome. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' ''Bowcaster Wookiee'' (31 pts.) - gives you an extra wookiee carrying a weaker version of Chewbacca's bowcaster. It fires one red and white die at range 1-3, with '''Impact 1''' and '''Pierce 1'''. Gives your squad a little ranged punch and can even ping a wound on enemy armor, as well. Matches the playstyle of these Wookiees more than the regular version. Use it to hug close to the enemy and blast anything with a red save. ''Battle Shield Wookiee'' (26 pts.) - Adds a Wookiee with a big combat shield into the unit. The card has two sides to it, Defensive and Offensive. The Defensive side gives you '''Armor 1''' and two black dice, but it reduces your speed by 1. The Offensive side gives you two red dice and that's it. At the start of your activation you can flip the card. Not as synergistic as it is with the more melee-oriented shag carpets, but still useable. Keep it on offense for mobility, then flip to defense to just turtle down and shoot. The shield bearer gets to use the same rifles as the others, so you get some additional firepower. ''Long Gun Wookiee'' (26 pts.) - Practically useless for these guys, this Wookiee gives you a range 1-4 gun throwing 2 black dice with '''Suppressive'''. Can proc hunter like the Bowcaster but the Bowcaster is only five more points and much better. '''Training Upgrades (x2 Slots)''' ''Duck and Cover'' (2 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Wookiees are pretty easy to kill, so anything that can help keep them alive is welcome, and their Indomitable rule helps keep suppression under control. Pretty good. Even better now that it's 2 points. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Indomitable makes this not super necessary. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Very handy for when you finally get these guys into melee, assuming you manage to wound your target first. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Wookiees specialize in close quarters and melee combat; they generally shouldn't be on Standby. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. Another excellent choice as your Wookiees are fairly easy to wound and any melee boost is welcome. ''Offensive Push'' (4 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. This can especially help during the turn in which Wookies charge, because it'll make their already deadly melee even more terrifying. ''Situational Awareness'' (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. If your Wookies can get dodge tokens, then this is a great upgrade. If not, then this is largely wasted, obviously. '''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. How about...No! ''Emergency Stims'' (10 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. Kind of useful of Wookies, but it will make an already expensive unit even more expensive. ''Environmental Gear'' (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Wookiees already have the Scale keyword, making this pointless. ''Grappling Hooks'' (1 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Wookiees already have the Scale keyword, making this useless. ''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Gets you slightly closer to the thing you want to rip arms off of, and it's super cheap. A decent choice. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. If you've got Hunter or some other way of getting easy Aim tokens, this can be worth taking. But you probably don't want to be stopping your advance to have the Wookiees take an Aim action. There are better options. ''Ascension Cables'' (4 pts) - Until the end of your activation, you gain scale. They already have scale, though, so this is literally useless. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades (3 pts.)'' - Range 1 attack with 1 black die that ignores cover. Unless your target is in heavy cover, your pistols are probably better. Though you only need to have one Wookie throw one to give the whole pool ''Ignores cover''', effectively only giving up one white die. Still might not be worth it since, if you are in range, you probably should have charged. ''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die and critical surge. Not a bad choice for when you can't quite get a charge off. ''Impact Grenades'' (3 pts.) - Range 1 attack with 1 black die and Impact 1. These make tanks go boom. However, the small squad size of the Wookiees limits the damage potential. ''Smoke Grenades'' (2 pts.) - Spend an action to gain Smoke 1, which allows you to place a smoke token within range 1 and line of sight of the squad's 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. While this is handy for helping protect your totally unarmored Wookiees as they advance, it's probably better on a cheaper unit like Rebel troopers, and then let them lay down cover for the walking carpets. ''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 pistols, as well! <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' '''Training Upgrades (x1 Slot)''' '''Comms Upgrades (x1 Slot)''' '''Grenade Upgrades (x1 Slot)''' </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Wookiee Warriors who trade their knife and pistol for a rifle. They can no longer charge, but have '''Sharpshooter 1''' to help against cover. Their shooting has been reduced to only 2 white dice but can now hit up to range 3 while their melee capability has dropped from 2 black to just 1 Black and 1 White. These wookiees are just kind of caught between two stools, which is why you don't see them all that often compared to the standard Wookiee Warriors (if at all). Their shooting is safer, but now their damage output is only about on-par with pathfinders and although their melee is still good, they can almost never get engaged with enemy units without charge and they can't even take high-value targets without the tried-and-tested Offensive Push + Duelist combo their ferocious brother's can pull off. Perhaps their one saving grace is better synergy with the bowcaster heavy weapon, as their guns match range with the bowcaster, giving you a precious source of '''Pierce 1''' to dish out at range 3. </div></div> ====Mandalorian Resistance==== (72 pts.) A squad of Mandalorian warriors fighting against the Empire. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' ''Beskad Duelist'' (28 pts.) - adds a mini with a 2 red melee attack, and the new '''Duelist''' rule. Duelist grants the unit Pierce 1 when they spend an Aim token in melee, and Immune: Pierce when they spend a dodge. A really nice upgrade that makes them an immense close quarters threat. ''Tristan Wren'' (38 pts.) - adds Tristan Wren as a mini with 2 wounds. He has a rifle that fires 2 black dice at range 1-3, with Lethal 1 (While attacking, spend up to 1 aim token to gain pierce 1) and suppressive. Suppressive means that, after you attack, the defender gains 1 suppression token (in addition to the one they would normally get). A really nice upgrade, but better on Clan Wren. ''Ursa Wren'' (38 pts.) - adds Ursa Wren as a mini with 2 wounds. She has a pistol that fires 1 white, 1 black, and 1 red at range 2 with Long Shot (While attacking, spend up to 1 aim token to increase this weapon's range by 1). She also has the Leader keyword, which makes her the Leader of the squad. A really nice upgrade, but still better used in Clan Wren. '''Armament Upgrades (x Slot)''' ''Jetpack Rockets'' (8 pts.) - each model can fire a rocket with range 3-4, 1 red each and '''Impact 1'''. The green X means it can only be used once per battle. It gives the Rebels a much needed and very powerful anti-tank attack. The long minimum means you can either open with this attack or wait until Tristan Wren is within range, to make a devastating single turn attack pool. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. They only have courage 2, and they will most likely be absorbing a good amount of shots. Not recommended. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Really nice, considering you really don't want to be stuck with a single action. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Generally good, especially with the Beskad Duelist. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. You won't want Mandos on standby. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded gain 1 red attack die. Not recommended without the Beskad Duelist. ''Offensive Push'' (4 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. Mandalorians will want to be on the move, especially considering their range, and this can especially be nice for the turn you charge into melee with a Beskad duelist squad. ''Situational Awareness'' (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Like with Sabine? Making Mandalorian durability even better? Need I say more. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (5 pts.) - Prevents enemy units at range 1 from receiving orders (unless it's a character issuing an order to himself). Not bad, especially with the Beskad. ''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. You'll probably want to keep the order, if it was given to them. ''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. Very meh, because you'll probably be running Mandos with commanders that can keep pace with them. '''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. Mandalorians won't want to be token generators. Pass. ''Emergency Stims'' (10 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, for those hard hitting ranged or melee hits. ''Environmental Gear'' (2 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. This isn't necessary, considering they have Jump 2. ''Grappling Hooks'' (1 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. ''This isn't necessary, considering they have Jump 2.'' ''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. Useful, but situational. Wouldn't recommend. ''Ascension Cables'' (4 pts) - Until the end of your activation, you gain scale. Mandalorians already have jump 2, but they may find ''some'' use out of this. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades'' (3 pts.) - Range 1 attack with 1 black die that ignores cover. Your shooting is good enough to where this isn't necessary. ''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die and critical surge. This isn't bad, but your shooting also kind of makes this unnecessary. ''Impact Grenades'' (3 pts.) - Range 1 attack with 1 black die and Impact 1. Again, this isn't too useful considering the tools you have access to. ''Smoke Grenades'' (2 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. This includes enemy troops. ''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 pistols, as well! </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Mandalorian Resistance and Clan Wren are the most durable unit Rebels have access to outside of Heroes or Operatives. They come with 1 health, 2 courage, and surge to hit/defend. This means they have a native 3+ save, with '''Impervious''' to top it all off (Impervious makes it so you roll additional defense dice to the value of pierce in the attacking pool). '''Nimble''' means they can recycle dodge tokens, to top it all off! Their shooting is 2 black dice at range 1-2, with a black and white die in melee. They're also speed 3 with '''Jump 2''', making them a terrifying mobile threat. Tristan Wren and Ursa Wren can improve this a bit, but they're generally better used in the Clan Wren strike team. Jetpack rockets are also just a nice addition that can cause decent damage to units at range. Equipping this squad with the Beskad Duelist makes it a great danger to most units. Even Jedi will struggle to hurt these warriors, as pierce can largely be ignored. Mandalorian Resistance is best used aggressively for this reason. Don't forget, as well, that they are troopers, so they can capture points. </div></div> ====Mandalorian Resistance, Clan Wren==== (34 pts.) Ursa and Tristan Wren join the fight to aid the Rebellion. This family reunion is going to be quite explosive, huh? <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x2 Slot)''' ''Tristan Wren'' (38 pts.) - adds Tristan Wren as a mini with 2 wounds. He has a rifle that fires 2 black dice at range 1-3, with Lethal 1 (While attacking, spend up to 1 aim token to gain pierce 1) and suppressive. Suppressive means that, after you attack, the defender gains 1 suppression token (in addition to the one they would normally get). You ''have'' to take him and Ursa Wren in this squad. ''Ursa Wren'' (38 pts.) - adds Ursa Wren as a mini with 2 wounds. She has a pistol that fires 1 white, 1 black, and 1 red at range 2 with Long Shot (While attacking, spend up to 1 aim token to increase this weapon's range by 1). She also has the Leader keyword, which makes her the Leader of the squad. You ''have'' to take her and Trsitan Wren in this squad. '''Armament Upgrades (x1 Slot)''' ''Jetpack Rockets'' (8 pts.) - each model can fire a rocket with range 3-4, 1 red each and '''Impact 1'''. The green X means it can only be used once per battle. It gives the Rebels a much needed and very powerful anti-tank attack. The long minimum means you can either open with this attack or wait until Tristan Wren is within range, to make a devastating single turn attack pool. Clan Wren, however, only gets 3 shots off. Best used when Tristan Wren is in range to use him weapon, to benefit from the pierce one and suppressive keywords. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. They only have courage 2, and they will most likely be absorbing a good amount of shots. Not recommended. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Really nice, considering you really don't want to be stuck with a single action. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Generally good. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. You won't want Clan Wren on standby. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded gain 1 red attack die. Not recommended, because you won't want Clan Wren in melee. ''Offensive Push'' (4 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. Like with normal Mandalorians, Clan Wren will want to stay on the move. This is almost literally free aim tokens, just waiting for you. ''Situational Awareness'' (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. ''Again.'' Mandalorian durability made better? Yes! '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (5 pts.) - Prevents enemy units at range 1 from receiving orders, unless it's a character issuing an order to himself. Clan wren won't want to be this close, generally, but can hold their own. Not recommended, but not useless. ''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. You'll probably want to keep the order, if it was given to them. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Clan Wren should be near Sabine all the time, so orders won't usually be a problem. Mild pass. ''Long-Range Comlink'' (5 pts.) - You always count as being within range of your commander. Very meh, because you'll be running them with Sabine. '''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. Clan Wren doesn't want to do a Leia impression. Hard pass. ''Emergency Stims'' (10 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, but Clan Wren will already end up costing a good bit. Maybe a bit much. ''Environmental Gear'' (2 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. This isn't necessary, considering they have Jump 2. ''Grappling Hooks'' (1 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. ''This isn't necessary, considering they have Jump 2.'' ''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. Useful, but situational. Wouldn't recommend, even with the free aim token from Sabine. ''Ascension Cables'' (4 pts) - Until the end of your activation, you gain scale. Clan Wren also has Jump 2, so this isn't too useful. It may see some niche use, but is overall not worth it. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades'' (3 pts.) - Range 1 attack with 1 black die that ignores cover. Your shooting is good enough to where this isn't necessary. ''Fragmentation Grenades'' (3 pts.) - Range 1 attack with 1 red die and critical surge. This isn't bad, but your shooting also kind of makes this unnecessary. ''Impact Grenades'' (3 pts.) - Range 1 attack with 1 black die and Impact 1. Again, this isn't too useful considering the tools you have access to. ''Smoke Grenades'' (2 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. This includes enemy troops. Not overly good or bad. This can easily boost an already very durable unit. ''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, as well! </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Mandalorian Resistance and Clan Wren are the most durable unit Rebels have access to outside of Heroes or Operatives. Clan Wren comes with 2 health, 2 courage, and surge to hit/defend, each. . This means they have a native 3+ save, with '''Impervious''', as well (Impervious makes it so you roll additional defense dice to the value of pierce in the attacking pool). '''Nimble''' means they can recycle dodge tokens, to top it all off! Clan Wren is so absurdly tough, you will likely see them panic off the table more often than seeing them wiped out Clan Wren specifically must take both Tristan and Ursa Wren, along with the normal mook, much like a Commando strike team. The mook has the same weapon profiles as a normal Mando, which is 2 black dice at range 1-2, with a black and white die in melee. They're also speed 3 with '''Jump 2''', making them a terrifying mobile threat. Jetpack rockets are also just a nice addition that can cause decent damage to units at range, especially once Tristan gets into range for his juicy keyword. Clan Wren will often want to be near Sabine Wren, due to their '''Retinue: Sabine Wren''' keyword. This means that, so long as they're within range 1-2 of Sabine, they can gain either a dodge or aim token. This can be very handy for, say, Tristan's keywords. This is a must have staple if you are taking Sabine Wren. </div></div>
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