Commandos Up

By MasterShake2, in Star Wars: Legion

I think for once both weapon options a unit can take are actually viable.

I dont see the Sniper being viable in a full unit but definitely in a heavy weapons team. Plop them somewhere elevated in the back and just poke things throughout the game, like Veers's head lol

Minelayer is more situational but still very potent. Unless theres something in the main rules about it they could just clog up a flank with mines.

These are gonna be real fun to put on a table. Definitely a big injection of the kind of variety the game needs at this stage.

The sniper can hit you from any distance (granted LoS), has ~76% chance to roll at least one damage, reduces your cover by one, can't be dodged, and pierces one block. You can put a Sniper Strike Team on a table for 44 points and give anybody not in heavy cover a bad time. And they don't really need to aim or dodge, so while doing that they can be running around, either to gain LoS (or break it) or to do objective things.

No clue how good the Saboteur will be, or whether Snipers are best as one-ofs or three-ofs, without seeing them in action. But regardless, looking forward to having way more ways to build lists with lots of Troopers.

kinda amusing that the detonate X rules doesnt mention range or which unit placed it.

So if you have 2 sabos setting up a flank, even if theyre on opposite flanks, they can detonate the other's mines lol. Assuming they had enough time to put 2 mines down atleast since that's how it'd be relevant.

I could see snipers being taken as part of a full unit for the additional ablative wounds from an AT-ST mortar or Veers/Leia's command card strike.

I kinda want to know the physics of a blaster now, having seen the artwork for the sniper.

Specifically, what is that suppressor doing on the barrel end? Are there expanding gases behind a blaster energy shot that need to be slowed down to reduce noise? Do blasters use expanding gases to push energy out the barrel? That doesn’t compute for me.

:)

Just now, ScummyRebel said:

I kinda want to know the physics of a blaster now, having seen the artwork for the sniper.

Specifically, what is that suppressor doing on the barrel end? Are there expanding gases behind a blaster energy shot that need to be slowed down to reduce noise? Do blasters use expanding gases to push energy out the barrel? That doesn’t compute for me.

:)

Are you assuming the sniper is a blaster class weapon and not a hyper velocity kinetic?

2 minutes ago, Drasnighta said:

Are you assuming the sniper is a blaster class weapon and not a hyper velocity kinetic?

Canon explains it’s a blaster class

http://starwars.wikia.com/wiki/DH-447_sniper_rifle

physics in starwars? really?

Starwars breaks so many physics rules its impossible to list them all.

Interesting.

Stumps me, then...

But I mean, there are incidences if recoil and such in canon that people seem to either try to justify or demand explained.... I really don’t know ?

2 minutes ago, ScummyRebel said:

Canon explains it’s a blaster class

http://starwars.wikia.com/wiki/DH-447_sniper_rifle

And from that article, it's a "supercollimator barrel" not a suppressor.

And Blasters in Star wars do not fire lasers, they fire "intense plasma energy." http://starwars.wikia.com/wiki/Blaster Some interaction with the atmosphere has to be causing the blaster sound, so presumably a suppressor would reduce/eliminate that interaction in some way.

It's not like Lightsabers, the Force, and Hyperspace don't already show Star Wars is working on alternative physics.

34 minutes ago, ScummyRebel said:

I kinda want to know the physics of a blaster now, having seen the artwork for the sniper.

Specifically, what is that suppressor doing on the barrel end? Are there expanding gases behind a blaster energy shot that need to be slowed down to reduce noise? Do blasters use expanding gases to push energy out the barrel? That doesn’t compute for me.

:)

I don't know about you, but I use them just to really tick off my buddies adjacent to me on the firing line.

1 minute ago, kac said:

I don't know about you, but I use them just to really tick off my buddies adjacent to me on the firing line.

With jealousy maybe. :)

They really shouldn’t be as regulated as they are since they don’t do anything but be politely quieter (US, not sure how the laws vary globally)... but I digress.

most people think silencers completely remove the gunshot and im willing to bet thats why theyre either outright illegal or super hard to get in the US.

When in reality it "silences the flash" not the sound. Still bloody loud.

2 minutes ago, ScummyRebel said:

With jealousy maybe. :)

They really shouldn’t be as regulated as they are since they don’t do anything but be politely quieter (US, not sure how the laws vary globally)... but I digress.

Preaching to the choir, my friend.

Sniper in a full unit actually looks pretty good.

Range 3 with the other rifles let’s you engage at a good distance still and gives your pierce a higher chance of being useful.

Wounds per point for the full unit + sniper comes out to .028 against a red defense die unit, which is better than everything except Fleets and the AT-RT flamethrower. That’s before you account for the cover/sharpshooter benefit.

8 minutes ago, Vineheart01 said:

most people think silencers completely remove the gunshot and im willing to bet thats why theyre either outright illegal or super hard to get in the US.

When in reality it "silences the flash" not the sound. Still bloody loud.

I always explain it to my friends that it’s basically the same physics as your automotive muffler (which to a degree, it is - slowing down the expansion of hot gases before it leaves the pipe). Quieter? Yes. Silent? Hardly.

Can't wait to try 2 sniper teams being covered by an atgar cannon on standby to deter speeders from flanking the snipers.

Tabletop Admiral updated.

Note: You have to check "show unreleased" to see them.

Snipers being very effective vs units not in heavy cover seems perfect, not to expensive either.

I think commandoes with proton charge is going to give rebels a real counter too speeder bikes.

Drop the token and wait for comp move or fire and removing their natural cover. Why not both?

The proton charge dude is the first upgrade mini to have a seperate surge conversion. It’s probably just for the bombs though

technically the sniper would be good too for speeders since the odds of them being completely covered at any range is unlikely, and sharpshooter does negate cover1.

But yeah i think the mines would be better.

16 minutes ago, Jabby said:

The proton charge dude is the first upgrade mini to have a seperate surge conversion. It’s probably just for the bombs though

Correct, it's in the RRG, charges don't use the weilders native surge conversion, only what's listed on the weapon.

I’m hoping the scout troopers are this exciting :) I like the premise of both the charges and the sniper team.

29 minutes ago, ScummyRebel said:

I’m hoping the scout troopers are this exciting :) I like the premise of both the charges and the sniper team.

Willing to bet they're essentially identical.

Edited by OccasionallyCorrect