I was there when Lasan fell!

 FFG have dropped full spoilers for the upcoming Agent Kallus Commander expansion for Star Wars Legion.


He is 90pts base but has an armament that cost 25pts. Six wounds with red defence, courage two and surge to critical. He has Cunning, Sharpshooter 1, Tactical 1, Flawed and Contingencies 2. Flawed has only been seen on Anakin up until now. Contingencies is new thing that Lando and Kallus have, it allows them to add a new pool of command cards outside of the command hand. These cards can be swapped in after command cards have been revealed by discarding the selected command card. You can only do this with a command card with the same number of pips. Both cards must be legal to play. You can not reveal and discard a command card for a defeated character for example.

On the face of it Kallus seems like different take on Krennic with some keywords switched around however his armament sets him apart.

Kallus has the option to wield a J-19 Bo-Rifle, a weapon he received from a Lasat Royal Guardsman after defeating them in combat. It will set him back 25pts but comes with two configurations. The blaster config is range 1-3 with a red, two black and a white with Lethal 1. Kallus' surge crit and tactical should help with getting the lethal off. The Staff mode is the same expect the range is melee only and Kallus gains charge and while in melee also has immune: pierce. I think this weapon will be stabled to Kallus he seems to good to leave behind. Maybe if you just brought Kallus for Contingencies and Cunning while trying to save points but his one pip loses some value in my opinion. 



Kallus' command cards are Face Me, ISB Investigation and Ruthless Tactics.
Ruthless Tactics issues orders to Kallus and 2 units and when an enemy defends against a ranged attack they gain an observation token or two if they have equal or more suppression tokens than there courage value. The wording there means this will work on units that can not be suppressed such as droid troopers. This is a co ordinated fire turn light. Not as good as passing out aim tokens but no restrictions on how many tokens a single unit can get or who has to do the firing. In a 8-10 activations with a couple of mortars in it you could get 10-12 tokens out of it allowing re rolls on of that many dice one at a time. I would be treating Observation tokens as slightly better than half an aim token. You can only re roll one die but with two you can wait on re rolling the second die until after you have seen the result of the first. Also Kallus gains a free recover action during his activation. 

ISB Investigation gives orders to Kallus and a unit the text effect is probably the best two pip effect for the Empire. You pick a number (after command cards are revealed) and AN opponent (future proofed for team play by the wording) they must set aside faceup all cards of the pip number matching and returns them to their hand after command cards have been picked in the next round.  Oh you look like in a round you want to be able to play Son of Skywalker, nope. The threat of this card may in itself change the way people play command cards just in case they are left with only standing orders and two of the same pip staring at them face up from the table. In the hands of a good player this card might end up feeling busted as they manipulate the command phase for 2-3 rounds.

Face Me  is Kallus' one pip, he gains agile 1 and Block (gain surge block when you spend a dodge token) and he can perform a free recover action. Enemies can not withdraw from melee from Kallus. This card is pretty much an anti melee unit tech but has limited effectiveness against force users. The wording of the card not prevent characters from just moving away if they have disengage (such as Grevious for a turn, Maul for a turn, OP Luke all the time) and it doesn't prevent force push. So maybe sit it in your contingencies for those games you need it.
The final thing to discuss is Kallus' flaw. Flaws are cards given to your opponent and can be triggered at the start of a command phase when certain conditions are met. For Kallus it is being wounded, that is having 1 or more wound tokens on him at the start of a round. If Kallus performs an attack, he gains 4 suppression tokens. This flaw could end up hurting lots if additional suppression is added to it aswell. It normally will only take 4 suppression to panic Kallus, now you normally will loss one at the end of the turn and will likely roll 1 off if you have 4 but it is not a guarantee. When building your list consider bring strict orders, inspire or a higher courage commander (Iden, Vader, Palps) to help keep Kallus in line. Kallus also has a training slot so Endurance might be an option aswell to help reduce suppression. 
Or just chill for turn and not attack once the flaw is played it is discarded. 

I love this character I can not wait to drop him onto the field despite his flawed nature. I think to begin with I will be running him with Iden and see how that goes. Who do you want to see him on the field next to?

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