Talk:Star Wars: Legion/Tactics/CIS
Well that was something of a waste of my time woops. The section can stay we just wont have anything in it until later
IG-100 Magna-Guards[edit]
THIS IS A PLACE HOLDER I AM JUST SPECULATING HERE. (Even if it is a safe bet.)
Immune: Peirce 1 BLack 1 white dice melee. Guardian X
Upgrade Cards
Heavy Weapon Upgrades (x1 Slot)
Bulldog RLR
Tactics
These guys are pretty straightforward. Get into melee quickly and Hit stuff up.
D-Wing Air Attack Squadron[edit]
The flying droids form S7 of clone wars. Corp unit 3 Speculation Probably not much more shooty than normal droids, but much more mobile.
Upgrade Cards
Heavy Weapon Upgrades (x Slot)
Personnel Upgrades (x Slot)
Comms Upgrade (x1 Slot)
Comms Jammer (15 pts., reduced to 5 pts. by rules errata) - Prevents enemy units at range 1 from receiving orders. Not a horrible choice since these guys need to get up pretty close anyway, but there may be better options.
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. Useful for the turn you when need that unit to activate when you need it to, to get around the AI rule, or to get a surge token from Aggressive Tactics. Note that this counts as the unit issuing an order to itself so cards like Crush Them! don't apply.
Long-Range Comlink (10 pts. reduced to 5 pts. by rules errata) - You always count as being within range of your commander.
Integrated Comms Antenna (3 pts.) is a Droid Trooper-only upgrade. Essentially a reverse of the Commanding Presence upgrade, it allows your unit to be issued an order if it's within range 4 of the commander instead of the normal range 3.
Tactics
jump?
Aqua Droids[edit]
An established unit from clone wars Corp unit 3, spec forces 2 speculation. Might get some deployment rules
Upgrade Cards
Heavy Weapon Upgrades (x Slot)
Personnel Upgrades (x Slot)
Comms Upgrade (x1 Slot)
Comms Jammer (15 pts., reduced to 5 pts. by rules errata) - Prevents enemy units at range 1 from receiving orders. Not a horrible choice since these guys need to get up pretty close anyway, but there may be better options.
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. Useful for the turn you when need that unit to activate when you need it to, to get around the AI rule, or to get a surge token from Aggressive Tactics. Note that this counts as the unit issuing an order to itself so cards like Crush Them! don't apply.
Long-Range Comlink (10 pts. reduced to 5 pts. by rules errata) - You always count as being within range of your commander.
Integrated Comms Antenna (3 pts.) is a Droid Trooper-only upgrade. Essentially a reverse of the Commanding Presence upgrade, it allows your unit to be issued an order if it's within range 4 of the commander instead of the normal range 3.
Tactics
swim
Ventress[edit]
Operitive 2 Speculation
Upgrade Cards
Force Upgrades (x3 Slots)
Unaligned Powers
Battle Meditation (10 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield.
Force Guidance (10 pts.) - Exhaust this to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action.
Force Push (10 pts.) - Exhaust this ability and spend an action to force a trooper unit at range 1 to perform a speed 1 move, even if they're engaged.
Force Reflexes (15 pts.) - Exhaust this card to gain a dodge token, as a free action.
Saber Throw (10 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon's dice (rounded up).
Dark side powers
Training Upgrades (x1 Slot)
Duck and Cover (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.
Endurance (6 pts.) - At the end of your activation, remove 1 Suppression for free.
Hunter (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.
Overwatch (4 pts.) - Gain Sentinel, making your standby range 1-3.
Tenacity (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.
Tactics
jump?