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====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>
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