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===Support=== 0-3 Selections Light vehicles, Artillery, and Beasts ====74-Z Speeder Bikes==== These guys are your typical hit and run type squad, being able to dodge incoming fire while dishing out a respectable amount back. With 1 White, Black & Red dice each these guys can make rebel infantry squads cry. With "Cover 1" you can improve your cover by 1, not bad. "Speeder 1" allows you to ignore terrain at height 1 and if activated you can make a compulsory movement, again not bad. Speeder Bikes are incredible at getting around the board, with the best movement speed in the game and the ability to move three times. However being 90 points does make them slightly less awesome. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (15 pts.) - Prevents enemy units at range 1 from receiving orders. <s>''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.</s>Per the 1.6 version of the rules, vehicles cannot take this. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. ''Linked Targeting Array'' (5 pts.) - Gain '''Target 1''', allowing you to get a free aim token when the equipped unit is issued an order. ''Long-Range Comlink'' (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Write to your heart's content! </div></div> ====Dewback Rider==== They ride sand lizards. They have Taser sticks. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not a great option considering you'll probably want to use the Dewback's "Spur" ability. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. A really good choice considering you'll probably want to use the "Spur" ability often. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Rerolls are nice, and if you're not taking Endurance or Tenacity, this is a solid runner-up choice. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. You want to move and attack, not sit still on standby. Hard pass. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. The Dewback's a good melee unit and will probably take some fire before engaging. Another solid choice. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (15 pts., drops to 5 pts. in the Rules Errata) - Prevents enemy units at range 1 from receiving orders. Might be useful if this guy actually gets to the enemy lines (which it wants to do, but it's slow). ''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. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Can be useful to ensure it gets an order when you want it. ''Long-Range Comlink'' (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. '''Armament Upgrade (x1 Slot)''' ''CR-24 Flame Rifle'' (20 pts.) - range 1 throwing 1 black, 1 white with Blast (ignore cover) and Spray (adds 1 black and 1 white to the attack pool for every model in the target unit). Very short range but pretty deadly if you can pull it off. ''T-21 Blaster Rifle'' (10 pts.) - Range 1-3 throwing 4 white with Critical 2. Highly inaccurate but it's a lot of dice and good chance of critical hit when it does hit. Bear in mind also that the Dewback has surge to normal hit by standard. ''RT-97C Blaster Rifle'' (15 pts.) - Range 1-4 throwing 1 red and 3 white. Very similar to the T-21 but longer range and one red die for a better chance of getting at least one hit. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> The standard Dewback is a tough but slow melee unit. Defensively, it has Courage 2, throws red dice without surge, and has Armor 1 to automatically block one incoming attack. Offensively, it throws six dice in melee only, 3 red and 3 white with suppressive and critical 2. The Dewback can be upgraded with shooting attacks, and it's got Relentless so it offers a little extra firepower while it advances towards melee. It has a slotted base so it's bound by the vehicle movement rules, although it has Unhindered and Reposition to help it a little; and while it moves super slow like Vader and Palpatine, it has the Spur rule that allows it to increase its speed by 1 at the cost of also gaining a Suppression token. </div></div> ====E-Web Heavy Blaster Team==== For 55 points these bad boys can put out an impressive amount of firepower with the E-Web Heavy Blaster and depending on how you upgrade them, they can either suit anti-infantry or vehicle. With 2 white, 2 black & 1 red dice attacks base, range 1-3 and Sentinel (Standby range increased to 3). It's Cumbersome and Fixed: Front, but has Pivot and Reposition, so in the off chance that you do need to move (in which case you can't fire the main gun- but can fire the crew's E-11 blasters), you're more likely to get where you're trying to go. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (15 pts., cut to 5 pts. by Rules Errata) - Prevents enemy units at range 1 from receiving orders. You should never be in range to actually use this. <s>''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. Situational, but probably not all that useful.</S> Per the 1.6 version of the rules, emplacement troopers can no longer take this. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. This could be useful so you can ensure it fires when you want at least once per battle. ''Long-Range Comlink'' (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. '''Generator Upgrades (x1 Slot)''' ''Barrage Generator'' (10 pts.) - Exhaust this card to add 2 white dice and '''Suppressive''' to your attack. A vital component of an Empire army dedicated to dishing out mass suppression tokens alongside other things like Palpatine's lightning, Darth Vader's "Master of Evil" command, the Fear power, and mortars. ''Overcharged Generator'' (10 pts.) - Exhaust this card to add 1 black die and '''Impact 1''' to your attack. If you're looking to kill enemy tanks, this can be helpful. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> *'''Anti-Infantry''' The low cost of 10 points will give them "Barrage Generator", add 2 white dice and Suppressive to the attack pool, take a couple of these and watch your rebel scum friend cry as you make his units useless. *'''Anti-Vehicle''' For the same amount of points you can kit them out with "Overcharged Generator", adding 1 black die and giving them Impact 1 in their attack pool. Particularly useful against AT-RT'S which are relatively weak </div></div>
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