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=== The Empire === ==== Imperial Classes ==== *'''Military Might:''' If you like [[Stormtrooper]]s, this is the class for you. Everything buffs Troopers in some way, but Endless Ranks is the priority pick, as it discounts all Trooper deployments by 1 point. If you manage to score the 501st Training reward card from the Vader's Fist Agenda, you'll be riding pretty. *'''Subversive Tactics:''' ST is built around strain, which is as infuriating for the Rebel players as it sounds. It's outstanding for denying them opportunities to use their abilities, but if the Rebel players are new and don't know ''exactly'' what they're getting into, they might be pushed away from playing. *'''Technological Superiority:''' The Tarkin/Krennic class. You can pass Attachments around and grant crazy, unexpected traits to [[your dudes]]. You can slap [[Assault Squad|jetpacks onto any trooper]], allowing Heavy Stormtroopers to bypass rough terrain, Failsafe can keep your [[DISTRACTION CARNIFEX]] alive just a little bit longer, and Arc Blasters can stun Heroes lacking the Strength attribute. Superior Augments buffs any unit with an Attachment, so you'll want Agendas like Imperial Industry to get the most mileage out of it. *'''Inspiring Leadership:''' Built around Leader units, obviously. The starting Field Officer ability is immediately useful on villains like Somos, Sorin, and Palpatine, who can reposition friendly units to capitalize on their own abilities. [[Rape|Lead By Example combined with Field General can stack up some nasty hits when used with Darth Vader, Royal Guard Champion, or General Weiss]]. *'''Armored Onslaught:''' For players who like really big guns. This class goes great with Heavy Stormtroopers, Sentry Droids, and of course, vehicles. *'''Precision Training:''' Only Stormtroopers are so precise. Anything with a gun will perform better under this class. Sharpshooters and Find the Weakness are must-haves as they are all-encompassing. No need to attach or exhaust, they apply to every single attack you perform. Pinpoint Accuracy is good to have when going against multiple white-defense Heroes. *'''Imperial Black Ops:''' An Imperial Class built around the new Hidden condition. Most upgrades make Imperial units harder to hit one way or another. Combine ''Stealth'' and ''Shadow Armor'' to make melee Heroes [[rage]]. *'''Hutt Mercenaries:''' If you prefer the Scum faction over the Empire, this class is exactly for you. Cheap Shot is ''the shit''. *'''Nemeses:''' Start the game with one Imperial Villain and one Scum Villain. No more relying on side quest roulette! *'''Power of the Dark Side:''' A class that's thematically cool, but mechanically not very good. *'''Reactive Defenses:''' A class revolving around the 88-z companion unit. Depending on how you upgrade your floating ball, it can drop LOS-blocking shields to protect VIPs, fuck with nearby hero accuracy, give passive AOE buffs to nearby friendlies, or use Infrared Scanners to build a steady supply of threat. *'''Overwhelming Oppression:''' The most "Imperial" class of all Imperial classes. OO forces the Imperial Player to have their open groups be revealed at all times, but allows them to distribute power tokens to anybody warming the benches. This is in line with the Empire's martial philosophy of grandly displaying an overwhelming force to spread fear among insurgents. The Personal Flagship upgrade is a must-have as it unlocks 1 villain of your choice. ==== Units ==== ==== Villains ====
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