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==='''Support'''=== 0-3 Selections Light vehicles and Beasts ====1.4 FD Laser Cannon Team==== (70 pts.) The big dish-shaped laser cannon from the Rebel base on Hoth during ''The Empire Strikes Back''. At least they get good television! <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (5 pts.) - Prevents enemy units at range 1 from receiving orders. This...This unit can't move. Who thought putting a Jammer on a turret was a good idea? ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Not a terrible choice, it ensures you can get an order token on this when you most 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. Though your immobile nature means that you are more likely to be out paced by your leaders. '''Generator Upgrade (x1 Slot)''' ''Barrage Generator'' (3 pts.) - Exhaust this card to add 2 white dice and '''Suppressive''' to your attack with a weapon that has '''Fixed'''. Makes the gun a little more useful for shooting at infantry. The two white dice is nice for the greater attack potential, and suppressive is great. ''Overcharged Generator'' (3 pts.) - Exhaust this card to add 1 black die and '''Impact 1''' to your attack with a weapon that has '''Fixed'''. Takes a gun that's good against tanks and makes it even better. 6 black dice with Impact 3 is nothing to sneeze at. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> It's an immobile heavy cannon that specializes at blasting apart enemy tanks, but is still capable of destroying enemy infantry as well. It's only got 6 wounds and white defense dice with surge for defensive properties, so it's certainly not invincible. It also has only Courage 2, and if it panics, rather than fleeing (since it's '''stationary''') it simply does nothing for its activation. So if it starts taking fire, make sure you have a way of keeping it firing. It has range 5, though, so take advantage of this to do heavy damage to enemy armor or high value troops before they are in range to shoot back. The FD turret has 5 black dice native, with surge to hit and '''impact 2''', meaning they can threaten most units. This rolls an average of 3 hits per shot and 2 against armor, while being outside the range of everything but snipers. It has a hard time pushing through cover on its own but it can still reliably suppress targets. It also has a 4 white dice secondary weapon, but its basically useless, as pivot firing is a better emergency option. '''Sentinel''' grants improved standby range, which is situational but nice to have. The barrage generator is a better choice against infantry, because '''suppressive''' is pretty powerful and hard to come by in the rebel army and 2 white adds 0.75 damage. The Overcharged generator is more situational but will allow you to whack armor. It only adds an additional 0.625 damage, but '''impact 3''' hurts. They are also emplacement troopers, so they benefit from the coordinate ability of Rebel Veterans. For 70 points you get a great side-grade to the AT-RT that can have some major synergy with one of your troop choices! '''Stationary''' makes them much more situational than the AT-RT or taun-taun, so if you are taking more than one you will need a point bid to choose good objectives to maximize their area denial capabilities. If you can get an objective within its range, they can deny it to the enemy and just cause suppression and scratch damage if they dare stand in its arc. It should be noted that during the Rapid Reinforcements condition card, the FD turret can be infiltrated. Generally, this may not be the best choice. It can be funny, though! </div></div> ====[[All_Terrain_Soup|AT-RT]]==== (55 pts.) Ironstriders, basically. These are your standard heavy cavalry, and nothing says janky rebel underdogs than using 20 year old clone war surplus to fight for freedom. It's been one of the most balanced units in the game, as well! <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Hardpoint Upgrade (x1 Slot)''' ''AT-RT Laser Cannon'' (10 pts.) - range 2-4 firing one red and two black with '''Fixed: Front''' and '''Impact 3'''. A pretty good anti-tank gun, although the minimum range means you need to make sure you keep your distance. Still, if your opponent brought armor, this should do a decent job of plugging holes in it. ''AT-RT Rotary Blaster'' (20 pts.) - range 1-3 firing five black dice and with '''Fixed: Front'''. A great All-rounder with good damage and good range. With the built-in critical surge of the AT-RT, it can be quite mean against armor, too. Take it if you want a middle-ground between the flamer and the laser. ''AT-RT Flame Thrower'' (20 pts.) - range 1 firing two black with '''Fixed: Front''', '''Blast''' (ignore cover), and '''Spray''' (add its attack value to the pool once for every visible model in the target unit). Pretty brutal flame thrower attack if you can get close enough to use it, it will delete horde units like B1s in a single attack. '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (5 pts.) - Prevents enemy units at range 1 from receiving orders. Not that great if you plan to take the Rotary Blaster or Laser Cannon. Could be useful to screw with Confederacy B1 droids daisy chaining orders while you're roasting them with the flame thrower, though! ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself A solid choice to ensure it gets an order even though the Command card you're using is troopers only. ''Long-Range Comlink'' (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. If you want an AT-RT to get an order, your commander is probably in range. ''Linked Targeting Array'' (5 pts.) - Gives you a free Aim token when the unit is issued an order. Aim tokens are always nice to have, especially with the gobs of black dice this walker can throw. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> This is a strange little gun platform. It's got three guns to choose from and they're all pretty good at doing what they do. Roasting enemies, blasting tanks, or chewing infantry, for 75 points (assuming no Comms upgrade is taken). It's pretty good in melee too, throwing three red dice as it rakes people with its foot claws. It's actually pretty sturdy as well, is has '''Armor''' and 6 wounds, but the 6+ save (white dice without surge) on defense isn't very impressive. Even so, anything other than impact weapons has only a 1/8 chance to hit. It can climb terrain without penalty, so use that to your advantage, and use terrain to block incoming fire. So basically pick a role for it! Long range anti-tank platform, medium range anti-infantry or light vehicle mulcher, or brutal short range anti-infantry shredder. Upgrade it with the appropriate hard point, and send it out to do just that. It should be noted that the guy piloting the AT-RT has a rifle, with 2 white dice at range 1-3. You should rarely, if ever, be using this weapon, though, unless you've taken the Flamer hardpoint. Taking naked AT-RTs is actually a viable strategy, considering they're a durable platform with 3 red dice in melee. Laugh, as one back kicks General Grievous to death! Also keep in mind, in general, that AT-RTs give cover to trooper units behind them. They are generally good to have and are cheap enough to not hinder list building. The laser cannon also took a massive point cut to just 10pts, so you can take it as a budget option. </div></div> ====Tauntaun Riders==== (95 pts.) Cold weather, fast attack. Where RTs are your heavy cavalry, these are your light cavalry. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Can be useful, along with Agile, in helping keep your Tauntauns alive as they charge forward. However, keep in mind that they do only have courage 2. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Also potentially useful as they only have Courage 2 and you want to keep them moving. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Rerolls are generally nice, and fits the aggressive playstyle that Tauntauns encourage. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Not a good option, as they guys want to be moving and attacking, not standing still. Plus their guns are only range 2. Hard pass. ''Tenacity'' (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. Very attractive option, as Tauntauns have amazing melee capabilities. Highly recommended, unless other upgrades appeal to you more. ''Offensive Push'' (4 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. Tauntauns with what are effectively free aim tokens? Sounds amazing, but isn't. You're attacks are consistent enough, as is, and other upgrades are better. ''Situational Awareness'' (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This is how you make Tauntauns even more annoying to deal with! '''Comms Upgrades (x1 Slot)''' ''Comms Jammer'' (5 pts.) - Prevents enemy units at range 1 from receiving orders. Tauntauns are an extremely aggressive unit, so this is a really nice addition. ''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. Tauntauns want any orders you give them. ''HQ Uplink'' (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Ensures at least once per battle you'll get these guys an order when you need them to. ''Long-Range Comlink'' (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. Not bad, but not great. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> These guys are a surprisingly hard hitting assault unit. They move shockingly fast, with movement 3. They have Reposition, which allows them to make a free pivot action after moving, and '''Relentless''', which allows them to make a free attack action after moving. This ensures that they will be a constant, aptly relentless, threat on the board. They carry pistols that fire a respectable 2 red dice per model at range 1-2 with '''Sharpshooter 1''' to ignore cover by 1 degree, and then in melee they swing for 2 black and a white each. Additionally, each model has '''Ram 1''', which allows you to automatically turn one die per model, to a critical hit as long as one of the moves you made that turn went for the full distance. Those white dice that almost always miss suddenly become rather useful! If all that weren't enough, every time the unit makes a standard move, it gets a dodge token thanks to '''Agile'''. These guys are rather durable for a Rebel unit, but they're certainly not invincible either; They have 4 wounds per model with, like most Rebel units, only have a 5+ save on defense (white dice with surge). Use these guys as a fast moving battering ram, collecting up Dodge tokens to protect them and then bulldoze into an enemy you want dead. Lather, rinse, repeat. Their shooting is also decent for what it is. If melee isn't an option, for whatever reason, they'll still be able to do a good bit of damage. The 1.6 version of the rules have altered the Creature Trooper rules slightly so that they can no longer climb/clamber, nor can they do the hit and run attack that made them so nasty. The pre-1.6 version of the rules allowed Creature Troopers (like Tauntauns) to disengage from combat without having to make a withdraw action- they could simply walk away and attack somewhere else. The post-1.6 version of the rules toned them down, so that they now make a withdraw move to leave combat like everyone else, but they're still allowed to take free actions or use abilities. </div></div>
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