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====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>
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