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===Heavy=== 0-2 Selections The <b>other</b> big units to build the rest of the your army around. ====[[All_Terrain_Soup|AT-ST]]==== At <s>195</s> 155 points the AT-ST is almost as costly as Vader but is worth every point. For starters its main ranged attack gives two of each die in the front arc with Impact 3, while Arsenal 2 lets it use two of its equipped weapons; General Weiss ups this to Arsenal 4, letting a single fully-equipped AT-ST fire all 4 or its weapons: Twin Blaster Cannons for general offense, grenade launchers for up-close enemies in cover, twin light blasters to support the cannons, and a mortar launcher to punish any backfield units, for 10 points extra this is arguably an auto-include if you want to dish out the ranged attacks. With 11 wounds and Armor, your opponent will struggle to deal with it, even if you kit it as a close-range walker without Weiss and the mortar launcher. Take 2 with General Veers and keep them in the backfield to pepper your opponent with double-aimed blaster cannons, or focus down their commander: firing twice with 3 white dice with 4 rerolls can put wounds on Leia or Luke before they can start causing problems, and can also be used to spam suppression. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Pilot Upgrades (x1 Slot)''' ''General Weiss'' (10 pts. errata'ed to 5 pts) - Unique; gain '''Arsenal 2''' as a free action (errata removed Exhaust). Stacks with your existing Arsenal 2 for '''Arsenal 4'''. Useful if you take all of the weapons available to the AT-ST and want to fire ''ALL'' of them. 10/27/21 errata also added the '''Field Commander''' keyword, which allows it to use generic command cards as though it were a commander, among other things. The errata was kind to the poor general, and he's now a solid choice, especially if you shell out for all the weapons upgrades. Note that because it costs a free action to gain his Arsenal 2, using him can trigger things like Standby or Detonate before you can actually fire. Just puttin' that out there. ''Imperial Hammers Elite Armor Pilot'' (10 pts.) - gain offensive surge. This has been pretty much a "must have" since it was first released. ''First Sergeant Arbmab'' (5 pts.) - Unique; gain '''Tactical 1''', which gives a free aim token when you move. Also a pretty good choice, especially if you don't have the points for the Hammers. ''Governor Pryce'' (10 pts, errata'ed to 5 pts.) - Unique; you get '''Field Commander''' (see General Weiss, above) and as a free action each turn can give a friendly unit within range 1-2 an aim and a suppression. Not a bad choice, although she arguably fits better on a GAVw. '''Hardpoint Upgrades (x3 Slots)''' ''88 Twin Light Blaster Cannon'' (20 pts. errata'ed to 10 pts.) - adds an extra gun throwing 1 red, 1 black, 1 white with Impact 1 and Fixed: Front. You want this. It stacks beautifully with the main gun, although its range is slightly shorter. ''AT-ST Mortar Launcher'' (10 pts. errata'ed to 5 pts.) - adds an extra gun throwing 3 white dice with '''Suppressive''' and '''Fixed: Front'''. Extremely long range though (Range 4+) means that later in the game it may be tricky to fire. But the low cost, suppressive, and long range means it'll be pretty useful in the early game- plus you can always split fire if necessary. If you're taking General Weiss, you're taking this. ''DS-3 Concussion Grenade Launcher'' (15 pts. errata'ed to 8 pts.) - adds an extra gun throwing two black dice with Blast (ignore cover) and Range 1-2. When you get up close and don't want to deal with Emperor's enemies hiding behind cover, this is your remedy. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (15 pts. errata'ed to 5 pts.) - Prevents enemy units at range 1 from receiving orders. Meh. This is gunboat and wants to blast stuff from range. ''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 this guy's getting an order, you probably want it to keep it. Pass. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. A solid choice, and if you have Veers's 3-pip, you can use it twice! ''Linked Targeting Array'' (5 pts.) - Gain '''Target 1''', allowing you to get a free aim token when the equipped unit is issued an order. Not a bad choice although it can sometimes be difficult to get an order onto it (unless you go with Veers and/or the basic commands). ''Long-Range Comlink'' (10 pts. errata'ed to 5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields; it also doesn't help with how most command cards don't allow you to order vehicles. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> It's [[Dreadnought|a walking tank covered in guns]]. And it looks cool. What more do you want? *'''Alternative take''': Wow this thing becomes a blaster magnet, chances are your opponent knows how good this thing is and they'll try and take it out before you can take those guns for a spin. </div></div> ====TX-225 GAVw Occupier Combat Assault Tank==== A land raider designed by a nearsighted remembrance a hundred years after the last time they saw one. This unit is more than a little of an unusual one. Your weak points are your side arcs not your rear like the AT-ST, meaning that your enemies can over flank you if they aren't careful. <s>Forty points</s> 15 points (thanks 10/27/21 errata) less than an AT-ST gives you three fewer wounds and all of your base weapons are front facing with the lighter anti-infantry gun being half the range of the other(s) The good news is that you can put a lot of <span style='color:red> red </span> dice on targets. It can also transport a whole unit of your choice. You also get red defense dice, which an AT-ST doesn't, so hits that get through your Armor are less likely to stick. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Pilot Upgrades (x1 Slot)''' ''General Weiss'' (10 pts. errata'ed to 5 pts.) - Unique. <s>exhaust</s> Free action to gain '''Arsenal 2'''. Stacks with your existing Arsenal 2 for Arsenal 4. Somewhat overkill as the most guns you can have is 3... but the 10/27/21 errata also added the '''Field Commander''' keyword, which allows the tank to act as your commander when using non-character specific command cards like Ambush, and allows it to actually be a commander if you don't field one. Not a terrible choice and opens up interesting new options for your army, although Governor Pryce (see below) may be the better option. Note that using a free action to gain his Arsenal 2 can be used to trigger Standby or Detonate- not a huge deal but worth remembering. ''Imperial Hammers Elite Armor Pilot'' (10 pts.) - Unique. Gain offensive critical surge. A good choice since you don't have surge. Those red dice are now hitting almost 90% of the time and the black dice jump from 50% to 63%. Not bad. ''Governor Pryce'' (10 pts. errata'ed to 5 pts.) - Unique. Gain '''Field Commander''' (see General Weiss, above) and as a free action a friendly trooper unit within range 1-2 (or being transported) gets a free Aim and a suppression. This is not a bad choice, especially if you're transporting an E-Web. ''First Sergeant Arbmab'' (5 pts.) - gain '''Tactical 1''', which gives free aim tokens after each move. Aims are never a bad choice. '''Hardpoint Upgrades (x1 Slot)''' ''DLT-19 Rifle Pintle'' (18 pts.) - adds a gun with range 1-4, doing 2 red with '''Impact 1'''. A nice anti-tank gun to stack with your main gun, but less useful if your opponent didn't field any tanks. Still, it's long range with red dice, so it's worth considering. ''RT-97C Rifle Pintle'' (14 pts.) adds a gun with range 1-4, doing 1 red and 3 white. Basically cheap extra dice to add to whatever else you're attacking with. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (15 pts. errata'ed to 5 pts.) - Prevents enemy units at range 1 from receiving orders. You probably don't want the tank close enough for this to be useful. ''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 this tank is actually getting an order somehow, you probably want it to keep it. Pass. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Always a decent choice. ''Linked Targeting Array'' (5 pts.) - Gain '''Target 1''', allowing you to get a free aim token when the equipped unit is issued an order. If you can find a way to reliably get orders to this thing, it could be very useful. But Arbmab (see Pilot upgrades, above) might be a better choice. ''Long-Range Comlink'' (10 pts. errata'ed to 5 pts.) - You always count as being within range of your commander. Probably not going to be useful most of the time. Pass. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> With reposition and pivot, this tank can be surprisingly agile. If you need a quick flank for next turn, move this bad boi twice and then use your free <s>360Β°</s> (<i>You only get a 360Β° pivot with Full Pivot</i>) 90Β° pivot to quickly get behind enemy lines and flank the rebel scum. Also good for quick getaways if you find your leader in a tough spot. And don't forget, even though you may have less wounds than an ATST, you do get to roll red for defense instead of white, which will most likely make up for having less wounds. This model also seems quite slow with Speed-1, but it's large base size improves its speed significantly. However, the size of the base can also make this model hard to maneuver, so beware of getting stuck. With the rules update in November 2020, this thing got a boost. It can transport an emplacement trooper unit, notably an E-Web. The E-Web can fire out of the tank while ignoring its own ''Fixed: Front'', and can be shot at, but it also gets heavy cover. If you're familiar with the military term "[https://en.wikipedia.org/wiki/Technical_(vehicle) technical]", the Empire can now do that. And it's kinda good. </div></div> ====LAAT/le Patrol Transport==== It's basically a TIE Blackhawk helicopter. It costs 105 pts. (errata'ed down from its original 120) base, and comes with a slew of keywords. It has '''Armor''', '''Arsenal 2''', '''Cover 1''', '''Hover: Air 2''', '''Immune to Blast, Melee, and Range 1 weapons''', and it's a '''Transport 1: Closed'''. So it's an armored helicopter that is hard to kill and can fire two weapons. It has 8 wounds with a 6 resilience, throwing white, surging dice on defense. For offense, it has twin laser cannons that fire a red and three black at range 1-3 with '''Fixed: Front'''. And it has movement 2 with a rather large base to zip around the table speedily. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Pilot Upgrades (x1 Slot)''' ''Baron Rudor'' (12 pts. errata'ed to 8 pts) - Unique; you gain Marksman. After you recover, gain an Aim token. It's not terrible, considering you can take Ordnance weapons and can do recover actions to gain an aim and ready the ordnance. Worth considering if you want to use the LAAT primarily as a gunship. ''Imperial TIE Pilot'' (8 pts.) - increase your speed by 1. Now the thing is even faster. Especially worth considering if you are using the LAAT as a bus to airdrop Vader or Palps right into combat. ''Governor Pryce'' (10 pts, errata'ed to 5 pts.) - Unique; you get '''Field Commander''' (allows the vehicle to issue orders like a generic commander, and BE a commander if you choose not to field one), and as a free action each turn can give a friendly unit within range 1-2 an aim and a suppression. Not a bad choice especially if you're actually transporting something. <b>Ordnance Upgrades (x1 slot)</B> ''Armor Piercing Shells'' (10 pts.) - exhaust to do an attack with range 2-3 dealing one red and two black. It also has '''Fixed: Front''', '''Impact 3''', and '''Cycle''' (at the end of an activation where you did not use the card, you may ready it). Good for when you really want an enemy tank dead. This is arguably the best choice, as its range corresponds with the main gun, and it makes the thing useful for taking down vehicles. ''High Energy Shells'' (8 pts.) - Exhaust to make an attack with '''Cycle''', '''Critical 1''', '''High Velocity''', and '''Fixed: Front'''. This is at range 2-4, throwing 1 white and 2 red dice. It's your go-to when a Jedi/Sith, or anyone relying on Dodge tokens, needs to be deleted ''now''. Just remember to fire other guns elsewhere because high Velocity only works if all weapons in the attack pool have it. Also a good choice for some reliable hits, although it outranges your built-in main gun, and you lose the High Velocity if you fire them at the same target. ''Bunker Buster Shells'' (12 pts) - Exhaust to fire an attack with '''Cycle''', '''Blast''', '''Scatter''', and Fixed: Front. Range 1-2, 1 black and 3 white dice. Your ''interesting'' option. Pulling an infantry squad into the open has some neat ideas behind it, but white dice will generally limit the damage output. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (15 pts. errata'ed to 5 pts.) - Prevents enemy units at range 1 from receiving orders. Not likely to be all that useful unless you just want to drop off Vader/Palps and then don't have a plan for the LAAT afterward. ''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 this is getting an order, you probably want it to keep it. Pass. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. A solid choice, and if you have Veers's 3-pip, you can use it twice! ''Linked Targeting Array'' (5 pts.) - Gain '''Target 1''', allowing you to get a free aim token when the equipped unit is issued an order. Not a bad choice although it can sometimes be difficult to get an order onto it (unless you go with Veers and/or the basic commands). ''Long-Range Comlink'' (10 pts. errata'ed to 5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields; it also doesn't help with how most command cards don't allow you to order vehicles. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> As mentioned above, it's basically an armored helicopter. Its firepower is not impressive (although it can be upgraded to be slightly impressive), but it can safely transport your close-ranged units like Vader, Palpatine, IRG, or even Scout troopers right into the beating heart of the enemy so that they can tear it out. </div></div>
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