Root Out Rebellion - New Article

By OccasionallyCorrect, in Star Wars: Legion

Just now, Zrob314 said:

Also been a thing ever since the expanded universe was created. Sure they put it in the new Thrawn book but it's not really an element that was decanonized per sae because it was never much of a plot point.

One thing I’ve certainly been focusing on is how strict the view of canon vs non canon people can be.

so when things are explicitly canon “again”, I feel able to celebrate it. ?

21 hours ago, shivore said:

Imperial army troops?

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I'm sorry citizen, you're not cleared for that information.

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(gotta love that West End Games art style)

1 minute ago, Drasnighta said:

One thing I’ve certainly been focusing on is how strict the view of canon vs non canon people can be.

so when things are explicitly canon “again”, I feel able to celebrate it. ?

I get you. but I only get into that for things that carry some sort of weight.

Like I assume that there's a toilet on the Millennium Falcon. The destruction of the EU didn't really put that in dispute and if someone mentioned it in a canon source I wouldn't feel that something had been validated.

Shouldnt Snow troopers have some built in ability that lets them avoid that battlefield card(conditions is it?) where units take damage if not near some cover?

Thought that as the whole point of em.

4 hours ago, VAYASAN said:

Shouldnt Snow troopers have some built in ability that lets them avoid that battlefield card(conditions is it?) where units take damage if not near some cover?

Thought that as the whole point of em.

The condition doesn't inflict damage, it just makes suppression stick better since you can't auto-remove a token at the end of the turn if you're in the open.

And Steady does help mitigate that, because they can still move and attack even if they're limited to just one action from being suppressed.

Edited by kaffis
20 hours ago, HanScottFirst said:

Honestly, like @xero989 said, Snowtroopers + Flametrooper + Impact grenades is going to be a solid close quarters unit!

That comes in at 73 points, which is not too bad. 5 white dice on the move should get at least 1 or 2 hits to add suppression, then range one is insane! You could just use Steady to kite in and out of cover, and wait until the right time to go for range 1.

Range 1 vs troopers: You get all black dice + BLAST + extra black dice for each mini you are attacking. That will eat infantry!

Or, at range 1 of vehicle, you get black dice and IMPACT equal to your unit.

In that case, it makes sense to add an additional trooper, bringing the unit to 85 points.

Edited by DerBaer
20 hours ago, HanScottFirst said:

Honestly, like @xero989 said, Snowtroopers + Flametrooper + Impact grenades is going to be a solid close quarters unit!

That comes in at 73 points, which is not too bad. 5 white dice on the move should get at least 1 or 2 hits to add suppression, then range one is insane! You could just use Steady to kite in and out of cover, and wait until the right time to go for range 1.

Range 1 vs troopers: You get all black dice + BLAST + extra black dice for each mini you are attacking. That will eat infantry!

Or, at range 1 of vehicle, you get black dice and IMPACT equal to your unit.

2 minutes ago, DerBaer said:

In that case, it makes sense to add an additional trooper, bringing the unit to 85 points.

You would be rolling 6 White dice if you were out of range 1/enemy is blast resistant.

You would roll 5 White and X black dice (X=figures in unit) against things at range 1 (Doesn't this mean the flamethrower rolls 2 black dice against speederbikes?).

You would roll 6 black dice against Armour at range 1.

15 minutes ago, Indy_com said:

You would be rolling 6 White dice if you were out of range 1/enemy is blast resistant.

You would roll 5 White and X black dice (X=figures in unit) against things at range 1 (Doesn't this mean the flamethrower rolls 2 black dice against speederbikes?).

You would roll 6 black dice against Armour at range 1.

No, at range 1 you throw the impact grenades at troopers, too. Black plus surge is better than white plus surge, and you get the blast keyword from the flamethrower.

So with upgrade slots for equipment for Stormtroopers and Snowtroopers we can expect to see normal ST with 'environmental gear' alongside Snowtroopers without 'environmental gear' but models that completely contradict what they have?

Am I following that right ?

What do you mean by 'environmental gear'?

Just now, DerBaer said:

What do you mean by 'environmental gear'?

Card that comes with Veers (and I presume Stormtroopers). Its an equipment card (so Stormtroopers and Snwotroopers can take it)

Just now, DerBaer said:

What do you mean by 'environmental gear'?

It’s a 3 point upgrade spoiled in the Veers expansion.

Allows the squad to ignore the effects of difficult terrain

So I need Veers 4 times, even though I don't want to play Veers at all.

2 minutes ago, DerBaer said:

So I need Veers 4 times, even though I don't want to play Veers at all.

does that card come in the snowtrooper expansion though maybe?

Still find it daft you might have normal troopers alongside snowtroopers and in game only the normal troopers might have environmental gear..while the snowtroopers models freeze their knackers off....

Snowtroopers have it but in, their speed 1 can't be hindered by difficult terrain.

The thing is: Snowtroopers ignore difficult terrain anyways. So my headcanon says, they already have that environmental gear.

46 minutes ago, DerBaer said:

So I need Veers 4 times, even though I don't want to play Veers at all.

There's an unspoiled Tech upgrade in the Rebel Commandos pack that is probably Environmental Gear. I'd expect it to also appear in the Imperial special forces unit release.

Somehow i doubt a nonunique universal upgrade will ONLY exist in a character box for one faction.

Whatever the imp elite troopers end up being will probably have it.