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====Mandalorian Resistance, Clan Wren==== (34 pts.) Ursa and Tristan Wren join the fight to aid the Rebellion. This family reunion is going to be quite explosive, huh? <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Heavy Weapon Upgrades (x2 Slot)''' ''Tristan Wren'' (38 pts.) - adds Tristan Wren as a mini with 2 wounds. He has a rifle that fires 2 black dice at range 1-3, with Lethal 1 (While attacking, spend up to 1 aim token to gain pierce 1) and suppressive. Suppressive means that, after you attack, the defender gains 1 suppression token (in addition to the one they would normally get). You ''have'' to take him and Ursa Wren in this squad. ''Ursa Wren'' (38 pts.) - adds Ursa Wren as a mini with 2 wounds. She has a pistol that fires 1 white, 1 black, and 1 red at range 2 with Long Shot (While attacking, spend up to 1 aim token to increase this weapon's range by 1). She also has the Leader keyword, which makes her the Leader of the squad. You ''have'' to take her and Trsitan Wren in this squad. '''Armament Upgrades (x1 Slot)''' ''Jetpack Rockets'' (8 pts.) - each model can fire a rocket with range 3-4, 1 red each and '''Impact 1'''. The green X means it can only be used once per battle. It gives the Rebels a much needed and very powerful anti-tank attack. The long minimum means you can either open with this attack or wait until Tristan Wren is within range, to make a devastating single turn attack pool. Clan Wren, however, only gets 3 shots off. Best used when Tristan Wren is in range to use him weapon, to benefit from the pierce one and suppressive keywords. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. They only have courage 2, and they will most likely be absorbing a good amount of shots. Not recommended. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Really nice, considering you really don't want to be stuck with a single action. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Generally good. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. You won't want Clan Wren on standby. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded gain 1 red attack die. Not recommended, because you won't want Clan Wren in melee. ''Offensive Push'' (4 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. Like with normal Mandalorians, Clan Wren will want to stay on the move. This is almost literally free aim tokens, just waiting for you. ''Situational Awareness'' (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. ''Again.'' Mandalorian durability made better? Yes! '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (5 pts.) - Prevents enemy units at range 1 from receiving orders, unless it's a character issuing an order to himself. Clan wren won't want to be this close, generally, but can hold their own. Not recommended, but not useless. ''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. You'll probably want to keep the order, if it was given to them. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Clan Wren should be near Sabine all the time, so orders won't usually be a problem. Mild pass. ''Long-Range Comlink'' (5 pts.) - You always count as being within range of your commander. Very meh, because you'll be running them with Sabine. '''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. Clan Wren doesn't want to do a Leia impression. Hard pass. ''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. Could be useful, but Clan Wren will already end up costing a good bit. Maybe a bit much. ''Environmental Gear'' (2 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. This isn't necessary, considering they have Jump 2. ''Grappling Hooks'' (1 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. ''This isn't necessary, considering they have Jump 2.'' ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. Generally good. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Useful, but situational. Wouldn't recommend, even with the free aim token from Sabine. ''Ascension Cables'' (4 pts) - Until the end of your activation, you gain scale. Clan Wren also has Jump 2, so this isn't too useful. It may see some niche use, but is overall not worth it. '''Grenade Upgrades (x1 Slot)''' ''Concussion Grenades'' (3 pts.) - Range 1 attack with 1 black die that ignores cover. Your shooting is good enough to where this isn't necessary. ''Fragmentation Grenades'' (3 pts.) - Range 1 attack with 1 red die and critical surge. This isn't bad, but your shooting also kind of makes this unnecessary. ''Impact Grenades'' (3 pts.) - Range 1 attack with 1 black die and Impact 1. Again, this isn't too useful considering the tools you have access to. ''Smoke Grenades'' (2 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. This includes enemy troops. Not overly good or bad. This can easily boost an already very durable unit. ''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"> Mandalorian Resistance and Clan Wren are the most durable unit Rebels have access to outside of Heroes or Operatives. Clan Wren comes with 2 health, 2 courage, and surge to hit/defend, each. . This means they have a native 3+ save, with '''Impervious''', as well (Impervious makes it so you roll additional defense dice to the value of pierce in the attacking pool). '''Nimble''' means they can recycle dodge tokens, to top it all off! Clan Wren is so absurdly tough, you will likely see them panic off the table more often than seeing them wiped out Clan Wren specifically must take both Tristan and Ursa Wren, along with the normal mook, much like a Commando strike team. The mook has the same weapon profiles as a normal Mando, which is 2 black dice at range 1-2, with a black and white die in melee. They're also speed 3 with '''Jump 2''', making them a terrifying mobile threat. Jetpack rockets are also just a nice addition that can cause decent damage to units at range, especially once Tristan gets into range for his juicy keyword. Clan Wren will often want to be near Sabine Wren, due to their '''Retinue: Sabine Wren''' keyword. This means that, so long as they're within range 1-2 of Sabine, they can gain either a dodge or aim token. This can be very handy for, say, Tristan's keywords. This is a must have staple if you are taking Sabine Wren. </div></div>
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