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====[[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>
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