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==='''Commanders'''=== 1-2 Selections The focal point of your army; they often have game changing abilities. ====Luke Skywalker==== (160 pts.) The Rebel Alliance's only Jedi, he represents Luke as he was around the time of ''The Empire Strikes Back''. He's a major threat to the average mook, but pales in comparison to just about any other force user, including himself. His weaker dice pool, lack of Master of the Force, and missing training slot make him less sexy than his Jedi counterpart. Still, he can be an effective melee threat in the right circumstances. Plus, he's packing heat. So uncivilized! If you need an explanation as to who he is, why are you even playing this game? /s Note: Commander and Operative Luke share command cards. You can take all 6, if you really want to! <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Force Upgrades (x2 Slots)''' '''Unaligned Powers''' ''Battle Meditation'' (5 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield, even if it's not normally allowed by the Command Card. Can be pretty situational, but if you have a unit or two that you desperately want to give orders to, this is how. Generally though, giving those units HQ Uplinks or Long-Range Comlink is probably better. ''Force Guidance'' (5 pts.) - As a free action, exhaust this to give one Surge Token to up to two units within range 1-2. If you really want surge tokens, here you go. Rebels have a lot of built-in surges already, so this upgrade's not quite as useful as it is in the Clone Wars-era armies. ''Force Push'' (10 pts.) - As a free action, exhaust this to choose an enemy unit at range 1 and make it do a speed 1 move. The End-All-Be-All. Staple this to anybody with a force slot. Seriously. Push increases Luke's melee range, allows him to freely move trooper units in and out of melee, and deny objectives among so many other things. All without costing an action! In a game where position and objectives matter so much, the ability to move your opponent's dudes is invaluable. That said, Commander Luke lacks a free force power refresh, which unfortunately hurts the action economy of this upgrade. This can be mitigated to a degree with the Echo Base Defenders two-pip free refresh command card. ''Force Reflexes'' (5 pts.) - As a free action, exhaust this to gain one Dodge token. Useful when Luke is running out on his own without a dodge token from his cards or his sister. Alongside deflect, this upgrade has the potential to save himself when you dive or misplay. ''Force Lift'' (5 pts.) - When you deploy, you may place a barricade at range 1. As a free action, exhaust to choose a barricade at range 1 and move it to within range 1 and height 1 of its current position. This can be really good for keeping Luke in heavy cover when you desperately need to. There are better upgrades, but this one isn't entirely forgettable. ''Saber Throw'' (5 pts.) - allows you to make a ranged attack with one of you melee weapons at range 1-2, using half of that weapon's dice (rounded up). For Luke, it'll be doing 3 black with Pierce 2 and Impact 2. Just use the pistol. It's red dice, with pierce 2 and surge to crit. The impact doesn't matter at that point. ''Force Barrier'' (10 pts.) - Exhaust. When another friendly troops unit at range 1 is defending against a ranged attack, during the Modify Attack Dice step, cancel either 1 crit result or up to 2 hit results. This can ensure your flimsy Rebel Troopers survive for another turn. This can also help Mandalorians deal with piercing dice pools. The lack of free recovers does hinder this, but the ability to further the durability of your glass cannon army is amazing. ''Burst of Speed'' (10 pts.) - Expend. At the start of your activation, treat your maximum speed as 3 until the end of the round. If you do, gain 1 immobilize token at the end of the round. This is a really good force power if you want to get Luke into melee combat. It does, however, mean Luke can only move at speed 1 during the next round, but that won't really matter if you were smart getting him into combat. Furthermore, because it expends, you really aren't missing out due to refresh limitations. This was changed to cost 10 points, though, so it can be a dicey addition if you feel as if other upgrades may be more worthwhile for your play style. '''Light-side Powers''' ''Hope'' (3 pts.) - Gain '''Inspire 1''', allowing you to remove up to 1 suppression token from a friendly trooper unit at range 1-2, after your rally step every turn. Not terrible, and if you have a spare 3 points and a slot available, there are worse things do to with them. But there are other powers that are probably more useful if you can afford them. If you're taking a suppression heavy list, like one with Pathfinders, this may be more useful. ''Jedi Mind Trick'' (5 pts.) - As a free action, exhaust this to place 2 suppression tokens on one enemy unit within range 1-2. This is kind of situational, but also generally good. It's best used in conjunction with You Serve Your Master Well to mind-control an enemy unit. '''Gear Upgrades (x1 Slot)''' ''Ascension Cables'' (4 pts) - Until the end of your activation, you gain scale. Luke has jump, which already beats scale. ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. You don't really want Luke standing around trying to do a General Veers impression. ''Emergency Stims'' (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. This card may give you that edge you need to get Son of Skywalker out before Luke loses his arm. However, 8 points does cost a fair bit. Competitively speaking, this may not be great, but it can be funny in a casual setting. ''Environmental Gear'' (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Jump 1 exists, so nah. Don't take this. ''Grappling Hooks'' (2 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Again, Jump should help here and this is largely unnecessary. ''Portable Scanners'' (6 pts) - Gain '''Take Cover''', which allows you to give another unit at range 1 a single dodge token at the cost of an action. This isn't worth it on Luke at all, so don't bother wit it. You'll want all the actions you can possibly get out of him. ''Prepared Supplies'' (5 pts) - Cache: Dodge 1 (during setup, place 1 dodge token on this card. You can spend tokens on this card). This is a singular free dodge token that you can use at any point throughout a match. This is a really good upgrade to grab, if not the best. This can easily be a free Force Reflexes, if you were debating on that upgrade. ''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Not a bad choice- It's super cheap and gets Luke slightly closer to the enemy. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. You won't be getting many aim tokens, so don't bother with this one. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 1 Pip: Son of Skywalker - [Luke Skywalker] After Luke Skywalker performs his first attack, he may perform a free attack action, even if he has already performed an attack action during his activation. A-freaking-mazing. There are few other characters who can put out this much attack potential in one turn. Since this is free action right after he attacks, it is even considered superior to Darth's 2nd attack ability since he has to shuffle his order back into the pool, meaning Luke has more damage output in dire situations. This is your go-to deletion tool. 2 Pip: My ally is the Force - [2 Trooper units] whenever a friendly trooper is issued an order, it gains 1 dodge token. This card blends nicely with a few units. Rebel troopers need a dodge token to utilize their nimble keyword, and key units may also need the token to survive another round. This also works with Han and Chewie's teamwork keyword, because giving the dodge token to one will give one to the other, as well. Note that this isn't limited to the orders given from the card, though. HQ uplinks and coordinate effects also benefit from this bonus (Veterans, for example). 3 Pip: Return of the Jedi - [Luke Skywalker and 2 other units] when Luke Skywalker is issued an order, he gains 1 dodge token. When Luke Skywalker activates, each friendly trooper unit at range 1-3 of him may remove 1 suppression token. Luke loves dodge tokens because of the deflect ability. The suppression removal is also amazing for your troops, and can help better manage suppression on units that rely on it (Pathfinders). Overall a great command card. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Luke can take two Force upgrades. After you equip Push; Burst of Speed, Reflexes, and Jedi Mind Trick are good choices, but what you take will probably depend on your style of play. Heck, because he doesn't refresh force powers for free, you may consider slapping Burst of Speed on him and leaving the rest to the will of the Force. He is equipped with the Youngling Slayer 9000, an elegant weapon for a more civilized age. 6 black dice and surge to crit is deadly, '''Pierce 2''' and '''Impact 2''' make it even more so, but can be best combined with his "Son of Skywalker" command card to effectively delete most trooper units in the game. He also carries a DL-44 Blaster Pistol, with range 2, 2 red dice, and '''Pierce 2'''. A solid option if you don't think you can get into melee, but, honestly, you shouldn't be using this weapon all too often. '''Jump 1''' and '''Charge''' make Luke the OG aggressive saber user. A key to fielding Luke is correctly using his Commands. The two and three pip cards give him dodge tokens and help your otherwise fragile mooks out. His one pip gives him a round of brutal enemy slaughtering power. Additionally, he has access to all three of his Operative counterpart's cards. Unfortunately though, he finds more difficultly utilizing them. For You Serve Your Master Well, this Luke can't suppress enemies as efficiently without easy access to Mind Trick. Full of Surprises is still a potent defensive card, but with Courage 3 it loses some of its power. Fortunately though, I Am a Jedi remains unaffected even though Commander Luke is, in fact, not yet a Jedi. Lets talk defense. Having Leia or an Officer drop Dodge tokens on Luke, as well as stashing unused dodge tokens with Vigilance, helps him quite a lot. Force Reflexes or Prepared Supplies can help shore up his defense when other options aren't available. His immunity to pierce and the deflect rule make him more resilient than other units Rebels have access to. Just don't forget that at the end of the day, his effective wounds when shot at without a dodge token available is the same as a full squad of stormtroopers. He will go down if you leave him out to dry. While most will agree he needs to complete his training to really shine, Commander Luke does find a niche alongside his friends in an Echo Base Defenders list. In that context, he's the only source of force-fueled ass kicking that list can field. Chewie and Luke both have a role in protecting your vets and emplacements from hungry melee mobs. Even when he's not playing defense, he can blend up troops almost as well as any other Glowbat bully. Most of all though, EBD has unique access to a command card that grants a free recover. This really helps Commander Luke get around one of his biggest weaknesses, making something like Force Barrier even better. In summary, Luke is an decent melee-oriented warrior in an army that is relatively fragile. He can chew through troops and might still have a decent chance of surviving- even against Sith powerhouses like Darth Vader or Count Dooku. His mobility and sheer damage make him a decent hedge against enemy armor as well. </div></div> ====Rebel Officer==== (45 pts.) Essentially a much cheaper, half-strength Leia Organa. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Command Upgrades (x1 Slot)''' ''Aggressive Tactics'' (15 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Not useful, as Rebels have natural surging on most of their units. ''Commanding Presence'' (5 pts.) - When issuing orders, you can issue orders at range 1-4. Very situational. ''Esteemed Leader'' (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment. Not at all worth it, like most other commanders. ''Improvised Orders'' (5 pts.) - Exhaustible, but automatically readies in the end step. Draw 2, pick 1 token from your order pool. Generally a good option if you lack order control. ''Inspiring Presence'' (5 pts.) - Friendly units at range 1-4 can use your courage value when checking whether they are panicked. This range can be reduced by other effects. This can be good if you want to keep any of your troops from panicking too quickly, but there are better options for this slot; Most notably being Vigilance. ''Lead By Example'' (8 pts.) - You gain Inspire 2 (After your Rally step, remove up to 2 suppression tokens from other friendly units at range 1-2). This is a really good upgrade for removing suppression from units, which can be useful for rebels. ''Strict Orders'' (5 pts.) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance. Really good with the Officer's Inspire keyword. ''Underworld Connections'' (5 pts.) - You gain Allies of Convenience (Your army may include one additional Mercenary unit of any rank. You can issue orders to friendly Mercenary units regardless of affiliation. If you intend to run mercenary units. Otherwise useless. ''Vigilance'' (12 pts.) - During the End Phase, choose either 1 friendly trooper unit at range 1-2 or up to 2 friendly corps trooper units at range 1-2. Each chosen unit does not remove 1 dodge token. This guarantees any unit with nimble or extra dodge tokens can keep at least one for the next round. This is perhaps the best upgrade for Rebels, in general, and pairs extremely well with Rebel Troopers who have captains and situational awareness. Highly recommended. It's just a shame it's so expensive. '''Gear Upgrades (x1 Slot)''' ''Ascension Cables'' (4 pts) - Until the end of your activation, you gain scale. This really isn't worth it on such a support based Commander unit. ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. This is a support based commander, so not a bad choice, though not as great as other upgrades. ''Emergency Stims'' (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Not worth it on such a low cost, expendable, commander. ''Environmental Gear'' (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. You're support based, so don't bother. ''Grappling Hooks'' (2 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Yet another upgrade for aggressive commanders. This, you are not. ''Portable Scanner'' (6 pts.) - Gain '''Take Cover 1''', which allows you to give a friendly unit at range 1 a single dodge token. This stacks with the officers native '''Take Cover 1''', giving him '''Take Cover 2''', making him a budget Leia. Highly recommended. ''Prepared Supplies'' (5 pts) - Cache: Dodge 1 (during setup, place 1 dodge token on this card. You can spend tokens on this card). This is a singular free dodge token that you can use at any point throughout a match. Officers shouldn't be shot enough to make this matter. ''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Not bad, for two points. Situationally good for the Officer. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Not at all worth it on your Officer, because he won't be shooting a ton, least of all aiming. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 1 Pip: "Sabotaged Communications" - [1 Spec Ops or Operative] - While an opponent is issuing orders using a command card, they can issue only 1 order with that card. Note: Not tied to the Officer, and may be issued by any Rebel Commander. Extremely useful, especially against lists like Iden 3x3x3. Commander cards may often be preferred over this one, but it's a great back-up. Paired with Lando's contingencies, you can whip this out even while knowing your opponent's card. 2 Pip: "Turning the Tide" - [2 Support or Heavy] - each support or heavy unit gains Inspire 2. Note: Not tied to the Officer, and may be issued by any Rebel Commander. If you loaded up on gun turrets and speeders, suddenly your suppression tokens start vanishing. Note that it doesn't specify only the Supports/Heavies that were issued the orders, it's all of them. Pretty good. 3 Pip: "Covering Fire" - [3 Corps] - when a friendly Corps unit makes a ranged attack, another friendly unit at range 1-2 may gain a Dodge token. Note: Not tied to the Officer, and may be issued by any Rebel Commander. A nice way of getting extra Dodge tokens onto your Nimble units, especially if you left Leia and the Rebel Officer at home. Generally speaking though, your corp units aren't your most order hungry units. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> As stated before, he's essentially the same as Leia but weaker and much cheaper. Best used in much the same role you'd use Leia, which is dishing out the Inspiration and Dodge tokens, and letting your more expensive characters like Sabine, Chewbacca, Jyn, and Luke whack things. In fact, combined with the Portable Scanner and Vigilance, he is an amazing budget option for Leia! Great for 45 points. </div></div> ====Leia Organa==== (80 pts.) The badass princess herself. She excels at "short-ranged sniper attacks," otherwise known as utilizing a pistol, while also greatly supporting other rebel units. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Command Upgrades (x2 Slots)''' ''Aggressive Tactics'' (15 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. While not necessarily a bad option, There's also better ones. Surge tokens are nice, but usually not needed for Rebel units. Surge tokens generally matter more for red save units. ''Commanding Presence'' (5 pts.) - When issuing orders, you can issue orders at range 1-4. Generally not the best option, either. Might be useful if you're using lots of Pathfinders, Commandos, and/or Speeders and are concerned about them getting out of range. ''Esteemed Leader'' (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment. This used to be a common sight with Leia and can still be used to some good effect. Mildly recommended, but not absolutely necessary. ''Improvised Orders'' (5 pts.) - Exhaustible, but automatically readies in the end step. Draw 2, pick 1 token from your order pool. This could help you draw that one fleet trooper squad, or FD cannon, or whatever else. Generally useful. ''Strict Orders'' (5 pts.) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance. Leia already has ''Inspire 2'' built in, but if you're facing a suppression-heavy army (like Empire with Palpatine and lots of mortars), this can be useful. Also helpful if you're using Jyn Erso and/or Pathfinders and want to keep their suppression under control. ''Inspiring Presence'' (5 pts.) - Friendly units at range 1-4 can use your courage value when checking whether they are panicked. This range can be reduced by other effects. If you feel as if you need the extra range to stop your troopers from panicking, this is great. Leia probably shouldn't be that far from them, though, so that makes this a very niche pick. ''Lead By Example'' (8 pts.) - You gain Inspire 2 (After your Rally step, remove up to 2 suppression tokens from other friendly units at range 1-2). This is a ''really'' good upgrade for Leia, as it stacks with the Inspire 2 she already has. Removing more suppression from units can be really useful. ''Underworld Connections'' (5 pts.) - You gain Allies of Convenience (Your army may include one additional Mercenary unit of any rank. You can issue orders to friendly Mercenary units regardless of affiliation. If you intend to run Mercenary units, this can be really good, considering how much of a support piece Leia is. Not recommended otherwise. ''Vigilance'' (12 pts.) - Allows 1 friendly trooper or 2 Corps. trooper units at Range 1-2 to keep a single Dodge token during the End Phase. Considering Leia is best served handing out lots of Dodge tokens, this lets you keep your units stocked up from round to round. Super great, shame about the price though. '''Gear Upgrades (x1 Slot)''' ''Ascension Cables'' (4 pts) - Until the end of your activation, you gain scale. Leia won't get much use out of this. ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. A pretty good choice since you'll probably want her gifting Dodge tokens as well. Leia is both shooty and support based, so this depends on what your balance between the two is. ''Emergency Stims'' (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. It's not a bad upgrade. There might just be better options, and it is expensive. ''Environmental Gear'' (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Only useful if you're playing on a table with lots of difficult terrain and desperately need Leia to be able to move. ''Grappling Hooks'' (2 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Like with Environmental Gear, it's only useful if you need to desperately move Leia. Otherwise, pass. ''Portable Scanner'' (6 pts.) - Gain Take Cover 1. This stacks with Leia's Take Cover 2, allowing you to hand out 3 Dodge Tokens for a single action. This is a great upgrade to take, though you may actually find that you don't have enough units near Leia to take full advantage. ''Prepared Supplies'' (5 pts) - Cache: Dodge 1 (during setup, place 1 dodge token on this card. You can spend tokens on this card). This is a singular free dodge token that you can use at any point throughout a match. Leia probably shouldn't be getting shot enough to make this matter, but if you think she will anyways, then this can be good to have. ''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Leia isn't really a front-line character like Luke or Sabine Wren. Unless you're going for a theme, pass. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Leia is probably the least selfish commander in the Rebel faction. Don't waste an action on aiming, let alone 6 points on this card. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 1 Pip: "Coordinated Bombardment" - [Leia Organa] - At the end of Leia's activation, she calls in up to three long range bombardment strikes at two red dice each and with immunity to deflect. It's got a very long minimum range of 4, so this is one you'll want to use early in the game or to pick off annoying snipers. Get rid of Limited Visibility, if you can, because it pretty much makes this card useless. Also note that since Leia is technically making the attack, her ''Sharpshooter 2'' and innate critical surge also apply to the attack. 2 Pip: "No Time for Sorrows" - [2 Troopers] - When friendly units are issued orders, they can make a Speed-1 move. This gives a little boost in movement for units which desperately need it. Fleets have trouble getting into range. Wookie need the extra boost. Mandos could benefit from this greatly, if they have the Duelist. It doesn't specify orders given from the card, either, so HQ uplinks and coordinate effects can also trigger this affect. It's a move (not a "move action"), so keywords like ''Relentless'' and ''Charge'' won't come into play but keywords like ''Agile'' and ''Tactical'' will. A deceptively useful ability. 3 Pip: "Somebody Has to Save Our Skins" - [Leia and 2 units] - After Leia activates, you may activate a friendly unit with a face-up Order Token within range 1-2 of her. Lets you skip your enemy's activation once per battle. Can be useful in both delaying an inevitable nasty attack and in helping ensure you do damage where you really want to do it. Pathfinders in range and in trouble? Well, they can't be if the unit troubling them is dead. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Leia is a rallying symbol for your army, literally inspiring her troops. Her '''Take Cover''' ability allows her to dish out Dodge tokens where needed, so Luke and Units with Nimble don't have to use an action to get one on their own. She's got a tasty little pistol that throws 3 black dice with Pierce 1 and surge to critical at range 1-2. Her '''Sharpshooter''' ability allows her to totally ignore any cover the enemy may be using. Her melee is the same as her shooting, but without the pierce, so maybe avoid it, yeah? She's a princess general that wants to be behind your lines, unlike Han or Luke. She's no slouch when dishing out ranged damage, of course, but that's not really why you want her in your army. Again, she wants to be behind your lines dishing out tokens and removing suppression. She's fragile, like most other Rebel commanders (6 wounds with white defense and defensive surge), so she'll crumple faster than Sheevs complexation, otherwise. </div></div> ====Han Solo==== (100 pts.) An unconventional commander who excels at thinning out enemy infantry squads while playing havoc with his Command Cards. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Command Upgrades (x1 Slot)''' ''Aggressive Tactics'' (15 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. It's an ok upgrade, but not recommended. More often than not, you won't get the full value of this upgrade, and the surge tokens won't make too big of a difference. ''Commanding Presence'' (5 pts.) - When issuing orders, you can issue orders at range 1-4. Generally the table sizes are small and this isn't necessary, but you may find some situational use out of this. ''Esteemed Leader'' (5 pts.) - Friendly trooper units at range 1 gain Guardian 1. This isn't necessarily bad, but also isn't necessarily good. Your troop choices are already fragile, and Han, while not the most durable, can definitely take a hit better than Jimmy from Dantooine. ''Improvised Orders'' (5 pts.) - Exhaustible, but automatically readies in the end step. Draw 2, pick 1 token from your order pool. Not a bad choice considering Han's ability to screw with Commands. Han's also on the card! ''Inspiring Presence'' (5 pts.) - Friendly units at range 1-4 can use your courage value when checking whether they are panicked. This range can be reduced by other effects. Generally not a bad upgrade, but perhaps not the best on Han. ''Lead By Example'' (8 pts.) - You gain Inspire 2 (After your Rally step, remove up to 2 suppression tokens from other friendly units at range 1-2). This is a really good upgrade for removing suppression from units, which rebels love. This is generally a good upgrade if no others are of interest. ''Strict Orders'' (5 pts.) - Any unit with a face up order token can choose to remove a suppression token rather than rolling during its Rally step. Can help keep the suppression under control. ''Underworld Connections'' (5 pts.) - You gain Allies of Convenience (Your army may include one additional Mercenary unit of any rank. You can issue orders to friendly Mercenary units regardless of affiliation. If you want to run mercenaries with Han (unsurprising), then this is a must have. ''Vigilance'' (12 pts.) - During the End Phase, choose either 1 friendly trooper unit at range 1-2 or up to 2 friendly corps trooper units at range 1-2. Each chosen unit does not remove 1 dodge token. This can be amazing if Han has extra dodge tokens that you didn't use from his one pip or Chewie, but it's not entirely necessary. Han won't be getting dodges as often as some units, nor will be often be remaining around too many units that do, as well, unless you're doing something specific. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (2 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Now you have heavy cover on demand, on top of being able to reroll 3 defense dice per attack pool. Not a bad choice, but Han is also only courage 2, so be careful! ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Again, he's only got Courage 2, so this can be helpful if your opponent has a lot of suppressive weapons (Shore mortars). ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Han's throwing red dice with surge, so he's already hitting 88% of the time with his pistol, he generally doesn't need this. ''Into the Fray'' (4 pts.) - When an enemy unit at range 1 activates, you may gain 1 surge token. Han doesn't want this, due to have surge to crit and defend. Don't bother with this. ''Offensive Push'' (6 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. Han doesn't really need aims, because he's throwing 2 red dice with surge to hit. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Generally not that useful to Han since his pistol range is 1-2, and he's probably better off doing other things. ''Protector'' (5 pts.) - Exhaust. While using '''Guardian''', you can cancel crit results as though they were hit results. During the End Phase, ready this card. Han doesn't have Guardian, therefore making this redundant. Seize The Initiative (5 pts.) - Expend. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue and order to yourself. This can be especially useful when using other units that want orders and Han needs one. Recommended. ''Situational Awareness'' (4 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Han might not get ''too'' many dodge tokens, so this won't be as consistent as other upgrades. ''Tenacity'' (6 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. Han's not that great in melee. 3 white with one red isn't that good, even with surge to crit. Just don't bother with this one. ''Up Close and Personal'' (8 pts.) - After you perform a ranged attack at range 1-2, gain 1 dodge token. Take this with Han. Being able to gain a dodge after gunslinger? Heck yes! '''Gear Upgrades (x1 Slot)''' ''Ascension Cables'' (4 pts) - Until the end of your activation, you gain scale. You can't really go wrong with this one. ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. A nice way of giving Han something to do while he's out of his pistol's range. Plus, Chewy has teamwork with him, so this is a nice way to give both units an aim token, if need be. ''Emergency Stims'' (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Not that great on Han, but can be useful in niche situations. ''Environmental Gear'' (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Take this if you play on tables that are heavy with difficult terrain. ''Grappling Hooks'' (2 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Take this if you play on tables that are loaded with climbable terrain. ''Portable Scanners'' (6 pts.) - Gain '''Take Cover 1''', which allows you to give a friendly unit at range 1 a single dodge token. Han doesn't want to spend actions giving out dodge tokens. Not recommended at all. ''Prepared Supplies'' (5 pts) - Cache: Dodge 1 (during setup, place 1 dodge token on this card. You can spend tokens on this card). This is a singular free dodge token that you can use at any point throughout a match. This can be nice to add more durability to Han, on top of low profile. Not necessary, granted, but nice. ''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Gives Han a little push forward at the start of the game, cheaply, so he can get into range 2 gunslinger range. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Han only shoots two dice, so this is totally unnecessary. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 0 Pip: "Sorry About the Mess" - [Han Solo] - Counts as having 1 pip for deck-building. When Han is given his order, he also gains one Aim and one Dodge token. Han shot first, Disney! It's the only zero pip Command Card in the game, meaning you will definitely get first activation. Teamwork with Chewbacca means great value out of this card, as well. 2 Pip: "Reckless Diversion" - [Han Solo and 1 Trooper unit] - When an enemy unit makes an attack, it must attack one of your units with a face-up order token, if able. Essentially turns Han and one unit into sacrificial lambs. Given that most Rebel units aren't very tough, this can be tricky. Be sure to take advantage of cover and Nimble to ensure your guys stay alive while the rest of your army does the killing. Get Han behind a line-of-sight blocker or heavy cover (which will cancel 3 hits with Low Profile) and pass out an order to a corps squad with only 1 dude sticking out. Each time your opponent is forced to fire at the corps squad they'll only be able to take out one guy at a time! 3 Pip: "Change of Plans" - [Han Solo and 2 units] - When Command Cards are revealed, you may discard this card to force your opponent to return their Command back to their hand; you both redo the Command Phase, and your opponent can't choose the card you just forced them to return. So Vader is about to Implacable his way into the beating heart of your army and slice it up real good? No, no he's not. Essentially spares you one turn of whatever nastiness your opponent is trying to unleash upon you. Make the best of it. Lando's contingencies or Chewbacca's Notorious Scoundrels card can give this card extra flexibility to be played at just the right time, or even more than once a game. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Han excels at thinning enemy infantry, thanks to '''Gunslinger''', innate surge to critical, and '''Sharpshooter'''. His infamous DL-44 pistol throws two red dice, and Gunslinger lets him fire at two different targets during a turn. He won't wipe out whole squads like, say, anyone carrying a lightsaber, so don't expect him to do that. That said, he'll chip away at red save units so easily they might as well be wearing peanut brittle for armor. On top of all that Han has the '''Steady''' keyword. This means that after one of Han's moves, he can make sling two attacks at two seperate units for free. Then, he's free to saunter back behind a wall if he still has another action. He's fairly frail, throwing only white dice on defense, although he does have defensive surge and his Uncanny Luck gives him up to three (unique) rerolls every time he rolls defense. Plus '''Low Profile''' blocks an extra hit so long as he's in cover. This brings light cover to heavy and heavy to the non-existent super heavy. Just beware of '''Blast'''. Where he really excels is in screwing with the Commands. He also gets some synergy when fielded alongside his friendly walking carpet Chewbacca or smooth-talking Lando. Try taking him inside an X-34 and doing some drive-bys. You'll increase his range (due to the base size of the X-34) all while giving him cover. </div></div> ====Jyn Erso==== (90 pts.) Stardust. She's an all-rounder who is decent at both shooting and melee, and has some abilities that coincide with Rebel Pathfinders <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Command Upgrades (x1 Slot)''' ''Aggressive Tactics'' (15 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Not that useful. There's better options. ''Commanding Presence'' (5 pts.) - When issuing orders, you can issue orders at range 1-4. Might be useful if you intend to rely on her as a commander and you use her infiltration to place her far from your front line. Pathfinders also infiltrate, so, if they're that far away, this can be useful. ''Esteemed Leader'' (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment. Not recommended. You're units, outside of Mandos, are durable enough to warrant this, as Jyn can probably take the hit better. ''Improvised Orders'' (5 pts.) - Exhaustible, but automatically readies in the end step. Draw 2, pick 1 token from your order pool. Not recommended. ''Inspiring Presence'' (5 pts.) - Friendly units at range 1-4 can use your courage value when checking whether they are panicked. This range can be reduced by other effects. This can be amazing, considering she has courage 3 and will be decently far away from half your army some of the time. However, Vigilance might still be better. ''Lead By Example'' (8 pts.) - You gain Inspire 2 (After your Rally step, remove up to 2 suppression tokens from other friendly units at range 1-2). This is a really good upgrade for removing suppression from units, which can be useful with Jyn if you run her alongside Pathfinders and other suppression hungry units. If you don't think Vigilance is necessary, this can be a good substitute. ''Strict Orders'' (5 pts.) - Guarantees a trooper unit with face up order token can remove a suppression when they activate, rather than leaving it to chance. This can be nice, for suppression management. Danger Sense needs suppression, but too much can be a problem. ''Vigilance'' (12 pts.) - During the End Phase, choose either 1 friendly trooper unit at range 1-2 or up to 2 friendly corps trooper units at range 1-2. Each chosen unit does not remove 1 dodge token. Vigilance can be used on yourself, so this will allow Jyn to keep a dodge token through the entire game! Equip her with situational awareness, and suddenly she becomes even harder to dislodge! '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (2 pts.) - You can intentionally gain 1 extra Suppression after being shot at. This is a really good choice, because Jyn ''wants'' suppression tokens to boost her defensive capabilities, and it doesn't require you to not have any already, so you can keep popping it each time she gets shot and max out her Danger Sense quickly. A really good upgrade for her. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. Jyn wants suppression tokens because they boost her defense, so this may not be optimal. If you're worried you need more control over your suppression, though, this may be the case. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Not a terrible choice if you find a way to have her pick on something that's already hurt. Mildly recommended. ''Into the Fray'' (4 pts.) - When an enemy unit at range 1 activates, you may gain 1 surge token. Jyn doesn't need surge tokens, so don't bother with this. ''Offensive Push'' (6 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. This can be really nice. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Not worth it, because you'll rarely, if ever, take a standby action. It's just not worth it. ''Protector'' (5 pts.) - Exhaust. While using Guardian, you can cancel crit results as though they were hit results. During the End Phase, ready this card. Jyn doesn't have Guardian, therefore making this upgrade completely useless. ''Seize The Initiative'' (5 pts.) - Single use. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue and order to yourself. This can be especially useful when using other units that want orders and Jyn needs a one. Recommended, especially so you can better utilize her 3 pip command card. ''Situational Awareness'' (4 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This allows Jyn to effectively gain better Low Profile, an already amazing keyword, when combined with Vigilance. This is very much worth the consideration with how prevalent criticals are in the current meta. ''Tenacity'' (6 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. This is a pretty good choice as Jyn's pretty strong in melee anyway and this just makes her better. ''Up Close and Personal'' (8 pts.) - After you perform a ranged attack at range 1-2, gain 1 dodge token. Jyn loves to get into Tonfa range, so she may be shooting at range 2 pretty often. Not a bad upgrade. '''Gear Upgrades (x1 Slot)''' ''Ascension Cables'' (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can't really go wrong with this one. Although, Infiltrate does hurt its usefulness. ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Because of how she functions, she's probably not going to have a lot of opportunity to use these. Not recommended. ''Emergency Stims'' (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. An upgrade to take if you have the points, but otherwise very mediocre. ''Environmental Gear'' (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. This can help her get into melee faster, so not a bad choice. ''Grappling Hooks'' (2 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. This helps her get into melee more reliably, but not as recommended as Environmental Gear. ''Portable Scanners'' (6 pts.) - Gain Take Cover 1, which allows you to give a friendly unit at range 1 a single dodge token. Jyn doesn't want to be sitting around babysitting other units, so this really isn't worth taking. ''Prepared Supplies'' (5 pts) - Cache: Dodge 1 (during setup, place 1 dodge token on this card. You can spend tokens on this card). This is a singular free dodge token that you can use at any point throughout a match. This is a really good upgrade to grab if none others catch your eyes. ''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. She already has Infiltrate, so she doesn't really need it all that much. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. This is generally not that useful for Jyn, outside of quick thinking into melee. '''Armament Upgrade (x1 Slot)''' ''A-180 Blaster'' (0 pts.) - A free reconfigurable weapon for just Stardust. In rifle mode is has 2 black dice and a white die shooting out to range 3. In pistol mode it swaps the black dice for reds out to range 2. It's free. You literally have no reason not to take this, considering Jyn doesn't actually have a gun at all, unless you do. ''Jyn's SE-14 Blaster'' (10 (5) pts.) - Unique. 5 white dice. While Jyn Erso is in your army, reduce this cards points by 5. Pierce 1 and Suppressive. This is a very good option if you intend to get within range 2 fast. Whether you choose this or her configuration weapon is entirely up to whether you value the diverse usage of her configuration weapon, or the raw dice of this blaster. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 1 Pip: "Rebellious" - [Jyn Erso] - Jyn gains Charge. Once during that same game turn, when an enemy within 2 or less and line of sight of her activates, before it rallies she can gain a suppression token to make a free attack against that unit or make a free move. The Command makes her into a combat monster for one turn. She can run up and charge something, whack it with her baton, and then when it activates, whack it again. You can also send her into a group of enemies and progressively whack each unit as they activate. Panicking? Nah. Panic doesn't matter because these actions don't take place during her activation. About to run off the board? nah, Dooku just looked at you funny. Time to ruin his day, if he's in melee range, because Danger Sense makes you surprisingly durable. 2 Pip: "Trust Goes Both Ways" - [Jyn Erso and 1 Trooper] - Jyn gains Inspire and the unit she issues an order to gains Teamwork with her. A quick way to remove some suppression and potentially dish out some extra tokens, especially since Jyn's got "Quick Thinking". A decent card. 3 Pip: "Complete the Mission" - [3 Troopers] - Jyn gains Low Profile. When any trooper is given an order, it may gain 1 Suppression token. Additionally, any Trooper with a faceup order token can't become Suppressed or Panicked for that turn, and may remove one Suppression token at the end of its activation. Gives at least three units extra cover while rendering them immune to Panic and Suppressed, and ensuring you'll lose some Suppression tokens. All good things. Generally good when combined with Pathfinders, because they'll likely be having suppression troubles by this point. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Jyn Erso is like a hero version of the Rebel Pathfinders. She has '''Infiltrate''', better getting into threat range, so long as it's three away from any enemy units. If you're the blue player, therefore setting up first, literally the entire map is your deployment zone for her. She has '''Danger Sense 4''', the highest level of it in the game, which gives her extra defense dice when she's got suppression tokens.'''Quick Thinking''' lets her gain a Dodge and an Aim token as an action, which goes well with '''Nimble''' and combining wonderfully with the combination of Vigilance and Situational Awareness. She's decent for a non-saber wielding hero with her collapsible tonfa. Her four black dice in melee are nothing to sneeze at if your a regular trooper, and if she's got an extra red from Tenacity, all the better. She literally beats suppression into her enemies due to '''Suppressive''' on it, allowing her to rob low courage enemies of their action. She has a decent gun, though it does not have the raw power of her death stick, but it does have '''Pierce 1''' and it is free. The Rifle configuration gives her a range 3 attack while the Pistol configuration hits slightly harder but at range 2. '''Danger Sense''' can either make Jyn a nightmare to remove off the field, or fail her completely. Dice variance is your friend, and worst enemy here. It's also entirely possible she takes a good few wounds before you get full value out of it. Use Duck and Cover, if you didn't take Situational Awareness, to stack it quickly. Ideally, use her and Pathfinders to harass enemy flanks while avoiding specialist units that will tear them apart. She can use her Danger Sense and "Complete the Mission" to stay on the objective, playing it on turn 6 can ensure a game winning victory point. Jyn could be considered a generalist rebel commander. She doesn't really excel at anything, save for maybe early objective play. She isn't bad, but requires a skilled hand to get the most out of. </div></div> ====Cassian Andor ==== (90 pts.) Sneaky Spy with droid Buddy <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Training Upgrades (x2 Slot)''' ''Duck and Cover'' (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Works well with his Danger Sense ability. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. He's only got Courage 2, so you need to keep suppression under control. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Especially useful when sniping enemy characters or multi-wound troopers, like Royal Guards or Wookies. ''Offensive Push'' (6 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. He already has Tactical 1 built-in, and they do stack. He does have some abilities that need Aim tokens, like ''Marksman'' or his A280 pistol configuration. Very much worth taking for that reason. Highly recommended. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Synergizes especially well with his Crack Shot command card. Not entirely recommended, though, because he only has range two unless you spend an aim token, which may find better use with his Marksmen ability. ''Protector'' (5 pts.) - Exhaust. While using Guardian, you can cancel crit results as though they were hit results. During the End Phase, ready this card. Yet again, another commander that lacks Guardian. Do not take this upgrade. ''Into the Fray'' (4 pts.) - When an enemy unit at range 1 activates, you may gain 1 surge token. Cassian has native surge to hit and defend, so this is completely useless to him. Seize The Initiative (5 pts.) - Single use. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue and order to yourself. This isn't too useful on Cassian, but could still be helpful in very niche situations. Not recommended. ''Situational Awareness'' (4 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This can make Cassian even more annoying to displace. Not too bad to grab. ''Tenacity'' (6 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. Cassian's not bad in melee and has a mostly short-ranged focus anyway so this is a decent choice. If you're going for a sniper focus, you may want to skip this though. Very meh. ''Up Close and Personal'' (8 pts.) - After you perform a ranged attack at range 1-2, gain 1 dodge token. Take this with Cassian if you intend to use his pistol config. It's very good to have, because his durability can be a problem. '''Gear Upgrades (x1 Slot)''' ''Ascension Cables'' (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can't really go wrong with this one. ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. He's got enough on his plate as it is, do you really want him standing around using one of his precious actions giving someone else an Aim? Hard pass. Too aggressive of a commander. ''Emergency Stims'' (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Not worth it for Cassian. If you want to take it, you can, but there are better options. ''Environmental Gear'' (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Very nice to get into position for good shooting actions, or command cards. ''Grappling Hooks'' (2 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Nice if you intend to climb a lot of terrain. ''Portable Scanner'' (6 pts.) - Gain '''Take Cover 1''', which allows you to give a friendly unit at range 1 a single dodge token. Cassian would prefer to spend his two actions doing anything other than handing tokens out to other units. Not at all worth it. ''Prepared Supplies'' (5 pts) - Cache: Dodge 1 (during setup, place 1 dodge token on this card. You can spend tokens on this card). This is a singular free dodge token that you can use at any point throughout a match. This can be nice to add more durability to Cassian, though it isn't entirely necessary. If you have the points, grab this. ''Recon Intel'' (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. It's super cheap and helps get him where you want him. Rarely a bad choice. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. He generally doesn't need this because Marksman allows you to simply upgrade a die, or he's not usually throwing enough dice to warrant it. '''Armament''' ''A280-CFE Sniper Config'' (10 pts.) - Range 1 to infinity doing one red and one black with '''Pierce 1''' and '''High Velocity''' (if the attack pool only has weapons with this rule, the target can't spend Dodge tokens). Also has '''Cumbersome''' (can't move and fire) and '''Configuration''', allowing you to flip the card to the other configuration when doing a Recover action. Not bad for sniping, but this may not be recommended for more than one turn, if you're going to be more aggressive. Cassian wants to be aggressive, too. ''A280-CFE Pistol Config'' (10 pts.) - Range 1-2 throwing two red and one black with '''Pierce 1''' and '''Long Shot 1''', which is, while attacking, you can spend an Aim token to increase the maximum range of the weapon by 1. Not bad. Cassian wants aim tokens anyways, and, if your confident in his shooting, this can be great. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 1 Pip: "Crack Shot" - [Cassian Andor] - Cassian gains an Aim token and '''Gunslinger'''. At the end of his activation, he gains a Suppression token and a Standby token. Basically, you drop this and he can essentially fire four times, plus gain an Aim that he can use to reroll dice or use his Marksman ability and a suppression to help with his Danger Sense. Really good. 2 Pip: "Last Stand" - [Cassian Andor & 1 Trooper] - when Cassian issues an order to a commander or operative, the unit gains Indomitable, allowing it to roll red dice for rallying rather than white, and gains 1 aim, dodge or suppression for each wound token that unit has (max of 3). Seems like a decent late game drop when everyone's gotten a little beat up and you want to get one last good round of killing out of your characters. However, if you use ''Covert Ops'' to make Cassian an operative, but you don't have another commander, the Covert Ops rule states that you must promote a Spec Ops or Corps to be your acting Commander. This means they can benefit from this. Tricky, though, so I wouldn't recommend going for this. Jyn, who is a commander, will greatly benefit from this card, though, so there's a good combo for you. 3 Pip: "Volunteer Mission" - [Cassian Andor & 2 Troopers] - when Cassian issues an order to a commander, operative, or spec ops unit, that unit recovers, gains Danger Sense 1, and may gain one suppression token. Not bad. This can be useful for Pathfinders and Jyn Erso, because that Danger Sense will stack with what they already have, plus everyone gets to recover and switch their configs for free. Be careful, though, because too much suppression ''will'' be an issue. This care especially works for Mandalorians or other durable units, that you need to stand their ground. Mandos, especially become annoying with this card. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> For 90 points you get a premium spec ops agent for the Rebel cause. He comes with 6 wounds but only 2 courage, throwing white dice with surge on defense, but his '''Danger Sense 3''' allows you to add defense dice equal to the number of suppression tokens he has, up to a maximum of 3, every time he defends. He also has offensive surge, punching for 2 red dice and his "Covert Blaster" is a pistol firing a red and two white dice with '''Pierce 1''' at range 1-2, without his configuration upgrade. Since, as stated, he's a spec ops agent, he comes with a slew of special rules. For starters, he has the '''Covert Ops''' rule that allows you to change him to an Operative during deployment; if you do, he also can ''Infiltrate'', allowing you to deploy him anywhere on the table as long as he's not within range 3 of any enemy unit at the time he deploys. This means that, if nobody's on the board yet when he deploys, he can deploy literally anywhere. This also means that if you don't field another Commander, you are required to promote one of your Corps or Spec Ops units to be the army's commander; Similar to when all of your commanders are killed, except in this case, it ''must'' be a Corps or Spec Ops. '''Marksman''' allows him to spend an Aim token to change a single attack die from blank to hit or from hit to crit, and '''Tactical 1''' will ensure that if he moves, he gains that Aim token to do so. Lastly, '''Loadout''' allows you to set aside upgrades of same slot and equal or less points cost, and swap them out before the game starts- did you take Hunter but now feel like Endurance will serve you better? Swap them out! He basically can be used one of two ways. You can use him as a sniper, which he's pretty good at, or have him act as a mobile, short-ranged infantry mauler similar to Han Solo. With the latter, however, the trick is that his courage is only 2, so he'll quickly find himself losing an action if you're not careful. Suppression management will be very useful. He synergizes really well with Jyn Erso unsurprisingly, and her "Complete the Mission" command can be especially useful in the late game to ensure that he... well... completes the mission. She also helps control his suppression, so this incentivizes his short range playstyle. He'll need support, no matter what. </div></div> ====Lando Calrissian==== (105 pts.) The original smooth operator. He loves gambling, stylish capes, winning smiles, and made black people canon to the star wars universe. Like Han, he excels at using command cards to mess the enemy plans. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> '''Command Upgrades (x1 Slots)''' ''Aggressive Tactics'' (15 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. While not necessarily a bad option, There's also better ones. Surge tokens are nice, but usually not needed for Rebel units. Surge tokens generally matter more for red save units. ''Commanding Presence'' (5 pts.) - When issuing orders, you can issue orders at range 1-4. Generally not the best option, either. Might be useful if you're using lots of Pathfinders, Commandos, and/or Speeders and are concerned about them getting out of range. ''Esteemed Leader'' (5 pts.) - Friendly trooper units at range 1 gain '''Guardian 1''', helping you defend your points investment. Compared to Leia, Lando has a bit more resilience and longer range, so it is not quite as useful on him. He also only has a single command slot, so the competition here is tougher. ''Improvised Orders'' (5 pts.) - Exhaustible, but automatically readies in the end step. Draw 2, pick 1 token from your order pool. This could help you draw that one fleet trooper squad, or FD cannon, or whatever else. Generally useful. ''Inspiring Presence'' (5 pts.) - Friendly units at range 1-4 can use your courage value when checking whether they are panicked. This can be great, but Lando is unique in that his pistol has a range of 3, so he might not be far enough away from the majority of your units to have this be a worry for you. ''Lead By Example'' (8 pts.) - You gain Inspire 2 (After your Rally step, remove up to 2 suppression tokens from other friendly units at range 1-2). This is a really good upgrade for removing suppression from units, which rebels love. This is generally a good upgrade if no others are of interest. ''Strict Orders'' (5 pts.) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance. Not as good on Lando as it is on other commanders, but still worth looking at. ''Underworld Connections'' (5 pts.) - You gain Allies of Convenience (Your army may include one additional Mercenary unit of any rank. You can issue orders to friendly Mercenary units regardless of affiliation. If you want to run mercenaries, then this is a must grab. Otherwise, you can pass on this. ''Vigilance'' (12 pts.) - Allows 1 friendly trooper or 2 Corps. trooper units at Range 1-2 to keep a single Dodge token during the End Phase. Probably the best choice for his only slot, due to how much rebels love dodges. Unlike Leia, Lando cannot hand out dodge tokens as reliably, so consider that before choosing this, regardless. '''Training Upgrades (x1 Slot)''' ''Duck and Cover'' (2 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Our resident traitor has only 2 courage, so this is not the best card for him. ''Endurance'' (6 pts.) - At the end of your activation, remove 1 Suppression for free. He's only got Courage 2, so you need to keep suppression under control. ''Hunter'' (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Lando is not an offensively minded commander and has a lot of ways to get aims for himself anyways, so this is not efficient unless you really want to declare Crits on his 3-pip. ''Into the Fray'' (4 pts.) - When an enemy unit at range 1 activates, you may gain 1 surge token. Lando doesn't want this, because he has surge to crit and defend, anyways. Worthless. ''Offensive Push'' (6 pts.) - exhaust to gain '''Tactical 1''', which is gaining a free aim token after making a standard move. Lacks the necessary keywords to use it to its full potential like Cassian, but this can help push for crits. You can't go wrong with this, regardless. ''Overwatch'' (4 pts.) - Gain '''Sentinel''', making your standby range 1-3. Not entirely recommended, although not the worst because he has range 3 and can generate standby tokens with his 2-pip. ''Protector'' (5 pts.) - Exhaust. While using Guardian, you can cancel crit results as though they were hit results. During the End Phase, ready this card. Han, like most commander units, doesn't have guardian. Therefore, this is a worthless upgrade for him. ''Seize The Initiative'' (5 pts.) - Single use. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue an order to yourself. An OK pick, it gives a little more order control but Lando always orders himself with his command cards and Lando himself is not a timing-sensitive unit when you aren't playing his command cards. ''Situational Awareness'' (4 pts.) - You gain '''Outmaneuver''', meaning you may spend dodge tokens to cancel crits. This goes well with the dodge tokens his 1-pip generates. ''Tenacity'' (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. Lando is one of the worst commanders you can pick in melee, even Leia packs more punch. Avoid at all costs. ''Up Close and Personal'' (8 pts.) - After you perform a ranged attack at range 1-2, gain 1 dodge token. One of Landos main benefits was a range 3 pistol, so this might not be entirely useful. Though, it does have potential, so don't completely write it off if you think it'll be useful to you. '''Gear Upgrades (x1 Slot)''' ''Ascension Cables'' (4 pts) - Until the end of your activation, you gain '''scale'''. Lando won't get much use out of this. ''Electrobinoculars'' (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Not a bad choice, since it gives Lando more support capability. ''Emergency Stims'' (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. It's not a bad upgrade. There might just be better options, and it is expensive. ''Environmental Gear'' (2 pts.) - Gain '''Unhindered''', allowing you to ignore difficult terrain. Only useful if you're playing on a table with lots of difficult terrain and desperately need Lando to be able to move. Due to the Covert Ops rule on Lando, you might want to pass. ''Grappling Hooks'' (2 pts.) - Gain '''Expert Climber''', allowing you to clamber without rolling dice or taking wounds. Like with Environmental Gear, it's only useful if you need to desperately move Lando. Otherwise, pass. ''Portable Scanner'' (6 pts.) - Gain '''Take Cover 1'''. Turns Lando into a rebel officer. Stacks well with Vigilance, although you ideally should have a dedicated dodge creator rather than using Lando as one. ''Prepared Supplies'' (5 pts) - Cache: Dodge 1 (during setup, place 1 dodge token on this card. You can spend tokens on this card). This is a singular free dodge token that you can use at any point throughout a match. This can be nice to add more durability to Lando, so feel free to grab this if nothing else interests you. ''Recon Intel'' (2 pts.) - Gain '''Scout 1''', allowing you to make a speed-1 move after you deploy. Lando already has Covert Ops, so positioning is not as much of an issue. ''Targeting Scopes'' (4 pts.) - Gain '''Precise 1''', allowing you to re-roll 3 dice when you spend an aim token. Lando can only ever roll 2 dice on his attack, so this is wasted. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 1 Pip: "Idiot's Array" - [Lando Calrissian] - Lando gains '''Gunslinger''' and '''Marksman'''. If there is a 3-pip in your discard pile then Lando gains 1 aim and 1 dodge token, or 2 aim and 2 dodge tokens if there is a 3-pip and a 2-pip, or 3 dodge and 3 aim tokens if there is a 1-pip and 2-pip and a 3-pip. Lando gains the ability to melt up to 4 targets in a single round of shooting. It's adequate when played as is, but gets stronger but more telegraphed the longer the game goes on. You need to weight the risks and rewards of playing it sooner for a quick bout of damage or later if you are sure the enemy will not use your flaw against you. 2 Pip: "Ace Up His Sleeve" - [Lando Calrissian and 1 unit] - When Lando issues an order to a unit, it gains 1 standby or 1 dodge token. Before Drawing from your order pool, you may instead discard this card from your hand or your contingencies. If you do, issue an order to Lando or a friendly unit within Range 1-2 of him and activate that unit. Your troll card, to ruin whatever plan the enemy thought they had. It can be played one of two ways, as a normal command card which is one of the only ways the rebels can create standby tokens. Or it may be burned from your hand or contingency pile to instantly activate a unit before the enemy can react to it. The latter option is what makes Lando such a slippery one. 3 Pip: "All In" - [Lando and 2 units] - Each enemy unit in line of sight and within Range 1-3 of Lando gains 2 Observation tokens. Before Lando rolls dice during an attack, you may declare Crits or Blocks. After your re-roll dice step; if there are at least 1 of the declared result, add 2 matching results; if not, remove 2 This is your high-risk, high-reward card. You get the most effect out of this if you can get Lando within range of as many targets as possible. The observation tokens give pseudo-aim to your whole army, which makes your shooty troops even shootier. They also help with the gambling mechanic, letting you fish for the crits if thats what you declared. Flaw: "I've Altered the Deal" - Your opponent may play this card at the start of the command phase if there are at least 3 cards in your discard pile. You cannot use contingencies or play any of Lando's command cards. Just in case you were having too much fun, the enemy may strip Lando of his greatest strength at a key moment. This adds a layer of difficulty to playing Lando and gives you a taste of your own medicine. Always keep an eye on your discard pile, because just when you think you have an ''Ace up your Sleeve'' or if you were planning to go ''All In'', the enemy may leave Lando helpless instead. Just to be clear, this is for one turn, not the entire rest of the game. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> Lando is another support general, living to boost the rest of your army rather than eradicate the enemy from existence with a glowbat. He sports '''Contingency 3''', which lets you set aside up to 3 command cards that you can later use to over-write a different command card that you played, this is very effective when playing with command-hungry or timing sensitive units like Luke. He is also trained in '''Covert Ops''', which allows him to gain '''Infiltrate''' if he changes his slot to operative, this can help with positioning, and if you are running lots of operatives this will ease up order control. He carries the X-8 Night Sniper Pistol, which throws 1 Red, 1 Black with '''Pierce 1'''. The Pistol also has Range 3, rather than 2, and '''Sharpshooter 2''' that lets it ignore all cover [[Flash Gitz|due to a thermal scope mounted on top]]. On top of that, he Surges to Critical, giving him very reliable damage on his dice. For Defense, he carries your standard-issue white defense die with Surge to Block, but with '''Uncanny Luck 2''' to help out a bit. Lando is a commander who really likes to play with others, thanks to flexible command cards and the contingency rule. Take him with Han, to truly control the battlefield with shenanigans like burning "Ace up His Sleeve" on a "Sorry about the Mess" turn. Take him with Luke, if you truly despise your opponent, so you can grant standby on operative luke and get a discount "Son of Skywalker" Keep his Flaw card in mind, which looms like a shadow over everything you have built here, as it can totally freeze Lando in place in later turns. Which is why its important to hedge your bets and keep another commander open so you are not totally helpless. Thankfully, his flaw does not force you to hand over all your commanders to the enemy. </div></div>
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