von BK-Rafael | 02.04.2024 | eingestellt unter: Star Wars

Star Wars Legion: Clone Commandos Regeln

Atomic Mass Games präsentieren die Regeln für Star Wars Legion Republic Clone Commandos.

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From Scene to Stats: Republic Clone Commandos

Many elite units served the Grand Army of the Republic during the long years of the Clone Wars. The most famous amongst those were the Clone Commandos—units that completed numerous important and sensitive missions. Uniquely trained with superior equipment, they specialized in infiltration and covert operations. They carried out actions critical to the success of the Republic and were a key part of winning the war against the Separatist Alliance. Join us now in “From Scene to Stats” as we look at Clone Commandos for Star Wars™: Legion.

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Clone Commandos are equipped with the DC-17m ICWS Blaster Carbine, a short-range weapon that effectively suppresses enemy trooper units. They also utilize a Gauntlet Vibroblade in melee. An adaptive unit, Clone Commandos can be upgraded via Training, Equipment, Grenade, Comms, and Armament slots. Finally, their armor grants them Shielded 1 for better protection against ranged attacks.

The unique abilities and skills of the Clone Commandos are also reflected in other ways on their unit card. Target 1 provides the unit an aim token when they are issued an order. They must Equip Katarn Pattern Armor, which provides legendary protection. Moreover, as a specialized commando unit, they can start any battle close to their objective with Infiltrate. Once in place, Complete the Mission ensures their success. This addition to Clone Commandos allows you to place a Priority Mission token on the battlefield outside of any deployment zone. While the Clone Commandos are at Range 1 of the Priority Mission token, the gain Surge to Block. Additionally, when they attack an enemy unit at Range 1 of the Priority Mission token, Clone Commandos gain Critical 2.

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Clone Commandos are superior to their unaltered clone brethren in many ways. Easily one of the more famous and recognizable improvements is access to the iconic Katarn Pattern Armor. This armor provides unparalleled protection, allowing the unit to expend the upgrade when it would be assigned more than 1 wound from a non-melee attack, to instead be assigned just 1 wound.

Additionally, the DC-17m has two alternate configurations that help Clone Commandos adjust to different situations on the battlefield. The first is the Anti-Armor Config. It is just as effective at flushing enemies out of cover as it is against armor, adding Impact 1 and Scatter to the unit’s attack pool. At longer ranges, the Sniper Config adds Lethal 1 and High Velocity, shredding trooper units with accurate blaster fire.

That’s all for our first look at Clone Commandos. Be sure to check back for yet another installment of Scene to Stats, the series where we give you your first look at how your favorite characters transition to the tabletop in Star Wars: Legion. Pre-order your own copy of the Clone Commando Unit Expansion at your local game store or through our webstore today. Until then, Atomic Mass Transmissions, signing off!

Quelle: AMG Transmissions

BK-Rafael

Seit 2002 im Hobby mit Mage Knight, gefolgt von Confrontation, um dann bei Warmachine/Hordes hängen zu bleiben. Aktuelle Projekte: OPR, Halo Flashpoint, SW Shatterpoint, SW Imperial Assault, Infinity und Kill Team.

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Kommentare

  • Oha. Das ist schon viel was man für die Punkte bekommt. Die Einheitenkarte ist ganz gut überfrachtet. Das die Rüstung ausgerüstet wird finde ich seltsam. Da wollte man wohl zu viele Sonderregeln auf die Einheit packen. Bin echt gespannt wie die sich spielen.

    • Scheint wirklich nicht genug Platz gewesen. Ist ja auch echt stark. Aber ansonsten blockiert es ja direkt den Equipmentslot, aber könnte dennoch eine alternative Ausrüstung ermöglichen?! Bin allerdings nicht so sehr im Spiel drin, dass ich mir da was denken könnte.

    • Ich glaube die versuchen einfsch konsequent einmalige Effekte mit den Karten nachvollziehbar zu halten.
      Wenn das nur suf der Hauptkarte stünde müsste man sich merken dass man es schon verwendet hat.
      So tappt man oder entfernt man die Karte und die Sache ist klar.
      Das ist die allgemeine Logik des Spiels.

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