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====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>
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