Okay i have a trooper unit of 6. 4 starting and then the extra guy then the special one. So lets say it is the rotary blaster guy, Z6. So i have a total number of 6 troopers, now when attacking do i add 6 black dice and then add the 3 dice for rotarty blaster or do i go 5 black dice then add rotary blaster guy?
Trooper units of 6
So each rebel rolls a black die with their rifles, so in your example you get 5 black from that, and then you add 6 white dice from the Z-6 trooper making the total pool 5 black, 6 white
The rotary guy is separate and has his own weapon. So 5 black and all those whites.
Note, you CAN have the Z6 trooper use his blaster instead of his Z6, but there's little reason to. It does come up with the Ion and HH rockets though when they don't have the opportunity to refresh them.
It gets really fun when you add grenades. 6 white dice for the Z6, X black for grenades, and Y black for rifles.
8 minutes ago, flightmaster101 said:It gets really fun when you add grenades. 6 white dice for the Z6, X black for grenades, and Y black for rifles.
Except the Rifle and Grenades are basically identical unless you're using one of the grenade abilities, so unless you're splitting fire, why bother with the rifles?
1 minute ago, MasterShake2 said:
Except the Rifle and Grenades are basically identical unless you're using one of the grenade abilities, so unless you're splitting fire, why bother with the rifles?
So you can pretend that some troopers throw the grenades up in the air and the rest shoot them up in the air to set them off for...cool points?
5 minutes ago, MasterShake2 said:
Except the Rifle and Grenades are basically identical unless you're using one of the grenade abilities, so unless you're splitting fire, why bother with the rifles?
Blast ignores cover. Maybe only 1 guy is behind cover and you don't want to waste your entire squad going after a lone dude. Maybe 1 guy shoots an AT-ST, two guys throw to get the last guy behind cover and 3 guys shoot Vader at range 2-3.
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12 minutes ago, flightmaster101 said:Blast ignores cover. Maybe only 1 guy is behind cover and you don't want to waste your entire squad going after a lone dude. Maybe 1 guy shoots an AT-ST, two guys throw to get the last guy behind cover and 3 guys shoot Vader at range 2-3.
I refer to this as “making the best of a s*** sandwich.” ?
17 minutes ago, Drasnighta said:I refer to this as “making the best of a s*** sandwich.” ?
You've gotta cut the crust off, at least.
6 hours ago, MasterShake2 said:Except the Rifle and Grenades are basically identical unless you're using one of the grenade abilities, so unless you're splitting fire, why bother with the rifles?
Why do anything that involves painting little plastic army men and saying pew pew pew pew when I roll attack dice and kapwing kapwing kapwing when I roll blocks? For the lulz
Vader should get this force ability: force activate. If the enemy unit has a "grenade" upgrade, roll the number of dice indicated on that card for each mini in that unit. The unit suffers wounds equal to the dice rolled. then discard the "grenade" upgrade![]()
Edited by Muelmuel
19 hours ago, Muelmuel said:Vader should get this force ability: force activate. If the enemy unit has a "grenade" upgrade, roll the number of dice indicated on that card for each mini in that unit. The unit suffers wounds equal to the dice rolled. then discard the "grenade" upgrade
He kinda does with deflect
On 4/2/2018 at 2:54 PM, MasterShake2 said:
Except the Rifle and Grenades are basically identical unless you're using one of the grenade abilities, so unless you're splitting fire, why bother with the rifles?
Fleet troopers have slightly better odds of inflicting damage with their guns than a concussion grenade. Combine that with the shotgun for pierce 2, and you've got a terrifying coverbusting squad