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Star Wars: Legion – NR-N99 Persuader-class Tank Droid Unit Expansion thumbnail

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
      • Heavy Blasters
      • Ion Cannons
  • Upgrade Cards
    • Comms
      • Engagement Protocols
      • Defense Protocols
      • Attack Protocols
      • Onboard Comms Channel
      • Hacked Comms Unit
    • Ordnance
      • High-Energy Shells
      • "Bunker Buster" Shells
      • Armor-Piercing Shells

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.)