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====Imperial Special Forces==== Another elite spec ops squad for the Empire, super sneaky squad rocking '''Infiltrate''', '''Marksman''' and, '''Reliable 1'''. With Surge to hit whilst attacking and courage 2, it is your typical special forces: shooting or punching with 1 black dice each. There's also the unique Inferno Squad, which is a single two wound guy who must be accompanied by Del and Gideon (see heavy weapon upgrades, below), and he comes with 2 black dice when shooting and '''Retinue: Iden Versio''' (they get a free Aim or Dodge token when they start the activation phase near Iden). <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x1 Slot)''' ''Gideon Hask'' (38 pts. errata'ed to 29) - Unique. Can also be taken by any corps unit. Adds 2 Wounds and 1 Courage to the unit he joins, and he comes with the '''Coordinate: Corps Trooper''' and the '''Leader''' rule, making him the new squad leader. Also has a range 1-3 attack doing 2 red dice. If you're not taking Inferno squad, he's probably best taken in Snowtroopers or Stormtroopers so you can get maximum use of his Coordinate (his Coordinate combines with the Shoretrooper Coordinate, meaning you have to choose which one to use each turn- you don't get to do both). ''Del Meeko'' (38 pts. errata'ed to 25) - Unique. Can be taken by a corps unit. Adds 2 Wounds to the unit he joins, and he comes with '''Repair 2: Capacity 1''', '''High Velocity''' and '''Lethal 1''' (spend an aim to gain '''Pierce 1'''). Del has a range of 1-5 with 2 black dice. You're basically getting a decent sniper with a random ability to fix vehicles once per game. The lethal is just one more thing that needs to eat Aim tokens, so he too might be better off in a Corps unit (especially Snow or Storm so he still has offensive surge on those black dice) unless you're taking Inferno squad. ''T-21 Special Forces Trooper'' (29 pts. errata'ed to 27) - adds an extra body with a T-21 blaster that does 4 white at range 1-3 with '''Critical 2'''. Not a bad choice if you're not shelling out the points for Del or Gideon; of course, it's the only way to get an extra body in your squad aside from Del and Gideon. The white dice aren't great but Critical 2 is quite handy. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not terrible but where these guys have Infiltrate, it's probably smarter to just deploy in heavy cover. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Not bad, although Courage 2 means suppression isn't that big of an issue for them. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. If you want them hunting characters or tauntauns, a good choice for free aims to use with Marksman. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. It's not bad but ideally these guys don't want to be on Standby. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded gain 1 red attack die. These aren't really a melee unit. Pass. '''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). Probably not all that useful considering they're a shooting-oriented unit. ''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 are receiving an order, you probably want them to keep it... ''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. errata'ed to 5 pts.) - You always count as being within range of your commander. If you're going to lean on Infiltrate and deploy far from your commander, not a bad option. '''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 all that useful since you want them aiming/shooting, not spending an action giving an aim to someone else. ''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. These guys are at their best sitting in heavy cover and blasting fools, so... maybe have it just in case you want to make a last minute objective grab? ''Grappling Hooks'' (3 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. If climbing is your thing, go for it. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. You have infiltrate, but if there's a juicy piece of heavy cover nearby that you couldn't infiltrate into, this can help. ''Targeting Scopes'' (6 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Not terrible considering they are a shooty unit but you also want to use aim tokens for Marksman so you wouldn't be using it then. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades'' (5 pts.) - Range 1 attack with 1 black die that ignores cover. Not terrible but you generally don't want to be close enough to use them. ''Fragmentation Grenades'' (5 pts.) - Range 1 attack with 1 red die and critical surge. See concussion grenades above. ''Impact Grenades'' (5 pts.) - Range 1 attack with 1 black die and Impact 1. If they somehow get close to a non-flying armored vehicle, sure. But how often is that going to happen? ''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). </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> These guys are the Empire's analog to Rebel Pathfinders. They excel at using infiltrate to start out in a good defensive position, and then just sitting there blasting at enemies and not dying easily. They're slightly cheaper than Death Troopers (including T-21 they're 95 points to the 106 for DLT-19D Death Troopers) and are slightly worse for it- but you're getting a little more flexibility out of the ISF. The ISF also work nicely with Iden, especially Inferno Squad- they love her 3-pip command in particular. So if you're running Iden, consider fielding at least one squad of ISF/Inferno squad. </div></div>
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