Star Wars: Legion – NR-N99 Persuader-class Tank Droid Unit Expansion
Star Wars: Legion – NR-N99 Persuader-class Tank Droid Unit Expansion Rulebook
Table of Contents
Table of Contents
Unit Card
Persuader-class Tank Droid
Ground Vehicle. Cost 130 (printed on the back of the card).
Armor 5
Arsenal 2
Programmed
Reposition
Transport
Weak Point 1: Sides
Heavy Blasters
Weapon — range 1–4; dice: 1 red, 2 white, 2 black.
Fixed: Front, Critical 1
Ion Cannons
Weapon — range 1–2; dice: 1 red, 1 white, 1 black.
Fixed: Front, Critical 1, Impact 1, Ion 1
Upgrade Cards
These nine cards are the expansion's rules, used in addition to the base game's rules. Each card is listed with its title, upgrade type and cost as printed.
Comms
Engagement Protocols
Comms — cost 5
Vehicle only.
You gain AI: Attack, Move (Unless you have a faceup order token, your first action must be an attack or a move, if able.)
Defense Protocols
Comms — cost 3
Vehicle only.
You gain AI: Dodge (Unless you have a faceup order token, your first action must be a dodge, if able), Nimble (After defending, if you spent 1 or more dodge tokens, gain 1 dodge token), and Outmaneuver (You can spend dodge tokens to cancel ◘ results).
Attack Protocols
Comms — cost 3
Vehicle only.
You gain AI: Aim (Unless you have a faceup order token, your first action must be an aim, if able) and Precise 2 (When you spend an aim token, reroll up to 2 additional dice).
Onboard Comms Channel
Comms — cost 3
Vehicle only.
During the Issue Orders step of the Command Phase, after you are issued an order, you may issue an order to a unit you are transporting.
Hacked Comms Unit
Comms — cost 5
During the Issue Orders step of the Command Phase, after an enemy unit at range 1 is issued an order, you may issue an order to yourself, if able.
Ordnance
High-Energy Shells
Ordnance — cost 8
Weapon — range 2–4; dice: 2 red, 1 white.
Critical 1 (While converting offensive surges, change up to 1 ⊠ result to a ☼ result.)
Cycle (At the end of your activation, if you did not use this card, ready it.)
High Velocity (While attacking, if each weapon in the attack pool has high velocity, enemy units cannot spend dodge tokens.)
Fixed: Front
"Bunker Buster" Shells
Ordnance — cost 12
Weapon — range 1–2; dice: 1 black, 3 white.
Blast (Ignore cover.)
Cycle (At the end of your activation, if you did not use this card, ready it.)
Fixed: Front (The defender must be inside your front arc.)
Scatter (After you perform an attack against a small base trooper unit, you may place each defending non-leader mini in cohesion.)
Armor-Piercing Shells
Ordnance — cost 10
Weapon — range 2–3; dice: 1 red, 2 black.
Cycle (At the end of your activation, if you did not use this card, ready it.)
Fixed: Front (The defender must be inside your front arc.)
Impact 3 (While attacking a unit that has armor, change up to 3 ✱ results to ☼ results.)