How to use Bounty with Veers

By AintNoPoser, in Star Wars: Legion

swl18_a2_rocketpack.png + swl10_maximum-firepower.png = A possible 7 damage.

Sorry for the pictures and "math", but theoretically, if the Dice Gods have smiled upon you, you can roll 7 damage, and with most Rebel heroes with 6 health, 2 roll white defense dice, and are more popular, then you could get that victory token by round 2. There is careful planning during all of this; of course. If you don't feel safe with this, you can always take a Walker with a mortar to help. Either way, if they have 4 or 5 health left, they're probably out of the game until round 5 or 6, and if they have emergency stims, they're gone Round 3.

Please tell me I'm not crazy and that this could actually happen.

Well it's theoretically possible, however unlikely it may be. Even assuming heavy cover, you have a decent chance of forcing 6 defense saves (Veers reduces it to light cover, so one of his hits will be canceled), so they would have to whiff completely. If you factor in some dodge tokens, the likelihood drops to almost impossible to wipe them out by turn 2. But you'll certainly put some hurt on them and force more cautious play for the remaining rounds! I'd recommend getting Fett into range 3 so that he can add his carbine to the pool for more dice and pierce. It's actually a little scarier than I initially thought, haha.

Side note: don't be fooled by Han's white defense. With the rerolls, his defense is actually slightly more effective than a red die (without surge)!

2 minutes ago, nashjaee said:

Well it's theoretically possible, however unlikely it may be. Even assuming heavy cover, you have a decent chance of forcing 6 defense saves (Veers reduces it to light cover, so one of his hits will be canceled), so they would have to whiff completely. If you factor in some dodge tokens, the likelihood drops to almost impossible to wipe them out by turn 2. But you'll certainly put some hurt on them and force more cautious play for the remaining rounds! I'd recommend getting Fett into range 3 so that he can add his carbine to the pool for more dice and pierce. It's actually a little scarier than I initially thought, haha. 

Side note: don't be fooled by Han's white defense. With the rerolls, his defense is actually slightly more effective than a red die (without surge)!

I had a question about Han. Gambler's luck says he can reroll 3 of his defense dice, so if he's rolling off one hit does he get to reroll that die 3 times?

13 minutes ago, OccasionallyCorrect said:

I had a question about Han. Gambler's luck says he can reroll 3 of his defense dice, so if he's rolling off one hit does he get to reroll that die 3 times?

No, it gives you 1 opportunity to reroll up to 3 dice. I think they anticipated that question and even explicitly covered it in the RRG (page 50), thankfully:

Quote

Any dice rerolled with the uncanny luck x keyword must
be rerolled at the same time. Each die cannot be rerolled
more than once with the uncanny luck x keyword.

Just now, nashjaee said:

No, it gives you 1 opportunity to reroll up to 3 dice. I think they anticipated that question and even explicitly covered it in the RRG (page 50), thankfully:

Thanks for the clarification. Still good!

2 hours ago, AintNoPoser said:

swl18_a2_rocketpack.png + swl10_maximum-firepower.png = A possible 7 damage.

Sorry for the pictures and "math", but theoretically, if the Dice Gods have smiled upon you, you can roll 7 damage, and with most Rebel heroes with 6 health, 2 roll white defense dice, and are more popular, then you could get that victory token by round 2. There is careful planning during all of this; of course. If you don't feel safe with this, you can always take a Walker with a mortar to help. Either way, if they have 4 or 5 health left, they're probably out of the game until round 5 or 6, and if they have emergency stims, they're gone Round 3.

Please tell me I'm not crazy and that this could actually happen.

Veers can actually shoot with his rifle and still do this "bonus" attack and Boba cannot because he actually has to use his 'attack' action to use this card ? or are they both 1 shot only per activation? I can't figure out with their terminology (and playing multiple other FFG games) what constitutes and extra attack, free attack or bonus attack. When can you attack twice? (besides Han's obvious make an attack after you atttack gunslinger rule)

11 minutes ago, buckero0 said:

Veers can actually shoot with his rifle and still do this "bonus" attack and Boba cannot because he actually has to use his 'attack' action to use this card ?

That's correct. Fett's card gives him an additional weapon that he can use. But he still has to spend one of his actions to use it. Veers' card gives him an attack.

12 minutes ago, buckero0 said:

I can't figure out with their terminology (and playing multiple other FFG games) what constitutes and extra attack, free attack or bonus attack. When can you attack twice?

The important thing in Legion is the word "action". If the word "action" appears, then you can only do it once per activation. If the word "action" does not appear, then you can do it as many times as the abilities allow.

Some concrete examples: Veers, Leia, and Luke have command cards that give them extra attacks (note that "action" is not there). So they can use one of their usual actions to attack, then get one extra attack from the card. Palpatine has a card that gives him multiple extra attacks (limited by how much damage you're willing to give him).

Snowtroopers, Vader, and Luke have abilities on their unit cards that give them free attack actions (there's that important word!). These abilities are subject to the limitation. If you've already done a usual attack action, you cannot use these abilities.

Those are two different command cards. How are you using both in the same round?

1 minute ago, Hawkstrike said:

How are you using both in the same round?

He isn't.

8 hours ago, AintNoPoser said:

you could get that victory token by round 2

He's using them as his first two command cards and having pretty perfect circumstances.

Now a thought I ran into later in the day, would Boba still get the kill if they used Emergency Stims or would he not?

He would. It's actually in the rule reference guide if I recall specifically calling out bounty and stims.

Edit: Page 17 RRG specifically

If a unit with the bounty keyword performs an attack against a unit with a victory token, and that unit uses the Emergency Stims upgrade card, when the unit suffers the wounds on Emergency Stims at the end of that unit's next activation, if the unit is then defeated, the victory token moves to the unit with bounty, if able.

Edited by MajorSmexy

This is a good plan.

Hard to actually pull through yes but in can work. Start with maximum firepower and then go with the rocket on turn 2 and try to get to range 3 so you can use the carbine as already said.

Looks cool. And even if it doesn't work, the threat of it can be a deterrent enough.