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====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>
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